multi-gunner turrets are the most effective against air and vehicles at basic level, although they can be made stronger by making infantry garrison in them ( ironically, a base level turret does more damage against aircraft than one with a javelin soldier in it), the downside is that they can actually be garrison cleared by the usual means, and garrisoning infantry in them makes them more specialised, which leads to vulnerabilities from other units (a turret in a peacekeeper in it would be very vulnerable to even the most basic of vehicles) The defender VX is the most balanced, having decent damage vs most things and good health. Their main downsides are that they don't excel in one area, must be transported via nanocore which makes them vulnerable, and they have to switch between either aa or anti-ground mode which takes time so they can't react to a rush from the other if they are in on specific mode The soviets main downsides are that they have to build 2 structures to get the same results, the sentry position and the flak turret, which takes more power and costs more and they have less health overall, however, the sentry gun is good against any target, but slaughters infantry and even a few are a threat against tanks. The flak cannon is dedicated to aa work only, but it its a deadly one, its cannon has a very high RoF, a couple of turrets are enough to kill a vindicator. A third defensive structure the soviets can build, is the battle bunker. This can be built in any suitable location by combat engineers, and hold up to 5 people inside. The downsides with any other garrison apply and it can be quite costly to garrison, but the results are impressive. A bunker filled with 5 flak troopers makes for a better aa-position than a flak cannon, but this costs $2000, compared to the $800 per flak cannon, but this would also be able to attack ground units, and 5 max vet flak troopers in a garrison are not to be taken lightly.
Tl;DR: The multi gunner turrets deal decent damage against all units altough less vs infantry and are versatile with infantry garrisoned The defender VX is as good but it struggles because of having to switch mode the Soviet machinegun turrets can only target ground, which makes them lacking. But they have other turret options for other targets.
@@antoniohagopian213 true But a multi gunner turret with a javelin soldier in is going to hurt vehicles a lot more than a basic one And is still cheaper than a prism tower Plus you can garrison one in a pinch as a reactive measure for a bit more firepower
American turret can shoot air without javelliners. Actually, javelliners make it less effective against vehicles and air on practice due to long reload
yes but against fast planes the quick burst is better because it actually uses all the ammo but then again it would be better to just have the javeling chill next to the multigunner turret for double damage
@@irou95 Javelins make IFV stronger. On multigunner, they are a complete waste. You would do far better with 3 empty multigunners than javelin garrisoned with them. I tested it. Turns out its WAAAY more weak then we give credit for. Its cooldown actually matters a lot more than it lets go.
@@Kronosfobi Wasn't there some ridiculous micro tech involving repeatedly garrisoning and ungarrisoning the multigunner to increase the DPS or was that just the IFV?
Hehe, I like how the Javelin soldier in both the Multigunner Turret and IFV makes the rockets fire and fly faster. Makes them trash against infantry doe and worse in DPS overall. What I found interesting is the fact that the Multigunner Turret deals relatively low damage against heavy infantry like Tesla/Desolator Troopers and Cryo Legionnaires.
I am pretty sure you do not need javelins into missile turrets to attack air units with it. And 100% sure a base turret would have been stronger than with the javelin.
@@984047 most air units are fast, they can easyly escape if they survive the first barrage beascue reload time. I preferred the somewhat smaller but continnous damage. The other thing if I remember correctly is, they deal area damage only if you use the turret whit javelin (im not sure)
To those talking about Multi-Gunner Turret with Javelin being weaker than normal... Well yes, but actually no. While MGT with Javelin suffers from long reload time which makes it worse in protatected fight, real effect of MGT+J is the burst damage it can do. It can quickly put out lots fo damage, which is good against raiding forces that come in, hit and leave. Against such forces (such as mecha tengu or other aircraft), it is better to have quick burst of damage before they leave the combat range. However, in more protacted fight, say a tank, you want consistent DPS rather than burst.
