Citation :
xDaunt's Viron Guide
j'ai décidé d'écrir ce guide car je suis fatigué de voir environ 8 gamer NSA pour chaque gamer Viron sur les Server.J'ai écris des guides similaire pour d'autres jeux comme "C&C Generals", alors j'espère que vous aapprécieraz ce guide comme mes guides précédents le furent.
Vous êtes tous libre de posté ce guide sur vos sites, mais assurez vous que je erçoive les crédit pour l avoir écrit
I've decided to write this guide because I'm tired of seeing about 8 NSA players for every Viron player on the NA server. I've written similar guides for other games such as C&C Generals, so hopefully y'all will enjoy this guide as much as my other guides were enjoyed. Any and all webmasters are free to post this guide on their sites, but just make sure that I get credit for writing it. xDaunt's
Ground Control 2 Avant de parler des spécicité des Virons, nous devons revenir en arrière et jeter un regard sur Ground Control 2 comme un tout. C'est important de comprendre les fondamentaux de ce jeux afin de [euhh..la j ai un blanc ]*** comprendre une stratégie victorieuse.Ok, commençons par les base, quel est votre objectif à GC2? L'objectif est de sécurisé (caper )toutes les VL et les LZce qui peut à peu prés (comme la présente traduction )s'étendre à tout les maps.Pour accomplir ceci, vous devrez aussi engager et détruire les forces énnemies
Before discussing the Virons specifically, we need to take a step back and look at Ground Control 2 as a whole. It is important to understand the fundamentals of the game in order to craft or understand any successful strategy. So let's start with the basics, what is your objective in a GC2 game? The objective is to secure all of the victory locations (VL's) and landing zone's (LZ's) on what are generally fairly expansive maps. To accomplish this, you will also have to engage and destroy enemy forces. Ok, now, pensons à ce dont nous avons besoin pour accomplir ces objectifs.
Premièrement, toutes vos forces auront besoin d'être hautement mobile. [ben vi le camping ça paie pas ]Si vous vous posez sur un point et que vous turtleliez [ça se dit : Teurteuhler, mais faut faire rouler les "R" tel la tourterelle! qui roucoule], ou que vous ayiez une
force lente et lourde, votre énnemi courra simplement autour de vous en vous encerclant et capturera toute vos LZ et VLpendant que vous serez en train de bouger du pint A au point B.Vous aurez aussi besoin de bonnes capacités de reconnaissances. [Les recon c est la base!!]Vous devez savoir autant que possible quelles sont les unités que votre opposant a et ce qu'il est en train de faire avec elles.Ceci vous donnera un énorme avantage tactique, comme vous serez capable de:
1)tailler vos force le batter [moi tarzan moi traduire de tete..moi conanitre mot à mot ]
2)choisir le moment et l'endroit pour la bataille l'attrapant à l improviste.Dernièrement,vous allez avoir besoint d'une force balancé pour vous même [je laisse tel quel faudra un peu d awarness pour piger ]Si vous ne pouvez pas contenir des unités aériennes, de l infanterie,de l'armor,et de l arty avec votre armée, alors il a de grandes chance que votre énnemi exploite vos faiblesse et vous le fasse payer.
