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Скачать или смотреть [Re-Boot Camp AW2 NC Classic #3] Gold Comet Play/Walkthrough (300 S-Rank)

  • Rzaney
  • 2023-09-09
  • 1098
[Re-Boot Camp AW2 NC Classic #3] Gold Comet Play/Walkthrough (300 S-Rank)
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Скачать [Re-Boot Camp AW2 NC Classic #3] Gold Comet Play/Walkthrough (300 S-Rank) бесплатно в качестве 4к (2к / 1080p)

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Описание к видео [Re-Boot Camp AW2 NC Classic #3] Gold Comet Play/Walkthrough (300 S-Rank)

Yeah, I think I severely underestimated the time it takes to optimize longer levels in Re-Boot Camp. Between no saves, no save states, no 2x times speed, and a junky capture card that forces me to restart my computer often (you can definitely notice it in A Mirror Darkly), I probably won't be optimizing the longer levels as much going forward. Silo Scramble and Sensei's Return were nice at least.

Extra Mission Notes:

Mission 17: Similar strategy to 2003, but Flak moves his tank right, and can use missile silos on units split apart now(it doesn't have to target on top of a unit anymore), though for some reason the AI favors the Infantry/APC together instead of the Recon/PC split. Have 2 enemy units prepped/in position for the power turn just in case he builds more than 10 units.

Mission 18: Very strange bug on cannon damage, I had to reset a second time to make sure. I guess Sonja's bad luck can apply to structure damage too, or maybe resetting the turn is buggy? The new vision changes for AI respecting FoW makes this mission much easier to beat. ‪@Level5GamePlay‬ has a 16 turn HQ capture + lab if you wanted to watch that instead. Since I was going through the missions a second time, I didn't have the lab capture dialogue included, but apparently you can come back to these earlier missions and build Neotanks after beating the lab mission!

Mission 19: The AI is really weird here. For some reason you need to have both the T-Copters loaded up, or he builds a tank on the bottom left base early instead of a mech in the top right base, preventing the HQ capture. I tried several ways to win in 7 turns with 300 score, but this seems to be the only one/most reliable way.

Mission 20: Messed up here and should've waited a turn to land, whoops! Disaster and embarassment ensues, but I was already committed at that point. Maybe I'll revisit it later like I did AW2 redo.

Mission 21: Possible 10 turn win here if you keep a full hp regular tank alive to move through 3 forests and Adder's rocket moves further up.

Mission 22: My budget capture card was REALLY struggling here, I edited out most of the rainbow glitching, but the audio took a beating. It plays very differently with the AI vision changes, and I'm pretty sure there's a 6 turn win possible!

Mission 23: Same as 2003 mostly. Greatly overestimated how much a bomber and 4 hp artillery could do to a 40% defense mech on the city.

Mission 24: Can do some cheeky stuff with the AI prioritizing APCs here! I think Sonja can win in the same way, but much more interesting than the Battleship strat.


As always, remember to like, favorite, and subscribe if you like the content. I'm just posting these for posterity and anyone interested!

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Chapters:
0:00 Mission 17: Silo Scramble
6:07 Mission 18: Showstopper
36:07 Mission 19: Sensei's Return
40:44 Mission 20: Sea Of Hope
1:01:08 Mission 21: Duty & Honor
1:17:36 Mission 22: A Mirror Darkly
1:31:46 Mission 23: Foul Play
1:45:05 Mission 24: The Hunt's End

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