In the version I had, javelined multigunner units could not target aircraft. I still didn't found explanation to that, must have been some rare glitch.
Again, why there are no flak cannon in AA comparison? Why does every comparison denigrate Soviets? You supposed to consider every faction specific features before making the comparison.
The multi gunner turet makes the most logic of all of tham because when you put a javelin it ads another missle set but it does less damage against infantry and slower firerate.It looks the same with a small upgrade but its not it should only be used against AA if your going to put a javelin in it. And i like that the russian turet has the guy very exposed but he is invincible
Hi man! I don't speak English but i want to say: If you like Red Alert maybe you need create Discord channel for players in Red Alert 1-3? Will be cool!!!
Японская защита самая фиговая 1) ты не можешь ее строить сразу где нужно на карте (как могут другие), нужно ждать пока основы доедут, если им вообще дадут возможность доехать куда нужно 2) их еще и микрить нужно
Can u do another one of these but its the improve defense like tesla coils and something else i dont remember but thos 3 super towers that have a high dmg and mostly 1 hit kill a infantry pls Do it Edit:nvm he already did it
At least out of those three dueling one another, Avatar is the weakest and the Tripod is the strongest. Mammoth Tank is between the two but is more flexible than the Tripod. At least that's how it used to be way back when, used to play C&C3 competitively when it was newly released, and I remember the many forum debates about it lol. Honestly the game has eventually had so many balance patches (and an expansion), both official and unofficial, unsure what it'd currently be like. So, why not, do it :p.
While I haven't done as controlled tests like these, in my own experience, the Mammoth is all around just good, being able to hit Air Units naturally and having a decent output, it vs a Apoc the Mammoth would probably win provided the Apoc doesn't use it's Mag Harpoon, and against a Avatar well it isn't a viable target for the Avatar's ability and it's Armor upgrade paired with the Railgun global means it can chunk a Avatar pretty nicely, but if the Avatar is fully upgraded with or without the Flame Thrower the Avatar has the advantage of being stealthed and the extra damage gained from the poor Beam Cannon it murdered, but it's more or less who shoots first, as for the Tripods... the Tripods kinda suck against it without upgrades (or backup) and the Reaper 17 one without absorbing Tiberium, not to mention the Avatar and Tripods are Walkers which means Commandos can take them out easily though Scrin Buzzers (they can be quickly detached from Tripods for some cheeky Anti-Infantry) and the Avatar being able to be naturally stealthed help mitigate the issue just with the Avatar it costs you a Stealth Tank (Friend or Foe), however all three (four counting the R-17 variant) are great for escorting their respective Super Units. However once again from my own experience the Mammoth edges out over the other two thanks to the Steel Talons APC, since if we take all the Sub Factions into account GDI is simply better equipped to support their heavy tank, and while I have been counting the R-17 variant of the Tripod since the thing is a damage dealing monster, I've been ignoring the Purifier since it's just a worse Avatar, only advantage it gets is it comes stock with a flame thrower and it hits a little harder, but it can't "borrow" abilities like the Avatar can and while Black Hand do get stronger Flamethrowers and Flame units at 1 level of veterancy on creation, the Purifier just gives up a bit to much to be effective in my opinion and you'd be better served by a group of Scorpions and a few Flame Tanks, since while the Avatars do have some decent health, in a flat out brawl they want to be hitting first and more often before they can get shot at, since they don't have a armor ability like the Mammoth or way to tank hits like the Tripods, via Buzzers and Shields and the Repair Drones Global ability, where as the best Nod can do is Marked of Kane since Awakened and Enlightened are some of the toughest infantry in the game, not to mention they are pretty good against vehicles thanks to their EMP which can leave the other heavies vulnerable to the Avatar, but none of the heavies are objectively bad aside from the Purifier and the Purifier is only bad because of the sacrifice it makes to have a stronger flame thrower and the lack of Awakened since even base Nod can use