So let's now think about what you need to accomplish these objectives. First of all, your force is going to need to be highly mobile. If you sit in one spot and turtle, or if you have a slow, lumbering force, your enemy will simply run circles around you and seize all your LZ's and VL's while you're still moving from point A to point B. You're also going to need good reconaissance capabilities. You need to know what units your opponent has and what he's doing with them at all times if possible. This will give you a huge tactical edge as you will be able to 1) tailor your forces to beat his and 2) choose the time and place of battle, catching him unaware. Lastly, you're going to need a BALANCED force yourself. If you can't handle air units, infantry, enemy armor, and artillery with your army, then there's a good chance that your enemy will exploit your weakness and make you pay. Virons 101 Dans le contexte des fondamentaux dont nous avons discut
In the context of the fundamentals of GC2 that we discussed above, let's take a look at the Virons, especially their strengths and weaknesses. First of all, the surveillance helidyne gives the Virons great recon capabilities. 2-3 well placed surveillance helidynes can cover most if not all of any map. The Virons greatest asset is their flexibility. By melding and unmelding your units, you can adjust and adapt your forces to better compete with your enemy for free. NSA player have to buy new units, Viron players often do not. Another great strength of the virons is their reportoire of vehicles. Penetrators and hellfires dominate their NSA counterparts (liberators and ravagers). Missile centroids offer great mobility and corruptors smoke enemy infantry. And how about those mortar centroids? They can move while firing! Not only that, but viron vehicles can CROSS OVER WATER. THEY DO NOT HAVE TO USE BRIDGES. I cannot tell you how many times I have surprised the enemy on Frontline by crossing the river and hitting him in the rear. Conversely, the Virons are rather lacking in the infantry compartment compared to the NSA. Assault clanguards are nice for killing vehicles, but who wouldn't rather have siege soldiers? It's nice that missile clanguards can hit air units, but they're so slow and not particularly good for killing anything else. Infectors are just plain worthless for their steep price. You'd be better off shelling out another 250 AP for a corruptor. Mortar clanguards are decent, and have their uses but other units (like the corruptor or mortar centroid) can do their job better in most cases. Lastly, the Viron air units are ok as support units, but lack the multifunctional capability of the NSA's shade. Fighter helidynes can only hit air units, screamers are only decent for support (in limited numbers of course), and contaminators are simply worthless right now since their weapon is bugged. With this assessment in mind, it is fairly clear that the Virons are best suited towards the pursuit of armor-heavy force compositions. By the end of any given game, I generally find myself with around 8-10 penetrators (I might meld some into hellfires), 6-8 missile centroids, 3-4 corruptors, 2 engineers, 2 surveillance helidynes, and sometimes some supporting units like a screamer or a thumper. The penetrators/hellfires make mincemeat of any enemy vehicles that come my way, the corruptors handle enemy infantry easily enough, and the missile centroids protect my troops from artillery and air units. I'll give more detailed information on this force, its uses, and tactical advantages in the next sections which lay out a general gameplan and some specific strategies. The Early Game As you all know, games can be won or lost within the first 2 drops, so it is important that you have a strong opening strategy and army build order that lay a strong foundation for your force. So without further ado, here's my opening Viron strategy: First drop: 4 gun centroids, 1 surveillance helidyne => Gun centroids head to various nearby VL's and LZ's to capture them, surveillance helidyne moves to and deploys at some strategic location that gives a good view of the battlefield. Try and find what kind of force your opponent has. Second drop: Upgrade cargohold to level 2, order 2 penetrators, 2 corruptors, and 1 engineer. => Meld gun centroids into missile centroids and link up all your troops. This opening strategy allows for rapid seizure of keypoints around the map, and gives you a very solid foundation for your army that can handle infantry, aircraft, artillery, and vehicles. Assuming that your surveillance helidyne spots the enemy force, you will able to use your third drop to further tailor your force to counter his. If you see that he has lots of infantry, then get another corruptor or 2. If you see lots of vehicles, then get more pentrators. If you see air units, then get more missile centroids. The beauty of this army build is that you will never be caught entirely flatfooted by any enemy force. That's the advantage of having a balanced force. You will spend the rest of the game slowly building up your force to the late game force that I outlined above. I will dedicate the rest of this guide to outlining specific tactics. Making the most of the Armor-heavy Viron Force Ok, so I've shown you this supposedly awesome viron army, now it's time to show you how to use it. Your principle tactic will be to make extensive use of the penetrators long range secondary mode while using missile centroids and corruptors for cover. Most players, particularly NSA players, are guilty of sitting in one place and turtling and not being very mobile in general. The long range mode of the penetrator, combined with the recon abilities of the surveillance helidyne, is perfect for punishing these players. Simply find the enemy force, get within the penetrator's secondary range and make sure you have a line of fire (ie no