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Equip a rocket launcher with a large blast radius (the Goliath or one of the later model Stingrays will work beautifully for this) and a sentry gun of some type. Lay down the sentry guns and bombard the enemies with the rocket launcher as they come in. As soon as the ants get in range, activate the guns. This will highly slow the opponents' advance as the front line is constantly hit by the sentries. This will allow you time to pick off the ones that break through your wall of fire. Make sure to reload your sentry guns before the first group is defeated, because a second group will spawn behind your starting location. Keep a cool head and use the same strategy on all three waves to prevail against this numerically superior foe.
The sentry guns will be doing most of the work for you as you take down the group in the tunnel ahead of you. This will give you some time to find a place to hunker down in one of the corridors. If you can find a location with only two entrances that has a nearby bend (to reduce some enemy fire), you can remain there and take on incoming enemies while reloading your sentry guns. Once reloaded, you have the choice of either breaking through into the center and repeating the process, or using the sentry guns for extra firepower to take out the remaining enemies.
Since the rubble blocks most of your shots, simply aim upwards with the MLRA and sweep from side to side to lock on to different spiders. This will create an aerial bombardment against the spiders. They can do nothing to defend themselves against this technique. It won't net you many power ups, since most of your attackers will die in the distance, but it will make dispatching your foes much easier.
You instead, need to move to the left of the starting point until you are nearly at the western edge of the stage. From here, take down any of the enemies that are coming in and attack the first of the carriers. Attacking the carrier will make any enemies it has deployed come in at you, but you won't have to deal with the enemies that are under the other carrier. At some point, the fortress will start firing its cannons and moving. Make sure you stay far away from it, moving north or south as needed to keep your distance. As long as you do so, the lasers will never come close enough to be any real threat, leaving you to simply take out the couple of UFO carriers and their attendant enemies. Let the fortress go its own way. Don't worry; you will have time enough to take it down next mission!
To make matters worse, a huge group of gunships will need to be taken care of as well. The thing to note about Walking Arms is that their height makes them very unstable and rapid firing weapons can easily throw off their aim. As a result, closing the distance with an assault rifle, preferably an RA model, is fairly easy. This will also cut down on incoming damage by a huge amount while allowing your supporting troops to dish out a large amount of punishment. As for the gunships, there are two viable methods for taking them out while focusing on the more dangerous Walking Arms. The first is to use a missile launcher with a fast missile (MLRAs or Emeralds work well) and fire off a couple shots at the swarm of Gunships while focusing on the Walking Arms. This will let you take them out every time you get a spare moment and cut down on the amount of enemies firing upon your troops. The other method is to use groups of sentry guns, preferably fast firing ones such as the ZERA. This will let you concentrate on the Walking Arms while the guns take on the Gunships.
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