アットウィキロゴ

チュートリアル:MT03

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Why hello again, Commander! In this lesson, you're gonna get acquainted with your units and some of the abilities that make them unique.


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Every unit in Red Alert 3 has some sort of special ability, in addition to its primary ability. The majority of your units' primary abilities is to attack their targets.


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A unit's special ability may put a nasty status effect on an enemy, switch to an alternate weapon, or even transform into an entirely different unit.


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Oh, so that's how it is, then?!


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As stated earlier, not all special abilities need to be targeted like the Cryocopter's Shrink Beam. Some abilities cause units to switch weapon modes.


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Blimey, that tank looks like he's lost control! And all you've got is an Allied Hydrofoil!


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Its primary weapon is an anti-air cannon that won't do you any good here. However, if you use its special ability, it'll switch from its gun to the Weapon Jammer.


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Select the Hydrofoil now and ready the Weapon Jammer by left-clicking on its special ability button or hitting the F key.


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Select the Hydrofoil now and ready the Weapon Jammer by selecting it in the Command Menu, or pressing the X button while holding the Right Bumper.


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Proper.


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Now, have your Hydrofoil fire on that Soviet Apocalypse Tank on the shore.


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Hah! So much for that tea party.


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As you can see, the Apocalypse Tank can no longer fire. Not so scary now, is 'e?


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So remember: Even the toughest enemy units may be vulnerable to your lesser units' special abilities. Learn them all, and never give up.


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No robots are gonna get past you, Commander!


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You should know, there are some units at your disposal whose primary ability either isn't a weapon at all, or will change depending on what you tell it to attack.


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For example, each faction has its own type of Engineer unit, like this swarthy fellow over here.


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Engineers are special units that can capture any enemy structure or neutral tech structure.


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Much like with moving or attacking, you can select your Engineer and right-click on a capturable structure.


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Much like with moving or attacking, you can select your Engineer, then press the A button on a capturable structure.


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That'll make him go after it.


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Look, there seems to be an Oil Derrick you can capture out in the water. Oil Derricks are neutral tech structures that provide additional income.


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Go get it!


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Off he goes! Note that Engineers are amphibious, so they automatically switch to a keen aquatic form when they get to water. Not all units are amphibious of course.


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Notice you can issue capture commands into the fog of war. Assuming the structure is still there when you get to it.


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You may have noticed that when you highlighted that enemy structure with your Engineer selected, your cursor changed to a garrison cursor.


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That garrison cursor indicates a structure you can enter.


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Your basic infantry can't garrison enemy structures or neutral tech structures like the Engineer can, but they can garrison civilian structures such as hotels and houses.


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When infantry garrison these structures, they receive extra protection as the building they're in will take damage instead of the units themselves, should they come under fire.


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Garrisoning your units into civilian structures is both a good tactic both from an offensive and defensive perspective.


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It helps to secure locations, force enemies to take an alternate path, or give your units more cover near to your base should the enemy send a force to destroy you.


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Now garrison that nearby structure by issuing a move order onto it whilst having some Peacekeepers selected.


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Good, they're in. And here comes trouble.


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As you can see, those enemy training robots fired upon the structure rather than directly at your Peacekeepers.


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Watch out, though, because each faction has ways of clearing out garrisoned structures.


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Now, let's say you need to get your Peacekeepers out of the structure.


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Just select the structure and use the Evacuate command, just like using a special ability on a unit.


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Do this now.


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Some of your units can also be garrisoned by your infantry.


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The Multigunner IFV is a unique Allied vehicle whose weapon takes on the characteristics of whichever infantry unit hops inside.


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Order one of your Peacekeepers into that IFV and watch what happens.


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Other units, such as our Allied Spies like this one here, also have contextual attacks.


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Select the Spy, then use his contextual attack on one of those enemy training dummies.


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Hahaha, now who's the dummy, am I right?


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As you can see, the Spy's primary ability is to disguise himself as the enemy.


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Alternatively, if you highlight an enemy structure, you can try to infiltrate it to disrupt the enemy's base.


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C'mon, lads, we have to get through this. Commander, that's the end of this lesson. See you in the next one.