Awakened, and the other Sub Faction walkers either being cheaper and available earlier (Titan), or just doing more damage at more or less the same range or a bit longer then the Avatar's (Reaper Tripod), not to mention the Avatar and Purifier will never move into range to use their Flame Thrower their A.I for some reason doesn't register that they have the weapon, and 98% of the units in the game attack farther then the Flame Throwers can hit, not to mention their firing while on the move sucks, the Tripods and Mammoth have a 360 degree cone they can hit with all of their weapons with some decent range, while the main weapon of the Avatars if it can shoot while on the move is locked to a cone in front and a tight circle around them with the flame throwers, also a weakness of the Avatars and Tripods is being heavy walkers if killed they leave a corpse that can be hijacked by a engineer, where as Wolverines, Titans, Gun Walkers, Shard Walkers and Corruptors don't, and the Redeemer and Eradicator being Super Units can't be hijacked by their very nature, and I have been ignoring the Purifier's AoE buff since it doesn't come up all that often unless you use a infantry heavy playstyle since the buff only effects infantry, and lacking the ability to cloak means it's more vulnerable to aircraft then the Avatar, the Tripods or the Mammoth, since the Mammoth can defend itself and the Tripods can tank the damage pretty well thank to their shields, while the Avatar only needs a Stealth tank and now the worst thing that can happen is if someone uses the Orca's ability or a ground based detector (which now has a incredibly short lifespan due to being 1: on the ground, 2: a detector), And while I really am trashing the Avatar and Purifier it's just they not only got the shortest stick but they got the shortest stick in all of Command & Conquer. EDIT: I kinda forgot to mention I play an unhealthy amount of Marked of Kane and Steel Talons.
I love how the Soviet sentry gun has a single conscript drinking a vodka till you select him
and yet needing power to operate
What makes it funnier is that upon selecting he quickly drops it and pretend to be hard focused😂
multi-gunner turrets are the most effective against air and vehicles at basic level, although they can be made stronger by making infantry garrison in them ( ironically, a base level turret does more damage against aircraft than one with a javelin soldier in it), the downside is that they can actually be garrison cleared by the usual means, and garrisoning infantry in them makes them more specialised, which leads to vulnerabilities from other units (a turret in a peacekeeper in it would be very vulnerable to even the most basic of vehicles)
The defender VX is the most balanced, having decent damage vs most things and good health. Their main downsides are that they don't excel in one area, must be transported via nanocore which makes them vulnerable, and they have to switch between either aa or anti-ground mode which takes time so they can't react to a rush from the other if they are in on specific mode
The soviets main downsides are that they have to build 2 structures to get the same results, the sentry position and the flak turret, which takes more power and costs more and they have less health overall, however, the sentry gun is good against any target, but slaughters infantry and even a few are a threat against tanks. The flak cannon is dedicated to aa work only, but it its a deadly one, its cannon has a very high RoF, a couple of turrets are enough to kill a vindicator.
A third defensive structure the soviets can build, is the battle bunker. This can be built in any suitable location by combat engineers, and hold up to 5 people inside. The downsides with any other garrison apply and it can be quite costly to garrison, but the results are impressive. A bunker filled with 5 flak troopers makes for a better aa-position than a flak cannon, but this costs $2000, compared to the $800 per flak cannon, but this would also be able to attack ground units, and 5 max vet flak troopers in a garrison are not to be taken lightly.
Tl;DR:
The multi gunner turrets deal decent damage against all units altough less vs infantry and are versatile with infantry garrisoned
The defender VX is as good but it struggles because of having to switch mode
the Soviet machinegun turrets can only target ground, which makes them lacking. But they have other turret options for other targets.
@@no3ironman11100 Tl;DR:
Multigunner op
If you put infantry inside multigunner it brings the cost up while making it weak against other things.
