Tuesday, May 16, 2006
The Penultimate Image Guide to Using a Mammoth Mark II (MK.II)

Hay guys, I'm your Commander for today and I will teach joo hawt phat lewt skillz, so listen up lads!
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Chapter I: Origins of the MK.II
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The Mk.II was a completely new addition to the Command and Conquer (C&C) series when Tiberian Sun came out. It became a symbol for a white elephant quickly enough for its notorious snail-paced turning and movement speed. It had to turn to use its dual rail-guns (a Ghost Stalker would have been much better) and its anti-air missiles were weaker than mosquito bites. However, many of these MK.II haters did not know how to fully utilise this big, expensive and handsome hulk and achieve complete ownage with it.
Quote Wikipedia:
"Exclusive to Tiberian Sun and Firestorm , this prototype unit is by a wide margin the single most powerful armoured vehicle in the game. Armed with twin rail guns and anti-aircraft missiles, and capable of self healing in the field this four legged mecha unit was the ultimate ground vehicle. When used effectively the Mammoth Mk II could eliminate an entire Nod base almost completely by itself. There were two drawbacks to this unit: first, reloading the main guns required a few seconds of down time, leaving the unit open to enemy assault. Secondly, the Mammoth Mk II was considered an experimental unit and did not enter mass production during the course of the game, which meant that the player could only build one Mk.II at a time during skirmishes or multiplayer games. Its high price and inability to get past walls somewhat limited it, but it is nevertheless a very powerful albeit slow unit.In solo play and multiplayer mode the Mammoth Mk II uses a large, front mounted rail-gun similar to Ghost Stalker's, but several times more powerful, with the capacity to destroy moderately armoured tanks in a single discharge, and dual anti-aircraft missile launchers to defend from aerial attacks."
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Chapter II: Weapons Analysis
------------------------------------------

Dual Rail-guns: Sure they look and sound cool, but it's pretty useless. Also note that they hit all units in their path.
Anti-air Missiles: Pfft. Don't mention them.
Likewise, the MK.II can crush any weak infantry beneth it. However, it's movement speed couldn't save itself if it would be crushed by an oncoming toy train.
------------------------------------------
Chapter III: Strategy
------------------------------------------
1. Shock and Awe

Pulverise your opponents as they run in fear of the giant MK.II. Use all possible means of attack, Orcas and Titans will do the trick.
2. Awe and Shock

Step 1: Build a MK.II
Step 2: ???
Step 3: Win the game.
3. Shockingly Awestruck

Surround your MK.II with 128 Titans, 64 Distrupters and 16 Juggernauts. Surely nobody can touch your precious investment now. Proceed to obliterate all obstacles.
------------------------------------------
Chapter IV: Conclusion
------------------------------------------

Don't build a fucking Mammoth Mark II.

- END -

Hay guys, I'm your Commander for today and I will teach joo hawt phat lewt skillz, so listen up lads!
------------------------------------------
Chapter I: Origins of the MK.II
------------------------------------------

The Mk.II was a completely new addition to the Command and Conquer (C&C) series when Tiberian Sun came out. It became a symbol for a white elephant quickly enough for its notorious snail-paced turning and movement speed. It had to turn to use its dual rail-guns (a Ghost Stalker would have been much better) and its anti-air missiles were weaker than mosquito bites. However, many of these MK.II haters did not know how to fully utilise this big, expensive and handsome hulk and achieve complete ownage with it.
Quote Wikipedia:
"Exclusive to Tiberian Sun and Firestorm , this prototype unit is by a wide margin the single most powerful armoured vehicle in the game. Armed with twin rail guns and anti-aircraft missiles, and capable of self healing in the field this four legged mecha unit was the ultimate ground vehicle. When used effectively the Mammoth Mk II could eliminate an entire Nod base almost completely by itself. There were two drawbacks to this unit: first, reloading the main guns required a few seconds of down time, leaving the unit open to enemy assault. Secondly, the Mammoth Mk II was considered an experimental unit and did not enter mass production during the course of the game, which meant that the player could only build one Mk.II at a time during skirmishes or multiplayer games. Its high price and inability to get past walls somewhat limited it, but it is nevertheless a very powerful albeit slow unit.In solo play and multiplayer mode the Mammoth Mk II uses a large, front mounted rail-gun similar to Ghost Stalker's, but several times more powerful, with the capacity to destroy moderately armoured tanks in a single discharge, and dual anti-aircraft missile launchers to defend from aerial attacks."
------------------------------------------
Chapter II: Weapons Analysis
------------------------------------------

Dual Rail-guns: Sure they look and sound cool, but it's pretty useless. Also note that they hit all units in their path.
Anti-air Missiles: Pfft. Don't mention them.
Likewise, the MK.II can crush any weak infantry beneth it. However, it's movement speed couldn't save itself if it would be crushed by an oncoming toy train.
------------------------------------------
Chapter III: Strategy
------------------------------------------
1. Shock and Awe

Pulverise your opponents as they run in fear of the giant MK.II. Use all possible means of attack, Orcas and Titans will do the trick.
2. Awe and Shock

Step 1: Build a MK.II
Step 2: ???
Step 3: Win the game.
3. Shockingly Awestruck

Surround your MK.II with 128 Titans, 64 Distrupters and 16 Juggernauts. Surely nobody can touch your precious investment now. Proceed to obliterate all obstacles.
------------------------------------------
Chapter IV: Conclusion
------------------------------------------

Don't build a fucking Mammoth Mark II.

- END -