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Wait, what...? No way, not me again!


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Aaah, I'm melting!


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Hey... Where did that Engineer go, anyway...?


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Ow!


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Fear not, for civilians have long since abandoned such structures once they heard we were coming.


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The Allies and Empire can try rushing their Peacekeepers or Imperial Warriors into a garrisoned structure, while the Soviet Conscripts can use their Molotov cocktails.


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...If I may?


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Normally the IFV's weapon works best against aircraft. But once you garrisoned your Peacekeeper into it, it changed to an anti-infantry weapon.


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While the IFV can only contain one infantry unit at a time, other vehicles can hold more, and can transport your infantry around the battlefield.


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For example, the Riptide ACV is admittedly a good transport for getting infantry quickly and safely from one point to another, although infantry cannot fire out of it.


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Garrison your remaining infantry into the Riptide now.


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Now that they're garrisoned, let's move your Riptide across this lake and over to the shore on the other side.


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Look for the marker on the Radar.


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Riptides are a special type of unit in that they're amphibious, meaning they can traverse both land and water.


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As my comrade said, not all units are amphibious, so it's good to make note of the ones that are.


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Some units behave differently on land and water. For instance, when your Riptide is on water, its torpedo tubes open to give it additional firepower.


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Now that you've made it to the other side, let's get those Peacekeepers out.


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All transports have the not-so-special ability to evacuate their passengers. Use the Evacuate ability now.


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By the way, try pressing the directional pad in any direction to snap your cursor to the closest unselected target in that direction. This is useful for pinpointing targets.


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Ooh…but why?


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Let us go over how to use special abilities now.


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Select that Allied Cryocopter, if you please.


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The Cryocopter's special ability is the Shrink Beam.


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With the Cryocopter selected, left-click on its special ability button in the bottom right of your screen, or press the F key.


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Notice that the Shrink Beam is a targeted special ability, which means you have to left-click on a target to use it.


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With the Cryocopter selected, open the Command Menu and select its special ability, or hold the Right Bumper and press the X button.


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Notice that the Shrink Beam is a targeted special ability, which means you have to press the A button over a target to use it.


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Other types of special abilities take effect as soon as you press the ability button.


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Now then, use the Shrink Beam on my good friend the Soviet Hammer Tank.


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Betrayed! After all we've been through!


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If you're finished with your motivational speech, perhaps we can continue?


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Commander, let's go over a unit whose special ability is... to transform!


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One basic example is the MCV, though let us take a look at a more-exciting case in one of the Empire of the Rising Sun's versatile Mecha Tengu units.


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The Mecha Tengu is an amphibious hovering anti-infantry unit that can transform into the Jet Tengu, a flying air-superiority fighter.


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Not only does the transform ability affect how it navigates the battlefield, it also means the unit changes from having anti-ground weapons to anti-air weapons.


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Select the Mecha Tengu and use its special ability.


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Impressive, no? Now... order your Jet Tengu to destroy that miserable Cryocopter!


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Oh, and don't worry -- it is merely a training robot carefully disguised to look like a real vehicle.


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He went into the structure, you fool! And there he shall remain, forever! For that is the Way of the Engineer.


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Of course, you could just blow the structures up if you cannot be bothered by such details.


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Finally, let us discuss Contextual Attacks. A Contextual Attack is what you get when your cursor changes to something other than a normal attack cursor.


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Select the Allied commando who has showed up so very unexpectedly.


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This "Agent Tanya" has different ways of attacking targets, depending on the type of target.


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When you order her to attack enemy infantry, such as these lifelike robots, your cursor will be that of a normal attack cursor.


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However, when you highlight an enemy vehicle or structure, you get a demolition cursor.


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When ordered to demolish a target, Tanya will move very close to the target, set some charges, and blow it up. This is an example of a contextual attack.


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Go ahead and dispose of those forces using the commando.


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Infiltration has different effects depending on which type of structure is infiltrated. Experiment with all the possibilities.


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Incidentally, the Empire of the Rising Sun's Shinobi unit may also infiltrate structures. Only the tactless Soviets lack an infiltrator.
最終更新:2009年05月05日 18:39
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