@@antoniohagopian213 true
But a multi gunner turret with a javelin soldier in is going to hurt vehicles a lot more than a basic one
And is still cheaper than a prism tower
Plus you can garrison one in a pinch as a reactive measure for a bit more firepower
It's nice to see someone doing RA3 content. It was always my favourite C&C game, and these videos answer questions I've often wondered.
American turret can shoot air without javelliners. Actually, javelliners make it less effective against vehicles and air on practice due to long reload
Huh.. the more you know
yes but against fast planes the quick burst is better because it actually uses all the ammo but then again it would be better to just have the javeling chill next to the multigunner turret for double damage
@@irou95 Javelins make IFV stronger. On multigunner, they are a complete waste.
You would do far better with 3 empty multigunners than javelin garrisoned with them.
I tested it. Turns out its WAAAY more weak then we give credit for.
Its cooldown actually matters a lot more than it lets go.
@@Kronosfobi Wasn't there some ridiculous micro tech involving repeatedly garrisoning and ungarrisoning the multigunner to increase the DPS or was that just the IFV?
@@korayven9255 I never heard of that tbh
Hehe, I like how the Javelin soldier in both the Multigunner Turret and IFV makes the rockets fire and fly faster. Makes them trash against infantry doe and worse in DPS overall.
What I found interesting is the fact that the Multigunner Turret deals relatively low damage against heavy infantry like Tesla/Desolator Troopers and Cryo Legionnaires.
I am pretty sure you do not need javelins into missile turrets to attack air units with it.
And 100% sure a base turret would have been stronger than with the javelin.
Yes you don’t need the javelin but No the base turret is better with the javelin, it fires twice as many rockets and about twice the damage
@@984047 Only aginst armored targets, agints infantry its get useless after the upgrade.
Kristóf Kupó didn’t realize it did less damage to infantry, what about air units?
@@984047 most air units are fast, they can easyly escape if they survive the first barrage beascue reload time.
I preferred the somewhat smaller but continnous damage.
The other thing if I remember correctly is, they deal area damage only if you use the turret whit javelin (im not sure)
To those talking about Multi-Gunner Turret with Javelin being weaker than normal... Well yes, but actually no. While MGT with Javelin suffers from long reload time which makes it worse in protatected fight, real effect of MGT+J is the burst damage it can do. It can quickly put out lots fo damage, which is good against raiding forces that come in, hit and leave. Against such forces (such as mecha tengu or other aircraft), it is better to have quick burst of damage before they leave the combat range.
However, in more protacted fight, say a tank, you want consistent DPS rather than burst.
Cryo legion in multi gunner turret is the best anti air.
Yeah
Agree
Just a few of them, they'll be an unstoppable anti air defense
@@ohhai1486 it just felt like yuriko but ripoff lmfao
Me playing Kane's wrath: 5 heroic slingshots is overpowered enough to take down 3 assault carriers with forcefield upgrades.
0:46 dont hurt the doggg 😢😥🥺😭😭
Lol
They are just a test
Anyone remember when Soviet used turrets instead of bunkers and Allied used bunkers instead of turrets?
Time traveling consecuences
I really like your content!
I think this is my favorite channel now
These videos are awesome man. I always wanted to see something like this for RA3
In the version I had, javelined multigunner units could not target aircraft. I still didn't found explanation to that, must have been some rare glitch.
Wow i did not know until today that other factions units besides allies can fit in the turrets and able to tranform and fire their weapons.
Again, why there are no flak cannon in AA comparison? Why does every comparison denigrate Soviets? You supposed to consider every faction specific features before making the comparison.
The multi gunner turet makes the most logic of all of tham because when you put a javelin it ads another missle set but it does less damage against infantry and slower firerate.It looks the same with a small upgrade but its not it should only be used against AA if your going to put a javelin in it.
And i like that the russian turet has the guy very exposed but he is invincible
midle is strong damage for building/tank/vehicle , but weak for infantry (slow)
Hi man! I don't speak English but i want to say: If you like Red Alert maybe you need create Discord channel for players in Red Alert 1-3? Will be cool!!!
