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Kanes Wrath

Kane's Wrath Ladder Wars Finals Season 1
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Subtle Things You Should Know About Kane's Wrath

By JcGNeon - 19th November 2011 - 09:51 AM

Hello fellow gamers, today GameReplays.org is bringing you a written piece about subtle things you should know while playing Kane's Wrath. Since the game has been released for a long time, players have discovered a lot of little quirks in the game - some good, and some bad. But for those of you who have not been playing since 2008, here is an article that should help you out.

Spike Bonus


At the beginning of most traditional build orders in Kane's Wrath, you make a Barracks and train an Engineer to capture your nearby Tiberium Spike. This Tiberium Spike provides you with a little 500 credit bonus to your economy. The only catch is that if you are one of the GDI or Nod factions, you need to wait until your first Refinery is placed before you can obtain that bundle of credits. Scrin factions luck out here as their economy is not as limited. So remember to not order your Engineer to capture the Tiberium Spike until your Refinery is placed.

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Take a moment to enjoy the scenery


Foxhole Bug


So you are playing as vanilla GDI or one of its sub-factions and you decide to order your Riflemen to dig a Foxhole in your opponents base. You smirk as it finishes because you think that you'll have a safe scout until after the War Factory. Here is what you might not know: if your opponent ordered a unit to crush your scouts before the Foxhole finished, the unit will drive through your freshly purchased Foxhole and kill your scouts anyways. Yeah, it is a bug, and an easy-to-use one as well. It can be circumvented however, by ordering your infantry out of the Foxhole and ordering them back into it once the unit has passed through the bunker.

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Not as pesky as once thought to be


Juggernaut Force-firing Improves Accuracy


As you have probably noticed by now, Juggernauts often fire in an imprecise manner. You aimed for an enemy Predator tank yet ended up firing upon your neighbor's cow. Well this little technique can remedy that dilemma. Force-firing on the ground that is 0.5mm away from your target will drastically improve the accuracy of your Juggernauts. The reason we said to aim slightly to the left is because the third shell tends to veer slightly to the right of its target.

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Don't aim at what you want to kill, makes sense


Pitbulls, Bikes, and Seekers on Hold-fire Stance


The basic harassment units in the game for the nine factions. Sometimes doubling as scouts, and later in the game they serve as stealth detection. Their biggest requirement is that you actually micro them. How does one do this? The answer is simple: you split your units into control groups with as many members as needed to one shot your opponents counter unit, while on the hold-fire stance. This allows you optimal control over your units and also permits you to evenly distribute your shots. Nod mirrors are where you will need this the most, as they are Bike and Scorpion tank dominated.

Bikes four-shot Pitbulls, five-shot Seekers, and two-shot other bikes. Pitbulls two-shot bikes, five-shot other Pitbulls, and seven-shot Seekers. Seekers two-shot bikes, six-shot Pitbulls, and eight-shot other Seekers. Not to say that you should counter Pitbulls with Seekers, but if you are ever in a situation where it is Seekers versus Pitbulls, it is useful information.

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One helpful button


Venoms on Hold-ground Stance


So we heard you like spamming Venoms. No problem. They are nice if you get enough of them, but you keep falling victim to clumping. Yeah, that is irritating, right? Well do not worry, for there is a way to circumvent that by placing your Venoms on the Hold-ground stance and moving your Venoms along with enemy forces. This way they still deal damage and do not fall victim to AoE damage. Don't forget, you can also use the Scatter command hotkey to seperate piled up Venoms and other aircraft.

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