![]() If it wasn’t for the predictable missions it would have been a frustrating game because the AI co-commander was just so annoyingly dumb. The co-commander just turned out to be a failure far more times than it helped things out. The same goes for attacking targets, that doesn’t mean move up to the target but stop just far enough back that you can’t attack them. This weird bug was not their only down fall, commanding them to take position at an enemy base in my mind does not mean move all your forces to that location, die, and leave your base completely unguarded while the enemy destroys you. But this force was completely made up of about 40 dolphins, from that point I just rolled my eyes and decided perhaps ignoring them would be easier. While I was busy wiping out the Imperial forces with my long range Athena cannon my co-commander was amassing a force. My co-commander stayed at the other area and built her base back up eventually we had excess funds to get any units. She and I survived and I used my chronosphere to travel to a safe, well funded area. In one of the later missions for the allies my co-commander and I were near wiped out by a scripted event. There are 18 new campaign missions, 9 for each side. This add-on introduces new fully playable units - Chrono Tank, Demolition Truck, Field Mechanic, Tesla Tank, Shock Trooper, M.A.D. All this really means is that half of your money is going to fund a selection and group of units you have no control over The Aftermath is the second add-on to Command and Conquer: Red Alert. Funds are shared between you are your co-commander, immediately you might be thinking how this means you’ll have more money. Command & Conquer Red Alert: The Aftermath Review The Aftermath is a heck of a deal that practically turns Red Alert into an entirely new game. Most other times though they proved to be a nuisance than a bonus. Another time they helpfully covered one of my larger vulnerable units from attacks. The other thing it encouraged me to do was help them build defences, sometimes they’d forget to and their base would be decimated by a few small units. If there is one thing the co-commander helps with is the pacing of the missions and making them go a bit quicker if you are a turtler. The co-commanders were introduced so all missions could be done in co-operative mode, as somebody who plays my entire single player RTS games alone I was curious to see how this works out. ![]() They have bases situated near you or in the equivalent position on the other side of the level. All the single player missions in Red Alert 3 feature a co-commander, which sadly doesn’t really help the game.
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