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Beta 5 Mission

Posted: 19 Dec 2012, 19:12
by beren6
Hello All:

Bit of a noob at this, but I've made my way to the Beta 5 mission, where I seem to be completely stuck. The main problem seems to be the Nexus ripple rockets, which seem to have longer range than anything I've got, so I can't get either units or mortar pits in place to take anything out. Consequently, I can't seem to get anything close enough to the Nexus base without having most of my units massacred in short order. Any advice would be welcome!

Re: Beta 5 Mission

Posted: 20 Dec 2012, 00:08
by aubergine
See if these help: viewtopic.php?f=3&t=8340

Re: Beta 5 Mission

Posted: 20 Dec 2012, 07:08
by Stratadrake
Beta 5 is your first experience with enemy Ripple Rockets, and without access to VTOL tech yet there isn't particularly much you can do to defend against them.

Broadly speaking, make your way across the map slowly, destroying absolutely every Collective anything you come across - sensor, hardpoint, bunker, doesn't matter (due to a bug in the 3.x series pretty much ANY enemy unit or structure can paint you as an artillery target). Light and Medium units probably won't stand a chance against Ripples, so make sure to have some Heavy chassis units at the front of your assault group to soak up the rockets - bonus points for skilled units (or a skilled Command unit leading them). Make sure to retreat at heavy damage (if not medium) and build Repair Facilities anywhere that isn't in enemy sensor coverage to keep the repair trips short. Ripple Rockets reload very slowly, so take advantage of this to keep pressing the assault.

The good news is that this enemy airbase is where you get Ripple Rocket (and VTOL) tech; Ripple Rockets make excellent CB artillery, and the Collective's AA flak tech is inferior to yours (heavy VTOL's are good as immune to it for a few missions).

Re: Beta 5 Mission

Posted: 01 Mar 2013, 07:23
by o0hshift
i produce 70 tank lancer python track and attack direct enemy base.
with hard difficult :D

i dont found the best strategy for this mission. only way: "many many tank"

Re: Beta 5 Mission

Posted: 09 Aug 2013, 06:05
by SexViperWheels
I went with a barrage of heavy units on hovers. A few heavy cannons to soak up the ripple rockets, a couple lancers to take out any stray collective tanks, and about 20-25 mini rocket artillery tanks to instantly destroy all 3 ripples as well as EVERYTHING else in the base. MRA turrets are underrated man, they cut down so much time needed to blow up bunkers and base structures with things like MGs, cannons and lancers. Bunker busters can do this as well, but MRA is actually decent against tanks and a mass of them can nuke a small group of heavy tracks almost instantly.

Re: Beta 5 Mission

Posted: 10 Aug 2013, 22:38
by montetank
The best way is to move your experience units on a save point-dont forget the AA...then build 60 lancer python hovers-not tracks. Overrun the enemy base-not a very esthetic way for this mission....but 100 %. Sorry for my english. Tracks? to slow. Hoovers are better....Forget the bunker busters. The bunker busters are the most unnecessary weapon in the campaign. When you attack the enemy base with the mass of 60-70 hovers- the bunker busters will not have any effect against the enemy tracks....read the guide again and the walkthrough from "mousemaster" is for beginners very nice written.

Re: Beta 5 Mission

Posted: 11 Aug 2013, 02:06
by SexViperWheels
Mousemaster's guide is somewhat ineffective now, since its heavily outdated. Still, it's nice to use as a sort of map if you're stuck on a part, however his tactics aren't so much viable anymore.

Re: Beta 5 Mission

Posted: 04 Jun 2020, 18:31
by Nexusintruderprogram
so meany good men lost to those dammed ripple rockets ;-;

Re: Beta 5 Mission

Posted: 08 Apr 2021, 06:20
by marcmad
You could just have your group of tracked mantis (and half-track python for canon), anything that has a speed of around 1 or more with a commander to charge in. They should be tanky enough to take vtol and ripple shots and fast enough to retreat for repair. I'd recommend a second group to cover the retreat of the first group if it has to run, possibly adding AA to that group or just use meat shield in them. That way you can push through without losing any tank. This work even on insane although at some point the whole 20 unit group might be going back for repair at the same time.

On the contrary, bombard are not tanky enough and do little damage to the enemy, making them essentially useless. Better just keep them out of the way for the level (and recycle them once you get ripple and howitzer.)