Was expecting you would try them on Apocalypse tanks.
Японская защита самая фиговая 1) ты не можешь ее строить сразу где нужно на карте (как могут другие), нужно ждать пока основы доедут, если им вообще дадут возможность доехать куда нужно 2) их еще и микрить нужно
В Ремиксе японскую турель хотя бы баффнули тем, что не нужно переключаться между ПВО и наземкой.
Ok, why i decided to watch it suddenly?
2:53
Allied one is like: Need a help ? Hey, you need some help
Never mind
for a basic level the allied is a bit op
Спасибо 🤟🤘👍
Can u do another one of these but its the improve defense like tesla coils and something else i dont remember but thos 3 super towers that have a high dmg and mostly 1 hit kill a infantry pls Do it
Edit:nvm he already did it
Очень актуально в 2020.давай ещё
7:00 I need this, thanks.
What’s the music at 0:10?
Here is where you are all wrong, the best base defense is the soviet bunker wall bristling with pack troopers.
Yeah I agree, that's why I love Soviet.
interesting
Could you test anything for Kane’s Wrath? Like all heavy tanks (Mammoth vs Avatar vs Annihilator Tripod)?
At least out of those three dueling one another, Avatar is the weakest and the Tripod is the strongest. Mammoth Tank is between the two but is more flexible than the Tripod. At least that's how it used to be way back when, used to play C&C3 competitively when it was newly released, and I remember the many forum debates about it lol.
Honestly the game has eventually had so many balance patches (and an expansion), both official and unofficial, unsure what it'd currently be like. So, why not, do it :p.
While I haven't done as controlled tests like these, in my own experience, the Mammoth is all around just good, being able to hit Air Units naturally and having a decent output, it vs a Apoc the Mammoth would probably win provided the Apoc doesn't use it's Mag Harpoon, and against a Avatar well it isn't a viable target for the Avatar's ability and it's Armor upgrade paired with the Railgun global means it can chunk a Avatar pretty nicely,
but if the Avatar is fully upgraded with or without the Flame Thrower the Avatar has the advantage of being stealthed and the extra damage gained from the poor Beam Cannon it murdered, but it's more or less who shoots first, as for the Tripods... the Tripods kinda suck against it without upgrades (or backup) and the Reaper 17 one without absorbing Tiberium,
not to mention the Avatar and Tripods are Walkers which means Commandos can take them out easily though Scrin Buzzers (they can be quickly detached from Tripods for some cheeky Anti-Infantry) and the Avatar being able to be naturally stealthed help mitigate the issue just with the Avatar it costs you a Stealth Tank (Friend or Foe), however all three (four counting the R-17 variant) are great for escorting their respective Super Units.
