Generals Zero Hour Middle East — Conflict 3
The most genius addition: Generals powers cannot be used inside your opponent's main base radius for the first 10 minutes. No more A-10 strikes wiping out your supply center at the 2-minute mark. This forces early-game skirmishes with actual tactics rather than superweapon spam.
Projectiles are no longer hitscan. Tanks lob shells with arc and travel time. Mobile artillery requires "counter-battery radar" to hit moving targets. You will watch a TOW missile fly across the map for four seconds before impact. It changes how you lead targets. generals zero hour middle east conflict 3
Because MEC3 is a fan project, it has bugs. Here are the three most common: The most genius addition: Generals powers cannot be
Invisible infantry:
Desync on Naval maps:
The RTS genre is seeing a Renaissance (Age of Empires IV, Stormgate, Tempest Rising). Command & Conquer sits dormant. A remaster of Generals is inevitable, but a true Zero Hour sequel—Middle East Conflict 3—makes more business sense than a generic Generals 2. Invisible infantry: