Gaming Age. This is a good expansion, but for its time maybe not the best it could have been. User Reviews. Write a Review. Positive: 0 out of. Mixed: 0 out of. Negative: 0 out of. Essential Links. By Metascore By user score. All Current Games ». God of War. Psychonauts 2. The Forgotten City. Clone Drone in the Danger Zone. Exo One. Age of Empires IV. Download Links Link Mega.
How to download free Ground Control: Dark Conspiracy Use any of the links Wait 5 seconds for the ouo advertising to pass and then another 5 seconds per adfly. Click on the download button of the selected service. Install the. Most of our games are uploaded in a single link. And now time to enjoy : In case of problems do not hesitate to contact me!
Comments Sign In. Ground Control: Dark Conspiracy mediafire error link. Atimkos Atimkos. Resistance indicates the vehicle's capability of taking damage, or Health Points, if you like it more. When a projectiles breach the Armor, it allocates damage. Speed is self expliantory. Visual Range will describe how further the unit can see, NOT the ability to detect hidden units; this value is called Perception. Stealthness is self expliantory. The best value is awesome, the worst none, passing by wonderful, very high, very good, good, average, low and very low.
Crayven Corporation bases its army or "self-defense" force as Crayven likes to call it on strong, heavily-armored tracked vehicles, the Terradynes. Though Order's units may be faster and more powerful, they cannot match Crayven's tick armor; their weapons are based on standard projectiles.
The effect is exactly the same, though it changes name. They can damage even Grizzlies or Wolves if they manage to get to their rear or they use their anti-tank rockets, though anti-infantry mortars, able to dispact enemy infantry almost instantanly is usually the best choice, as your own ground vehicles will face other heavy ground units; they can fire at low-altitude air-targets, but do not expect to use Marines to destroy incoming aerodynes, they are not so accurate.
Jaegers are specialized in stealth attacks, sacrificing armor for speed and stealthness, but not firepower: their Kd Gauss cannon, though not known to be the fastest rifle on Krig-7B, is actually powerful enough to penetrate front and lateral armor plates of the heaviest ground unit.
Jaegers can also track air units, but their low rate of fire makes them ill-suited for this job; however, due to their low armor, when and if spotted, Jaegers are extremly prone to recieve damage even from the lightest weapon. Despite these drawbacks, Jaegers are excellent unit when used with artillery, attack or bomber aerodynes and any other kind of long-range support unit: they can easily sneak into an enemy base, palce satchel charges to destroy power buildings and then spot for artillery units, or just support from afar the main attack force.
They are also the best unit to recon the map, thanks to the alredy described stealthness and their above-average perception and visual range. II ammo Special Equipment: repair module; advanced tracker; repair unit Crayven's main terradyne.
The Wolf features a single-barrel mm cannon capable of piercing even the tickest armor. Its speed, combined with the strong armor and the medium visual range, makes of the Wolf the ideal unit to handle ground targets, whatever they are: they can easily outmaneuver larger terradynes and then open fire on their sides or backs and they can sustain heavy damage.
Wolves cannot fire on air targets, nor they have Equipment that partially defend them from air threats. HE ammos are useful against infantry and lightly-armored targets, while HE mk. II are quite useful against larger enemies or when you need to destroy something quickly. Repair modules affact only Wolves, while repair units are fixed turrets capable of repairing evey unit, just like the APC's own repair gun: very useful if the APC took damage and the mission is just started.
Advanced trackers are good only for novice units. II ammo Special Equipment: repair module; anti-missile system The Wolf's big brother: it is less balanced than the Wolf, sacrificing speed for armor.
It uses twin mm cannons instead of the Wolf's single mm cannon, partially reducing its firepower but allowing Grizzlies to fire at the same rate of a Wolf. The Grizzly is best suited as a strong hammerhead to destroy heavy defenses to allow Wolves or Wolfs? Like Wolves, Grizzlies cannot fire against air targets, though they can intercept incoming enemy missiles thanks to their anti-missile system.
This doesn't matter much, has Grizzlies can take tremendous punishment before going down. If you are going to take AAA units with you, equip Grizzlies with reapir modules, so that you'll be ready to face eveyhting on the battlefield. The Firecracker is essentially a multi-role missile battery on two thread, packed with enough equipment to let the crew drive it and enough armor to withstand light damage.
Firecrakers can engage ground units except infantry and air units thanks to its missiles; those missiles are not highly powered, but are really accurate and then rate of fire of a fully equipped Firecracker unit can destroy everything in short time, provided that the unit is protected against enemy fire.
As with most advanced units, Firecrackers carry three self-repair devices and three photomultipliers. Special weapons are dedicated missiles, the best in its own field of action: Aries missiles are powerful, if less accurate, anti-air missiles, while Inferno are designed as anti-tank ones.
Ocelots cannot attack ground targets, and need at least one Marine squad to be defended. It is better to keep them near your strike force to give them protection against ground forces and give your ground forces a deadly protection against aerodynes. Against Ocelots it is better to use ground vehicles: 2 full groups of Ocelots can literally tear apart even the strongest aerodynes in few, well-placed shots.
The Ocelot is one of the few units without special weapons; when equipping Ocelots, at least one group should use a photomultiplier; the repair module is higly optional, as you'll keep them near your APC which has a repair gun. You'll love this unit. Each Hog squad contains only one artillery piece, and this is its main drawback.
As all support unit the Hog should be placed behind your main strike force, where it can be defended against attacks. Remember that Hogs can fire when moving they'll lose accurancy, though but cannot fire at moving targets; well, tehy can, but the slow projectiles speed, their arched trajectory and the relative slowness of the Hog's artillery will make such shot only good for suppression fire; one of the most popular ways to use artillery is to have multiple units fire in suppression mode CTRL button : with this order artillery units will begin to fire at a very large zone, eventually destroying everything; this always works well, especially when you are ging to assault a base, where defensive turrets are usually positioned near walls and near entrances.
An ohter way to use artillery is to used light aerodynes, Jagers or Light Terradynes to highlight targets; of course, Jagers are the best units for such roles, and every Crayven unit with artillery support should have one squad of Jaegers for scouting duties.
Repair modules affect only Hog units and photomultipliers are basically useless on such units. Guided Projectiles are really good, but have the same range of the standard projectiles; do not expect them to hit infantry units at extreme ranges, they are guided but not that accurate.
Also, guided projectiles are VERY vulnerable to anti-missile fire. Hog's other Special Weapon is a nuclear bomb. However, it is deadly and psicologically devastating. Both Hogs and Sagittas Order's artillery Hoverdyne do not fire at will by standards. Also, they won't stop firing if friendly units are within their impact area. Totally unable to target ground targets, Deltas are designed to control the skies, at every altitude. Though not capable to enter or exit the athmosphere alone, Deltas are capable of acceptable performances even at orbital altitudes; however, Deltas were principally designed as low-altitude highly maneuverable planes to hunt down every other hostile aircraft, a job that Deltas accomplish with great accurancy; they are only armed with NPDU "Glory" missiles, but are enough to counter the Order hunt aerodyne, the Draco, and destroy any other kind of aerodyne with few, well placed shots.
Deltas can be equipped with special AI missiles with greater accurancy and explosive power than standard missiles, plus all other standard equipment for aerodynes. They share one the Special Weapons, the nuclear device, which is more powerful, as four independent units release one note that a single nuclear device carried by a single Condor is more powerful than a Hog's one.
When ordering a Condor to bomb a zone, be sure that all turrets or generators are gone, or they will be destroyed at once. The Fragmentation bomb is very useful against fleeing, relatively slow units; it is deadly against infantry and can damage every kind of ground armored target, though chances to destroy it are slim.
Nuclear Bombs can be used virtually against everything, as they are way more powerful than the artillery-luanched weapons; a single device can destroy a squad of medium ground vehicles with a not-so-precise shoot, though Condors will have to reach the target, unlike Hogs that fire indirectly. Photomultipliers can be used for targeting moving targets and both AM Systems and Afterburners are useful to avoid some enemy attacks, though they won't save Condors from multiple enemy fire the Condors is big and slow ; AMS is very useful to stop incoming missiles and protect units for few seconds during bombing runs.
If you lose it, you'll be death. It is highly armored, so its endurance is more or less the same of a Wolf. Though the APC carries a medium gun, it is not intended for combat, nor for scout duties. The APC cannot use neither Special Weapons nor Special Equipment, but it always mounts a special repair gun capable of recharging other unit's health bar. It is devoted to point defense against infantry attacks; it's deadly in its duty, but when facing even light vehicles the CCT finds itself in real troubles.
It has a good destructive power, but it lacks range; also, being so short, it hasn't a very wide line of sight, making it a good target for long-range units; when detects a unit, however, the AKA can deal some damages even to medium vehicles; it has some difficulties in targeting infantrymen. Order units are less resistant than Crayven's but they tend to have more firepower and to move faster as they travel on air cushions rather than on threads.
Their special weapons, however, seem to be a little bit more effective. Though from the name doesn't seem, the flamethower fires grenades in an arched trajectory, like the Marines' anti-infantry mortar. Templar units are composed only by seasoned women of the Pax Dei, and they carry one of the most advanced missile launchers ever developed, the GrU-6 Vendetta.
This missile launcher is somewhat larger than a standard backpack, but its firepower can rival even tank-mounted weapons; this power comes primarly from the high accurancy of the missiles fired, capable of pin-pointing the weakest spot in targets' armor.
Missiles follow an arched trajectory, and being fire-and-forget missiles, it is possible for Templars to move while firing without losing efficency. Each Templar fires 4 missiles per salvo, and the recicle rate for the salvos is very low for such a small weapon.
Basically Templars are very powerful units, and the clever use of their Special Equipment and Weapons can made them even more deadlier. However, the Vendetta nuclear warhead is the real Special Weapon you should use; it is far less powerful and its explosion is smaller than an artillery's one, but the innate accurancy of the missiles often makes this shot deadly even for Grizzlies.
To futherly enhace the Templars' accurancy photomultiplyers can be equipped, but personal medikit are useful if you are going to use them as part of the assault force and if you aren't going to use the as an assault force, you didn't understood anything about Templar units.
Stealth fields can be used to sneak Templars into a base. Developed following the same philosophy of its counterpart, the Volans is essentially a bigger version of the Linx. It has two Shogata PDX9, the same model mounted on the Linx, but Order technicians still have to figure out how to recreate the same rate of fire of the Linx, as the Volans' main reactor cannot power the whole vehicle and the guns without endangering its crew.
Armor is almost as twice as durable, and the vehicle itself has a wonderful internal structure that allows it to sustain heavy damage before being destroyed. However, the Volans pay this protection with one of the lowest speeds in the Order army, though it is still superior to a Grizzly.
Volanses and Linxes share the same Special Weapons and Equipment. II "LACERTA" Firepower: awesome Armor: average Resistence: average Speed: good Visual Range: good Stealthness: none Perception: none Technology Level: 1 Elements in a Unit: 2 Special Weapons: multifrequency prysm; focalizer prysm Special Equipment: repair module; defense shields; photomultiplier As with Crayven's Fireckaker, the Lacerta is born for long-range fire support; this vehicle is still in experimental stage, but Order Deans are beginning to use this vehicle more often as they understand the true capabilities of this mobile weapon platform.
As the Fireckacker, the Lacerta can fire to both ground and air targets, though fast-moving Aerodynes might pose problems, as the Lacerta's recycle rate and stright-beam weapon are less efficent than the Fireckaker's deadly accurate missiles; against ground-bound targets both infantry and vehicles, though infantry will be hard to knock down with Lacertas only , however, the Lacerta is deadly: the X9k weapon system not only is very powerful, but also very accurate: it can rip apart heavy and assault vehicles with few, well placed shots, even if they hit the frontal armor.
Not enough, if the other targets are close to the original impact point, the energy beam produced by the X9k can bounce between them, allocating extra damage note: this is not like an artillery strike; I saw only five or six times the beam bouncing through targets, so do not expect that Lacertas alone can rip armies apart.
This weapon system has also a very long range, and it is mounted on a full-rotating turret. Lacerta's Special Weapons improves the X9k accurancy multifrequency prysm and firepower focalizer ; if you are going to take Lacertas only for fire support this duty includes anti-air fire-hey, I do not reccomend this , carry multifrequency prisms, as the X9k beam tend to be less effecfive against Aerodynes as stated above.
As with most Order Hoverdynes, Lacerta carry Defense shields, useful to avoid damage during high-pitch battles and repair modules for small self-repairs. Photomultipliers can enhace thier already good line of sight.
However, the particular nature of this weapon makes impossible to target ground units, to the Pavo became a dedicated anti-aircraft weapon. The ability of a single Pavo unit to destroy enemy aerodynes taking little or no damage is impressive, as it is seeing the blue bolts coming from a Pavo home on their target and severly damage it. As with Crayven's Ocelot, the Pavo doesn't carry any special weapon, and its special equipment is basic, with repair modeules and photomultipliers. Sagittas might be a little more accurate than Hogs but have a slightly very slightly less powerful weapon; armor stats are equal, but the Sagittas move a little faster.
Both vehicles share Special Equipment, but have different Special Weapons; the long-range charge, though doesn't increase neither firepower nor accurancy can really make the difference in highly defendable positions hills, ridges and when coupled with scout units. Anti-tank charges increase firepower and are useful against heavy vehicles and fixed turrets. Reading this description can make the Orion looking like a worthless scrap of metal, to be substituted with Sagittas or Lacertas; however, the Orion has unique capabilities, which make such units the perfect counterpart for the other support unit in the Order army.
Orions are well protected, with good movement capabilities, but no "real" weapons. To attack objectives Orions rely on GHE robots, small automated units resembling spiders with a powerful shaped charge. Those robots can target ground units except infantry and buildings and Orions release three of these units per "sweep" until the target is destroyed.
Relying on such small robots rather than Order's standard energy weapons might make the attacks a bit slow, but those units are capable of homing on their targets and have a long autonomy, allowing Orions to stay hidden and continually pounding the enemy with explosions; often, this tactic shatters the enemy ground force even before Orion platforms have been located.
Orions are vulnerable to air attacks and cannot reply with the GHE robots to infantry. The advanced robots possess a more power explosive charge and better tracking devices, almost capable of tracking down Apuses and Locusts.
Special equipment is standard-issue for Order units. Those missiles are very effective against any kind of armor, as they rely on twin shaped charges, one to open holes in the target's armor, then a second to penetrate within the target and explode inside. Basically, it has the same damage value of a Delta, but the SZX are less effective against infantry, as their warhead soen't spread any shrapnel onto the battlefield.
Also, Phoenixs are able to target other Aerodynes, but the SZX relatively slow-speed make them very limited in anti-air capabilities, leaving these Aerodynes easy preys for Deltas and Dracos. All Order aerodynes are more durable than Crayven ones thanks to their defense shield, which can protect them enough to retreat or to allow support hoverdynes to destroy any hunter aerodyne.
The Phoenix special weapons specializes in anti-infantry fragmentation torpedoes - not efficient as the standard ones against ground targets due to their anti-infantry warhead and in anti-building roles Helios torpedoes - slower but more powerful than standard missiles, not reccomended against any faster than a Grizzly.
They have very thin armors and small-caliber weapons, even less powerful than the standard guns carried by basic Order, Crayven or Phoenix infantry, but they can sacrifice their live for the Order without questioning, and this make them a very fierce opposition for other infantry units. Against vehicles, Zealots are almost automatically dead meat, though with the use of Special Weapons they can deal some damage to medium vehicles.
It is slow, but able to almost keep pace with standard infantrymen, and can be boarded on the APC. They have a normal perception and line of sight. And they do it too well.
They have a relatively limited range, but extended enough to reply Wolf's and Grizzly's fire. A single Tier-7 is capable of decimating a single Wolf unit in no time, but has problems in targeting infantry and has not a very long line of sight, nor it has an high perception. It is usually backed up by an Outpost.
They do not pose a problem for every fighting unit, though they posses the best line of sight and perception of all Order turrets. Their range is very limited, but have a fast rate of fire. Jaegers can eliminate such structures from afar, or just move in whatever you have to quickly dispatch them. All warnings and weak points of artillery units apply here too, with the exception that the Landau won't be able to withdraw if under attack. In fact, it doesn't even fire to enemy units, and probably you won't notice their use or even they are there until artillery or attack aerodynes start firing at the Cannon or in the sorrounding area: it doesn't attack units, but it is capable of tracking and shooting down missiles and artillery rounds before they allocate damage at the cannon itself or at the sorrounding area very small, however.
0コメント