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[Tempest Rising] GDF Mission 8 Speedrun - The Ancient Basin (Insane) any%/100% in скачать в хорошем качестве

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[Tempest Rising] GDF Mission 8 Speedrun - The Ancient Basin (Insane) any%/100% in
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[Tempest Rising] GDF Mission 8 Speedrun - The Ancient Basin (Insane) any%/100% in

No armory, no doctrines. This mission has an unavoidable 20 minute defense timer, so the actual time spent "speedrunning" is 4 minutes and 22 seconds. The fun part of this speedrun is attacking and capturing the dynasty base to get a Havoc buggy and Hammerhand transport just to save a couple of seconds on the final ending dash. Primary objectives: 1. Escort the scientists to the temple 2. Destroy the two SAM sites surrounding the temple 3. Set up a base and defend the temple for 20 minutes 4. Evacuate the scientists to the bottom left corner of the map Secondary objectives: 1. Destroy the three SAM sites on the upper path during the intro segment 2. Destroy the three power plants on the lower path during the intro segment 3. Capture or destroy at least two tempest rigs 4. Capture the enemy radar station 5. Eliminate prison guards (north part of map) to free the civilians, and escort them to an evacuation point (also north part of map) 6. Destroy the enemy MCV before it deploys on your escape path at the southwestern edge of the map The any% and 100% routes are once again the same, because all of the side objectives can be completed during the 20-minute defense segment. This includes the side objective to destroy the three power plants during the intro - I skip this objective during the intro segment to save time, and come back to it later during the defense segment. There are only two parts where the timing matters, the intro segment and the escape segment. Strategy - Intro There are two objectives here - escort the scientists to the temple (easy), and destroy the two SAM sites around the temple (hard). Because the two SAM sites need to be destroyed, I need to have enough of my army alive, or it would take too long for the SAM sites to go down. The two trebuchets are the most effective against the SAMs. Using sentinels to mark the SAMs, the trebuchets can take out a SAM in three volleys from a long range. Unfortunately, trebuchets are slow and will be destroyed quickly if enemy units are not taken out. This makes the intro the most difficult part of the run. For the fights, use the riot van to target clusters of infantry, as it has splash damage. The splash damage is also useful for detonating explosive barrels. Near the intro, I sacrifice two of my scientists to delay two havocs that would otherwise attack from the back while I am fighting the voltaic tank. Scientists aren't good cannon fodder otherwise as enemies prioritize attacking military units. This lets me climb the ramp and destroy the three initial SAM sites more quickly (before the havocs arrive and pick off my hunter tanks from the back). Strategy - Final Escape Escaping with the riot van is slow, and requires you to fight through enemies. The skycrane is a much faster option, and is the easiest strat for the escape segment. If you want to be as fast as possible though, the dynasty's hammerhand transport moves faster than the skycrane, and the dynasty's havoc buggy moves faster than the hammerhand. Thus, I use a havoc to transport the scientists until I reach the turn, then transfer them to the hammerhand for the rest of the journey. (I think it is marginally faster to switch to a second havoc from the hammerhand for the second leg of the journey, but it has more room for error) To get the hammerhand, I need to capture the enemy bastion (upgraded conyard) and air factory. To get the havoc, I need to capture an enemy machine shop. I use DCUs and trebuchets (DCUs mark targets for the trebuchets to fire at from range) to pick apart the dynasty base's defenses, then destroy power plants to power down the remaining defenses. When capturing the dynasty base, be very careful of the spawned attack waves. Try to time the captures between attack waves. Also, be careful to not destroy the air factory, because your units will automatically attack it (as it counts as a base defense). I destroyed the air factory by mistake in this run, so I had to build a new one. Thankfully, the radar tower I captured as part of a side objective fulfills the prerequisite to construct an air factory. Also, line the route with comms (comms rigs, DCUs, and air control towers) because this gives a 20% boost to movement speed. In this run I lost about 2-3 seconds to fumbling with a Havoc unload during the final escape, which is kinda annoying. I rarely make this mistake during practice runs, but nerves got the better of me. Strategy - Side objectives A skycrane loaded with engineers and drones can complete most of the side objectives. Capture the rigs as early as possible as you will need the income. Strategy - Defense Just like in GDF04, you can wall off one entrance and the enemies will only attack from the other one. There are two air transport attack waves, which can be easily countered by placing a structure (like a silo) at their landing spots, blocking their unloads. Do this before the first air wave, at around 8:30 on the countdown timer.

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