"Red Alert 3" practical operation skills teaching
Skills can be released using shortcut keys, the default is F (I changed it to the space bar, because the space bar is clearly located and it is not easy to press the wrong key and miss the opportunity). You can stand-alone the unit icon below the map, and the unit icon will have a white border. At this time, the skill is used by individual units. It can avoid the waste of skills (such as the aircraft carrier's EMP and the cryocopter's shrinking light) or operational confusion (tank killers collectively burrow into the ground)
Pressing X can quickly disperse the troops, and pressing X multiple times can increase the degree of dispersion. Skills used to avoid large-scale enemy attacks, especially "Top Secret Protocol" skills, are particularly important (for example, when there is no time to completely evacuate troops in one direction).
When one or more units are selected. Hold down the right button at the destination and drag the left button, and you will find that a green unit model will appear. And as you move the mouse you can change its position and direction. After releasing the left and right mouse buttons, the green model disappears, and your units will be arranged according to the position of the green model when they reach their destination.
By the way, the array on the 4th floor is very important. For example - after the 12 Tengu in your flight mode rush to a certain area, they will all be photographed in a rectangular array by default. And if the enemy has 4 MiGs, they can defeat all your Tengu one by one. ——Because of range and queue limitations. In this case, you only need to line it up, and it can effectively reduce the impact of confidentiality agreements/range attacks.
Build quickly.
Attention friends who want to rush. The items in the construction directory correspond to F1 to F12 on the keyboard, and the letter keys such as E start opening the construction menus such as "Main Base/Barracks/Chariot Factory". For example, pressing E-F1 means that the main base is required to build a power plant, and F2 is a barracks, etc. (This can greatly save time, especially for empires that are rushing for time and do not need to build a backlog of buildings). Follow the order of the "Construction Column" below the map, that is, "Main Building (E)", "Defense Building (R)", "Barracks (T)", and so on.
screenshot
I have to mention this. . . In order to make the picture quality of the screenshot clearer. You can slide the mouse wheel forward. Then press the END key (just above the 4 arrow keys →↑↓← on the keyboard). Then press F12 to take a screenshot
Shows the health bars of all units
This is a bit tasteless. You can see the blood volume of all units/buildings at a glance (by default, only the control arrow can display the blood volume when the unit or our unit is selected in a range). But everything is displayed - including the walls, sometimes leading to unnecessary confusion. For example, the selection is unknown (generally only the selected unit will display the health bar on the screen).
Card positions, mainly mines
Everyone knows that when building a mining field near a mine, there will be an optimal construction location (during construction, it will be marked in dark green on the ground). You just need to move the unit within the green range to get stuck in this position.
I remember that the original version was still a version. When building a mining farm, it would be automatically offset. Once it got stuck, the actual construction point would be offset by more than 4 blocks.
There are many ways to get stuck in a mine. For example, sending animals (dogs/bears) in the early stage to block the enemy's third mine can quickly develop (usually there are only 2 at home). Or when you lose the battle for the mine, if it is above ground, you can sell your mining factory and build a few walls on the spot. . . . Anyway, the blood on the wall is relatively thick, and the urban management committee expressed helplessness.
Drive MVC
Engineer + Spider is the best choice (a bit off topic, this post is all about operational skills, and is suitable for all camps). When MVC has no defensive allies, it can only run when it encounters engineers (it can crush engineers). However, in terms of efficiency, if it is in the early stage, it can seriously affect the opponent's development.
Shortcut keys to release skills/super weapons
The skill bar on the right side of the screen can be released through shortcut keys (usually Alt + a certain letter key)
Quickly command designated troops
You can first select a troop and then press "ctrl+a certain number key (it is recommended to press the horizontal row above the keyboard)", then the corresponding white number will appear on the right side of their health bar. In this way, this unit can be quickly selected by pressing the corresponding number key.
Let's say you have a maritime force. Including hydrofoils for anti-aircraft, assault destroyers for human shields, Riptide ACVs for close guards, and aircraft carriers, the capital ships for long-distance attack. You can use the above method to mark them as 1 (hydrofoil group)/2 (raid group)/3 (ACV group)/4 (aircraft carrier group) respectively. This allows you to quickly select troops without having to click or draw boxes one by one.
It can be said that this is the most important operating skill in Red Alert 3. Compared with Red Alert 2, Red Alert 3 places more emphasis on cooperative operations with multiple arms (which can be extended to three-dimensional and all-round strikes by multiple arms, land, sea and air). Especially for the army in a melee, marking the number keys in advance can help you master the troops as quickly as possible, which is a key skill to improve hand speed control.
Perform an attack (shortcut key A) and it will move towards the target and destroy all enemies it encounters on the way. This is important, if you just right-click, the unit will just stupidly run over. Even if an enemy hits him, he won't react.