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Unofficial 1.03 Strategies: Ravagers

By JcGNeon - 28th July 2011 - 14:26 PM

Date: July 28, 2011
Game: Kane's Wrath Community Patch 1.03.15
Author: 129375860

Hello, fellow Kane's Wrath players! Today we present the first-ever tip for the unofficial community patch 1.03. With these guides and tips we hope to show off some of the new things in the patch and to draw some additional attention and activity to it. Unofficial 1.03 is pretty much the last hope for any sort of balance improvement in Kane's Wrath, and with the help of the best players in the community, something might actually get balanced. So without further ado, here is the first 1.03 tip.

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The Ravager is an advanced infantry squad of the Scrin factions.


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Ravagers


Cost: 1000 Credits
Build Time: 10 seconds
Prerequisites: Portal, Nerve Center, Stasis Chamber
Abilities: Tiberium Agitation
Upgrades: Advanced Articulators, Blue Shards

In 1.02, Ravagers were considered one of the various useless units in the game. The unofficial patch changed this. Now we consider this unit top notch against GDI and Scrin factions. Their shard attack is acceptable against most light vehicles and decimates infantry, and their ability is awesome for harassing your opponent’s economy. Most, if not all, Tiberium-based units and structures are vulnerable to the Ravager’s Tiberium Agitation ability. Let’s take a look at the new and improved Ravagers.

The Changes


Rate of fire: Buffed 125% (shoots every 0.2s) from 1.02
Pre-attack delay: 0.5s (0.7s in 1.02)
Clip size: 3 shards per squad member (same in 1.02)
Ability Cooldown: 20s (45s in 1.02)
Range: 375 (250 in 1.02)
Speed: ~83 (75 in 1.02)
Armor: 20% Cannon (same in 1.02), 20% Rocket (same in 1.02), 100% Grenade (same in 1.02), 65% Gun (50% in 1.02), 90% Sniper (same in 1.02)
Health per squad member: 300 (same in 1.02)
Damage per round: 100 (gun); 100% scalar vs. vehicles (225% in 1.02), 50% vs. structures (75% in 1.02)

For those who don't care about numbers: they shoot faster and from farther away, and do less damage to vehicles and structures. They also die faster to gun damage. Tiberium Agitation can be used more often, and they can run faster.

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The Scrin Catalyst

Economy Harassment


Ravagers make for great economic harassment. Their ability decimates Harvesters and Refineries. It takes two Ravagers to one shot a full Harvester and four Ravagers can take out a Refinery. Sometimes it can be beneficial to use a crane to build the prerequisites while expanding. Sending Ravagers in groups of two so they can pick off individual Harvesters. And sending four to harass an undefended expansion Refinery wouldn’t be a bad idea. Ravagers' shard attack isn’t terrible against stray Harvesters while you’re waiting for the Tiberium Agitation to recharge. With the new patch and new things being useful, it’s up to the players to experiment and have some fun.

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Using Tiberium Agitation on a docked Harvester also damages the Refinery.
  • As a note, we wouldn’t be wary of using them as a slightly more expensive alternative to Seekers for negating some light Pitbull/Bike harassment.
Ravagers 4-shot Pitbulls and 2-shot Bikes. If the opponent has APCs or Raider Buggies, then use Seekers instead.


Faction Preference
The Ravager is best used against GDI and Scrin factions for harassment. Nod factions are better situated against units like them (stealth Harvesters and early area-of-effect damage structures like Shredder Turrets, Black Hand also has Confessor Cabals which make acceptable anti-infantry units).


GDI is stuck with APCs and Watchtowers, both of which target individual squads and make killing a Harvester or Refinery less of a hassle for you. It's really worth the money to utilize Ravagers against them.

Scrin factions have it slightly worse (except Reaper, they benefit here). Ravagers can avoid Buzzer Hives easily enough, so the enemy must rely on Gun Walkers to counter them. Reaper has it better with their Shielded Harvesters and their Shard Walkers. Not to mention that stalling production of other ground units has its advantages.

Tiberium Agitation Outside of Economy Harassment


The Ravagers’ Tiberium Agitation ability is useful in other ways as well. It works against most Tiberium-based unit (Reaper-17 Devourers, Reaper Tripods, Corrupters, etc). They can be used as a counter to the Devourer & Corrupter rush (only if your opponent is Reaper, vScrin Devourer tanks are immune to this at the moment. We're going to be annoying CrazyGDIFan to fix this little inconsistency, if he can). Ravagers will make a great counter for units like Reapods. Tiberium Agitation also surprisingly works on Mechapedes, but this is questionable since Mechapedes are capable of dancing to protect the head (Traveler has it easier here due to the speed upgrade that their Ravagers get). We've also noticed a squad bug where not all members fire the Tiberium Agitation on Mechapedes. It’s also worth mentioning that the ability works against Nod’s Tiberium Chemical Plant.

Ravagers vs Mechapedes
Currently, Ravagers Tiberium Agitation ability 1-shots Mechapedes when all squad members fire, but this tends to be a problem with Mechapedes being how they are. So try sending two squads to kill those pesky units.


2000 Credits spent to counter 2200 Credits is a good deal.


Upgrades


If you like using Ravagers a lot, then the Scrin sub-factions are for you. The Ravagers for them, unlike the vanilla faction, can be upgraded. Each one serves each faction's lore perfectly.

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Traveler-59 only

Advanced Articulators


Prerequisite: Stasis Chamber
Cost: 1000
Build-time: 30s
Use: Increases speed by 66%

Researched at the Stasis Chamber for his upgrade greatly increases the unit's speed making it a more effective hit-and-run harasser. Most anti-infantry units can’t keep up with Ravagers that have this upgrade, so it increases squad survival. It provides a 66% speed bonus (85% bonus in 1.02, but Ravager default speed was increased 10%, so it balances out) and is completely worth the 1000 credits and 30s research time.

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Reaper-17 only

Blue Shards


Prerequisites: Technology Assembler
Cost: 2000
Build-time: 60s
Use: Increases dps by 80%

This upgrade increases shard damage per second by 80% (180 damage points per round). It can be researched at the Technology Assembler for 2000 credits and requires 60s to research. Blue Shards allow Ravagers to do more damage so they are better against vehicles, buildings, and infantry.



Currently, the patch is still relatively unexplored, so new and creative strategies are just waiting to be discovered by creative players. Those of us on the 1.03 team are hoping that you find them – What are you waiting for, Commander?

Special thanks to PimpUigi, CrazyGDIFan123, stoochie, and the staff of GameReplays.