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Cypher8492
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total posts: 592
since: Mar 2007
Apr 23, 08 at 8:54pm
re: The Black Hand

while these r all good and valid points, they make up for such lacking..

example, have u seen how much extra damage the purifying flames upgrade does? also they apply 3 different upgrades to their basic infantry, confessor cabal. plus with the infantry upgrades, that puts infantry as a valid and useful tool through out the match...

they have ways of making up for it, is the long and short of it...u just have to know how to use them, get it?


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Sunderdown
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Apr 24, 08 at 10:04am
re: The Black Hand

I haven't got the hang of them yet, and I probably won't anytime soon as I'll stick with ZOCOM thanks, but I probably will try at some point, knowing me.

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Cypher8492
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Cypher8492's profileNeoPM Cypher8492
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since: Mar 2007
Apr 24, 08 at 7:42pm
re: The Black Hand

curiousity killed the cat, but what cat was ever a commander? branch out and get a feel for all the factions, then pick ur favs.

thats what i think...



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sm3lln03vil
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Apr 25, 08 at 3:48am
re: The Black Hand

quote Sunderdown
In my opinion, I don't like the Black Hand as they lose stealth (I like stealth tanks as a large group can care care of most things, especially with tiberium core missiles, and specters are a lot more venerable without stealth) so bases are easy to see and they have no sneak attack capability. They also have no aircraft, and vertigos are really good, (I think so anyway). Though they have flame tanks, they can't use cloaking field and sneak them in to someone's base (great fun that).
u dont need stealth anymore with black hand.. with purifying flames, units like confessors, rocket inf and flame tanks are no longer just strong vs inf and structure, they can also take out tanks pretty handily. in this way, i find that black hand is not like the guerrilla nod, but more of a brute force team. instead of using stealth tanks to hit-and-run, use comped flame tanks with decoy army to decimate a base too quick for them to respond and klill all the real tanks
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Cypher8492
PSN: Xion772
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since: Mar 2007
Apr 25, 08 at 4:44pm
re: The Black Hand

my sentiments exactly

thank you for posting that sm3lln03vil

a brute force nod is just what this game needed, and is why i always liked GDI i think..lol



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sm3lln03vil
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Apr 27, 08 at 8:14pm
re: The Black Hand

one thing that ive heard done, but never actually tried myself, is that if u are GDI and cap a Black hand Building, or if u are black hand and cap a GDI structure, u can get Confessors + black hadn into an ACP or Hammerhead, which devastates a base, especially with purifying flames.

does anyone know if this works if the two teams are allies, can they garrison their units into each other's transports?
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Aulis Vaara
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Apr 27, 08 at 10:28pm
re: The Black Hand

Yes, you can garrison your infantry in allied infantry carrying vehicles. It's heaps useful if your team is intelligent enough to work together, kicks massive ass too with the right combos (such as any infantry squad with a black hand and purifying flames), Scrin-GDI combo's are far less extreme.


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sm3lln03vil
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Apr 28, 08 at 7:16am
re: The Black Hand

thx
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Cypher8492
PSN: Xion772
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Cypher8492's profileNeoPM Cypher8492
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since: Mar 2007
Apr 28, 08 at 5:01pm
re: The Black Hand

yea, combining the techs is a deadly effecient way to deal with many threats..
and yea, i think combining nod with gdi makes for better and more straregic combos...

but i have to admit, rolling mammothes with PACs flyin top cover would be pretty sweet...yuet it is still so predictable, and, i think unpredictability is a key to climbing to the top...


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Archimonde_STG
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since: Aug 2004
Apr 28, 08 at 6:31pm
re: The Black Hand

PACs+Mammoths are not predictable! Any combo that crosses more than one faction or even sub-faction is unpredictable, how can an opponent imagine that? But some of the easiest ways to get mixed tech is if your opponent is Steel Talons, they'll leave behemoth husks which when captured can end up more deadly than imaginable. I once got a couple with MoK and put some enlightened in them and boy weren't they powerful, although the match was already won at that time with my specters and stealth tanks but still they were quiet amazing.

Another thing I did was Eradicator+Redeemer! Exteremly cool! and I still have the replay. I was playing as traveler-59 and captured the torn apart MoK conyard and the second opponent was simply left to die by me with all my units around his base, until I declared war with my epics!


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sm3lln03vil
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Apr 29, 08 at 5:39am
re: The Black Hand

nut now, seriously, i have to try confessors w/ black hand w/ purifying flames in HAMMERHEAD, ultimate seige from above
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Dan3rz
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since: May 2005
Apr 29, 08 at 10:28am
re: The Black Hand

I'm not convinced that they are as good as people think.

Personally im using my tried and tested techniques in every campaign/skirmish. Stealth being the plan, either that or spam attack bikes until they swarm the map.

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Archimonde_STG
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since: Aug 2004
Apr 29, 08 at 12:20pm
re: The Black Hand

But purifing flame is almost invincible, especially at a cost of only 2000, they're more useful than forcefield generators!



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Cypher8492
PSN: Xion772
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Cypher8492's profileNeoPM Cypher8492
total posts: 592
since: Mar 2007
Apr 29, 08 at 4:06pm
re: The Black Hand

for the hammerhead tactic, i would go more for rocket guys than confessors, since ur planning on having the black disciples and purifying flames upgrades...
let me tell ya why, the hammerhead fires bullets, and ild go ahead for the AP upgrade, boom, anti infantry, second, rocket guys would make it good vs armour and other air units since the hammerhead isnt naturally AA capable, boom, anti air AND anti armour, finally, the black disciples will easily handle buildings with their upgrade, boom, anti structure.

so, while not invincible, it does answer all possibilities effectively..

and about mammies and PACs being predictable...if u knew ur opponent had both scrin and GDI tech, wouldnt u expect a heavy attack like that?


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sm3lln03vil
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Apr 30, 08 at 3:42am
re: The Black Hand

quote Cypher8492
for the hammerhead tactic, i would go more for rocket guys than confessors, since ur planning on having the black disciples and purifying flames upgrades...
let me tell ya why, the hammerhead fires bullets, and ild go ahead for the AP upgrade, boom, anti infantry, second, rocket guys would make it good vs armour and other air units since the hammerhead isnt naturally AA capable, boom, anti air AND anti armour, finally, the black disciples will easily handle buildings with their upgrade, boom, anti structure.

so, while not invincible, it does answer all possibilities effectively..

and about mammies and PACs being predictable...if u knew ur opponent had both scrin and GDI tech, wouldnt u expect a heavy attack like that?
actaully yea, totally agree, but im trying to figure out if i should keep rockets, if i manage to get particle beams for confessors
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