Command and Conquer 3 : Kanes Wrath Expansion

How are people defeating the black hand in online matches? I find that no base defence is enough, and the blank hand troops have 500hp each!! Seemingly nothing takes them down - its really annoying me!
 
Whilst I pre-ordered this game and had it on release day, I still havent installed it, as I decided to complete both the NOD and GDI Campaigns from C&C3 ( I know I know )

And also the SCRIN Campaign on C&C3! That is hard going, 2 more missions of that left and then I can start on Kane's Wrath.

Such a good game though! Not as good as RA2 but close!
 
thought the expansion was good, kept me occupied for a few days on and off as well, but seems more of a £10 expansion rather than an £18 one

dont like the world domination thing, not my kind of thing at all though
 
Random quest, but anyone know if it's possible to type in a number on how many units you want to build rather than clicking like mad?
 
The last level is rubbish.

Just build some base defences at the entry points to your base. Then slowly kill there bases. Don't kill the power plant objectives until the end.

Why couldn't it just of been a nice big all out war. Rather than stupid figure out which order map.
 
The last level is rubbish.

Just build some base defences at the entry points to your base. Then slowly kill there bases. Don't kill the power plant objectives until the end.

Why couldn't it just of been a nice big all out war. Rather than stupid figure out which order map.

The big problem with this expansion for me is that in more than one place, there are severe flaws in the way the objectives are set up. Essentially it means that in some cases, it's actually a BAD idea to achieve some of the objectives too early, because it then sets in motion another sequence of events which you may not be fully prepared for. Here's a couple of examples:

1) On the level where you first face the MARV, there's some place you are supposed to capture. However, as soon as you capture it, a new objective starts where you have to defend it. This coincides with huge waves of enemies spawning out of nowhere (including air units). The first time I was playing this mission, I'd wiped out their whole base but didn't have many units left before sending in the saboteur. This meant that I didn't have enough units in the vicinity to properly defend the structure. So next time around, I surrounded it with dozens of units before capturing it. Basically slowing the game down, I had my engineer stood outside it for a minutes for chrissakes!

2) On the final level, once you bring down the shield a 'DOOMSDAY TIMER' is triggered - meaning that if you fail to capture the tacitus before it runs out, you automatically lose the game. This is incredibly lame, because it actually PENALISES you for being too quick in bringing down the shield, before you've built up a proper attack force. So in the end I actually ended up reloading an older save, letting the timer tick down to 0:02 and then SELLING the structure to freeze the timer. Having built up a massive army and destroyed their bases, I then just captured one of the other structures to polish off the final 2 seconds.

Basically they didn't put enough thought into how they chained objectives together - they created a situation whereby the most effective/safest style of play is a very slow, laborious build up, not completing most objectives until the last moment etc, rather than promoting an aggressive, expansive style of play.
 
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In comparison, the last mission of Warcraft 3 was pretty rocking. Defending the three bases of the three different races against an 'unstoppable' (at least, it almost seems that way until you get used to it) horde and hoping you can hold on long enough was done really well.
 
The big problem with this expansion for me is that in more than one place, there are severe flaws in the way the objectives are set up. Essentially it means that in some cases, it's actually a BAD idea to achieve some of the objectives too early, because it then sets in motion another sequence of events which you may not be fully prepared for. Here's a couple of examples:

1) On the level where you first face the MARV, there's some place you are supposed to capture. However, as soon as you capture it, a new objective starts where you have to defend it. This coincides with huge waves of enemies spawning out of nowhere (including air units). The first time I was playing this mission, I'd wiped out their whole base but didn't have many units left before sending in the saboteur. This meant that I didn't have enough units in the vicinity to properly defend the structure. So next time around, I surrounded it with dozens of units before capturing it. Basically slowing the game down, I had my engineer stood outside it for a minutes for chrissakes!

2) On the final level, once you bring down the shield a 'DOOMSDAY TIMER' is triggered - meaning that if you fail to capture the tacitus before it runs out, you automatically lose the game. This is incredibly lame, because it actually PENALISES you for being too quick in bringing down the shield, before you've built up a proper attack force. So in the end I actually ended up reloading an older save, letting the timer tick down to 0:02 and then SELLING the structure to freeze the timer. Having built up a massive army and destroyed their bases, I then just captured one of the other structures to polish off the final 2 seconds.

Basically they didn't put enough thought into how they chained objectives together - they created a situation whereby the most effective/safest style of play is a very slow, laborious build up, not completing most objectives until the last moment etc, rather than promoting an aggressive, expansive style of play.

I had to do something similar :( now working through C&C 3 again to unlock the scrin campaign.

Does anyone play C&C3 KW online?
 
Just to clarify something in my above post - I don't have a problem with timers per se. I just don't think they should be triggered specifically by completion of other objectives.

So for example, an overall timelimit for a mission to complete all objectives (say 30mins) is fine with me, as long as that is clear from the outset. You then know where you stand and can prioritise your tactics accordingly. But suddenly 'rewarding' success by initiating a short-lived countdown timer, which will make you lose the entire mission, is just evil. I could probably accept a non-fatal comeback, say a superweapon attack on my base. But not a bloody MISSION FAILED message.

Now, some might say that it is more realistic, that in a war situation you need to be prepared for the unexpected. But at the end of the day, it's just a computer game. Realism should never get in the way of the game mechanics and frustrate the player by punishing them for achieving goals it sets them.
 
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did you not get a registration successful message? contact EA tech support they'll sort you out.

Yeah it all went through alright n that, had a message saying it had to be verified n waited n waited , nowt! tried again just now and had the same message
 
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