However once again from my own experience the Mammoth edges out over the other two thanks to the Steel Talons APC, since if we take all the Sub Factions into account GDI is simply better equipped to support their heavy tank, and while I have been counting the R-17 variant of the Tripod since the thing is a damage dealing monster, I've been ignoring the Purifier since it's just a worse Avatar,
only advantage it gets is it comes stock with a flame thrower and it hits a little harder, but it can't "borrow" abilities like the Avatar can and while Black Hand do get stronger Flamethrowers and Flame units at 1 level of veterancy on creation, the Purifier just gives up a bit to much to be effective in my opinion and you'd be better served by a group of Scorpions and a few Flame Tanks,
since while the Avatars do have some decent health, in a flat out brawl they want to be hitting first and more often before they can get shot at, since they don't have a armor ability like the Mammoth or way to tank hits like the Tripods, via Buzzers and Shields and the Repair Drones Global ability, where as the best Nod can do is Marked of Kane since Awakened and Enlightened are some of the toughest infantry in the game,
not to mention they are pretty good against vehicles thanks to their EMP which can leave the other heavies vulnerable to the Avatar, but none of the heavies are objectively bad aside from the Purifier and the Purifier is only bad because of the sacrifice it makes to have a stronger flame thrower and the lack of Awakened since even base Nod can use Awakened,
and the other Sub Faction walkers either being cheaper and available earlier (Titan), or just doing more damage at more or less the same range or a bit longer then the Avatar's (Reaper Tripod), not to mention the Avatar and Purifier will never move into range to use their Flame Thrower their A.I for some reason doesn't register that they have the weapon,
and 98% of the units in the game attack farther then the Flame Throwers can hit, not to mention their firing while on the move sucks, the Tripods and Mammoth have a 360 degree cone they can hit with all of their weapons with some decent range, while the main weapon of the Avatars if it can shoot while on the move is locked to a cone in front and a tight circle around them with the flame throwers,
also a weakness of the Avatars and Tripods is being heavy walkers if killed they leave a corpse that can be hijacked by a engineer, where as Wolverines, Titans, Gun Walkers, Shard Walkers and Corruptors don't, and the Redeemer and Eradicator being Super Units can't be hijacked by their very nature, and I have been ignoring the Purifier's AoE buff since it doesn't come up all that often unless you use a infantry heavy playstyle since the buff only effects infantry,
and lacking the ability to cloak means it's more vulnerable to aircraft then the Avatar, the Tripods or the Mammoth, since the Mammoth can defend itself and the Tripods can tank the damage pretty well thank to their shields, while the Avatar only needs a Stealth tank and now the worst thing that can happen is if someone uses the Orca's ability or a ground based detector (which now has a incredibly short lifespan due to being 1: on the ground, 2: a detector),
And while I really am trashing the Avatar and Purifier it's just they not only got the shortest stick but they got the shortest stick in all of Command & Conquer.
EDIT: I kinda forgot to mention I play an unhealthy amount of Marked of Kane and Steel Talons.
Multigun turrent is less more effective when javs are placed, same goes with multigunner ifv
And then there were Cryo Legionaries.
i was excluding the expansion@@КонстантинПаршуков-о6б
Can you compare Tesla coil, prism tower and wave force canon please?
Flak cannon plz :)
Interesting - could be dog covered in allied defences? In IFV certainly can, transforming it into a bass canon, go check)
A dog can’t enter the defense (even Soviets battle bunker built by engineers
from what i read they used to be able to do so till it was patched out
they would give the turret a bark cannon that stuns units.
Well it's obviously who the winner is here.
Why did not you compare soviet flak cannon?
Missile turret is the best and not fair.
These videos make me want a turn based RA game. My micro skill is terrible.
they already made a cnc version and they suck, though the concept is good, their execution incredibly sucks ass
Not aa? (Rockets)
Generals - USA? (China Gatling - Yuri the same)
Can you give me a name of the soundtrack in this video, please?
Anh Đức it sounds like it’s from helldivers to me
It would be great if in-game music can be turned off during testing. Hearing music from two sources feels a bit weird.
Wait there is a third one?
Hey so I tried putting an engi into a turret and nothing happened, I assumed it would of repaired the other turrets. Can some one help me?
It will serve as a stationary repair turret that will repair units close to it.
The Nodado just units, not turrets?
@@manemperorofmankind8119 the turrets would have to be in the tile next to it
Allies have an unfair advantage it said basic defence not rocket battery
That's their basic defence in default armed with ifv rockets but can be costumised
BRING BACK THE FLAME TOWER!
I would suggest in t he future muting in-game music.
@Hafiy Sufri Well, with music added on over it, both going at once is just noisy and distracting.
огонь
0.37 Flayer!
need to download where would i find it??
Что-то советов совсем слабых сделали(((
If u do a comparison with point it's will be so better
Hi ho are you
😘
I'm good ^ ^
@@jb_jumbo May i ask the name of the soundtrack ? :y