October 2018
The mammoth tank is a no skill required way to win a game. I can win games by protecting two early harvests, giving up the first missile, and then just running the tank through the middle of the map. It's for rate is such that I can't even get units past it to at a time before it kills both. And if you don't keep at least two air units in your stack then your automatically lose to it because one mammoth and a cheap anti air follow up is enough to keep counters away from it. I made it all the way to master from day one just to get pummeled over and over again by that stupid unit. The pay to win feels more ridiculous at the top than it ever did at any point before and I can't recommend this game to anyone if it's not worth trying to get there.
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October 2018
October 2018
most mammoths i run into is low lvl and having 5 units shoot it to hell doesnt take much so they are fine as is for right now
now the jump jet troops yaaa thats a whole unit that needs to be nurfed
October 2018
October 2018
October 2018
October 2018
Well, I'm in Tiberium as GDI and Master 2 as NOD, mainly cause I do not have time to play for 10 days now.
As for Mammoth tanks - I did not encounter any problems with them, except for when I played tanks/air NOD, and only if I've failed to counter 2 harvester strategy in time.
As both tech GDI and tech NOD - Titan/Worm takes care of Mammoth solo, as long as you speed it up with commanders ability, which is cheap. If enemy speeds us Mammoth too - Mammoth would keep no more than 1/8 of his health, and at that point - anything can finish it off.
I'd say - if you do not play tech - once your enemy got to Mammoth, that's on you, not on "game balance". Other tech troops which are properly used and controlled - would kill you even harder. And if you play tech - Mammoths are too easy to counter (I suppose it goes without saying that tech tree requires speeding up commanders).
October 2018
October 2018
Jade what counters do you use?
October 2018 - last edited October 2018
On nod - Banshees, Infernos, Bikes (squads make bikes shockingly good against all slow firing tech units), scorpion tanks, Basilisks (rarely these days though, nod tech isn't often run), Kane's obelisk with some blockers in front of it.
On GDI - Jumpjets (mammoths can run them over but multiple squads can still take one down without too much trouble), predators, mlrs with blockers, titans, kodiaks (testing these still this patch, they haven't been great in previous patches but I think the recent banshee and talon nerfs leaves a bit of room for them), sometimes I'll throw a few orcas at them combined with other things - orcas aren't really strong enough to take mammoth's on their own but they do great added damage, Titans also do good work especially when you consider you can get two of them for the cost of a mammoth pretty much, and every so often - talons, yes, really, mammoth aa is bad enough that I have killed mammoths with talons before :P
Really though the biggest trick against mammoths is to apply a ton of pressure throughout the game, they are very hard to get out, almost nobody played them in tib league at 200, they're pretty awful at 250, and really we're not actually talking 250, their real cost is 370 because honestly in a high pressure game you won't likely have the tib to build one let alone two and that tech lab cost already massively restricts what tech units can and cannot be run. More often then not I see mammoths these days crawling slowly from the base right as the last missile goes off to kill my opponent - building a mammoth pretty much guarantees loss of tempo unless you're far ahead, in which case why do you need to build a mammoth? :P
October 2018
truth