C&C3 Tiberium Wars Kane's Tower [Hard, 100%] WORLD RECORD

Описание к видео C&C3 Tiberium Wars Kane's Tower [Hard, 100%] WORLD RECORD

🏆 World Record speedrun of Command & Conquer 3 Tiberium Wars Kane's Tower mission; Hard mode, 100% Objectives completed. 🏆

🕹️ Game: Command & Conquer 3 Tiberium Wars
🕹️ Mission: Kane's Tower
🕹️ Difficulty: Hard
🕹️ Catagory: 100% Objectives completed
🕹️ World Record: Yes
🕹️ Exploit / Glitch: No
🕹️ Time: 6m33s

Hey guys, super excited to be back with another WORLD RECORD speedrun! ⏱️

So, hopefully this one is a pleasent surprise. It's one that's been requested a few times and I've declined - as I've said multiple times before, I want to deliver quality, interesting, engaging content and simply copying someone else's tactics seems a bit pointless to me.

The previous run by MathGodPiExtras seemed to be impossible to beat. He uses a Mothership, delivered by a stealthed MCV, to destroy both GDI bases. I just thought it was a brilliant move. I'd never even considered to capture the Scrin tech, let alone Mothership'ing GDI. Watching those bases evaporate was a real treat!

( If you want to see that video, it's here:    • Command & Conquer 3 Tiberium Wars - K...   )

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Well, I humbly submit a run that partially uses this tactic. The tactic I copy is capturing the Scrin signal generator and using the wormhole to drop Flame Tanks into the Northern GDI base. It's the only capture necessary and allows the Scrin AI room to fight back against the GDI onslaught.

This does pose a risk. In fact it poses three risks:

1) The Scrin faction sees you as a threat once you "attack" them. (They actually ignore you otherwise.)

2) They will attack captured buildings, harvesters on "their" fields and send units toward the GDI Juggernauts (sandwiching your forces there).

3) They may send Devastators towards your base, most likely to the blue field. (Though this is very unlikely.)

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You will notice that I spend the first part of the mission focusing on harvesting and building tech and defenses. It's actually really important to manage your harvesters this way. I decided not to build on the blue field and instead use the choke point to deal with the incoming GDI forces. The Airfield positioning makes the Mine Drop almost instant and absolutely deadly - It's simply easier to do this, though perhaps not better if it weren't for the RNG.

The run is pretty boring until the 2:40 mark, which is the standard point to attack the GDI base. This is where the RNG comes into play. GDI build different units on every reset, which can mean that there are no units in the base, or that two Mammoth Tanks roll out just after the wormhole drops. If there is any heavy armor in the base at that time, the run is dead and a reset is required. (For this particular run cycle, it took about 12 attempts for good RNG.)

The destruction of the Northern GDI base and the defense of you own occurs at around the same time. You must level each Flame Tank as well as you can, whilst keeping the power down to prevent the Juggernaut position from powering its AA. This means not killing all of the base defenses at the Northern position.

Obviously you can see why. The venom supports the Commando and stalls any incoming GDI infantry, whilst the Avatars deal with the armor. The super-powerful stealthed Flame Tanks simultaneously take out as much of the of Southern base as they can, before the Avatars arrive and finish it off quickly (this is a speedrun, afterall).

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I would have liked to see the Flame Tanks take out the War Factory for speed, but God the RNG in this mission...

Also, if you want to play it a little easier you can wait for the Wormhole and send your Sabateurs from your base to the Juggs without expanding.

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So, yeah, quite straight forward really.

I hope you guys enjoyed the video!

See you in the next one,

S1nnur_

▶️ Tiberium Wars Speedruns:    • Command & Conquer Tiberium Wars Hard ...  
▶️ Tiberium Wars Fun Runs:    • Tiberium Wars Fun!  

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