hills or obstacles are in the way), deploy your missile centroids AMS shields to protect from artillery (off map and on), and open fire. Pick off targets at range one at a time. The enemy will likely respond in one of two ways, he will either retreat, or he will attack you. If he turns tail and runs, then immediately start chasing after him and shoot his units in the butt. If he attacks you, your response will depend upon what he sends at you. The most common response from NSA players is to send an apc load or two full of infantry/siege soldiers. When you see these coming, put your penetrators back onto primary fire and move your corruptors forward to meet the apcs. When your enemy unloads the infantry, they will be nuked almost instantly. Make sure that you have your engineers repair any unit that is fired upon. If the enemy hits you with air units, then turn off your AMS shields and fire upon the helidynes with your missile centroids. Again, make sure that your engineers repair what even units that are being hit. However, be ready to turn your AMS shields back on if you see an incoming artillery strike. If the enemy attacks you with armor, gauge the relative strenth of what he's sending compared to your force of penetrators/hellfires. If you have more tanks or about the same number, then split your tanks into two forces and try to trap the incoming enemy force in a pincer movement. Abuse your the long range of your penetrators against liberators as much as possible before breaking off into the pincer movement. Now, if you see a hefty force of ravagers or hellfires coming at you when you only have penetrators, then it would probably be best to pull back using the move backwards command. You can pick the ravagers off from afar with the secondary mode easily enough so there's no point in engaging them directly unless your army is clearly superior. Hellfires are a bigger problem since they can actually chase down your penetrators. Be very careful when you see that an enemy has these. You can counter the enemy hellfires by other getting your own hellfires. You can also try assault infantry, but make sure that you don't get fried by enemy corruptors. Also, remember that the AMS shields block hellfire shots to a certain extent, so use this to your advantage. Above all, never put yourself in a position where you are faced with losing your entire force. If you don't KNOW that you have a superior force and can persevere through any enemy attack, then SERIOUSLY consider retreating. In most scenarios, there will always be another day to fight. Dealing with the NSA Turtler If you play a lot of team games (since there's no real 1on1 scene in GC2, this pretty much applies to everyone), chances are that you run into a lot of NSA players that whore artillery and rocket terradynes. Fortunately for us Viron players, we are well equipped to deal with these idiots. Usually you will be able to use your penentrators to snipe the artillery from afar, which makes short work of turtlers. Sometimes, however, due to the lack of good firing lines, you will have to try something else. Your first course of action should be to take everything else on the map. The problem with turtling is that you more or less sacrifice your mobility. So when fighting a turtler, use this to your advantage and take all of the other VL's and LZ's around the map. This will give you a good boost to income at your opponent's expense, making it easier for you to take the turtler out. To assault the turtler directly, get 5-8 mortar clan guards, and sneak them up within range of the turtler and open fire. They should easily be able to overwhelm the enemy AMS defense and wipe out any lightly armored units and infantry in the area. It helps if you or your allies are firing your own heavy artillery upon the turtler so that when the AMS is compromised, a maximum amount of firepower breaks through and lays waste to the turtler's units. Securing Your Rear While you're pushing your assault upon your enemy, you need to make sure that he doesn't sneak around your force into your rear. Your best defense against this is to have good recon. Be diligent with your surveillance helidynes so that you will know instantly if your enemy is trying to get behind you. If you're fighting a viron player, you might want to keep some infectors or a corruptor or two at an LZ or VL to stop drop pod assaults. Specialized Viron Support Units Lastly, I want to call to attention some of the powerful Viron support units that you may or may not want to incorporate into your army. Thumper: This unit does not seem to be particularly useful in its primary mode, but its secondary mode is great for boosting the armor of your own units. If you already have about 8 penetrators/hellfires and 3-4 corruptors, then consider investing one of these which will substantially improve the durability of your army. Screamer Helidyne: Some players use these to take out infanty, but corruptors are much more cost effective to that end. However, the secondary mode is great for supressing enemy fire. I wasn't convinced until I deployed one of these over a bunch of siege soldiers. The effects were very noticeable. Missile clanguards: If you want to shine your enemy on, then bring a few of these along in your corruptors or engineers and deploy them in their secondary mode to reduce the armor of enemy vehicles. I personally don't like using these since they are cumbersome and not very useful for anything else. Conclusions Hopefully this guide will encourage more players to play as the Virons. While this guide certainly isn't all-encompassing, it should provide a very solid starting point for playing as the Virons. This guide would be longer except that I can't think of anything else to discuss. If you have any questions, ask away, and I'll answer as best I can. -xDaunt
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