Command & Conquer When ST decides they wants to go to the field ;P |
- When ST decides they wants to go to the field ;P
- Remastered C&C: Generals Wallpapers (4K & 4:3) by CCHyper
- Controversial opinion: C&C 3 KW and RA3 are not shite even compared to TS Firestorm and RA2 respectively
- Dune 2000: Atreides - Introduction
- Worst units in Red Alert 2 (part 2)
- Which C&C Title has the best most full featured Editor?
- Rise up fellow weebs! We got TS Visual Novel now.
When ST decides they wants to go to the field ;P Posted: 24 Dec 2019 06:56 AM PST
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Remastered C&C: Generals Wallpapers (4K & 4:3) by CCHyper Posted: 24 Dec 2019 10:54 AM PST
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Posted: 24 Dec 2019 02:46 PM PST I may be biased because I played the Red Alert 2 when i was like 4-6 at around the time vanila Red Alert 3 launched, which I spent A Whole Lot Of Time on; and only played Kane's Wrath recently. But in all honesty, I find the newer games more simple to read and get into, whereas the classic ones (by technical inferiority probably) look weird. All units look to be kind of the same and the scale is off. You cannot expect a Juggernaut, a massive triple-barrel artillery walker to be smaller then a Titan, akin more to a Wolverine. Stealth tanks are just awkward in Tiberium Sun, but are fine in Tiberium Wars. (and these are just some of the examples). Obviously from a technical standpoint the comparison is not fair (2001 vs 2007), but it is an aspect nonetheless. It is true that the classics have more mods and user-created content, I cannot deny that, but still. Despite that I would even dare to suggest the newer ones are better for a number of reasons:
Those were the general improvements, now to more specifics:
1.1) all units have abilities, including collectors, making each unit more important + raising dat skill ceiling, rewarding smart players 1.2) little things like Hammer Tanks stealing enemy weaponry once again reward a SpecOps approach, where you value a small elite group of units and in a way let you come back from an economic disadvantage not only using unit composition 1.3) it feels like (and I need to preface this with the fact that I don't have much experience with multiplayer RA2) there are more harass options on all stages of the game (again I may very well be wrong on this point) 2) Kane's Wrath vs Firestorm: 2.0) Come on, one of them has f*ing Kane in the name and the other doesn't 2.1) More factions = More fun (provided they are remotely balanced, which they seem to be) 2.2) Upgrades exist, allowing for mid-game units to remain viable in late-game (Predators with Railguns) or to lock certain strategies behind a pay+time wall, allowing for better balancing of units and rewarding committed game-planning (they do sometimes pose a problem, when you cannot transition out of a specific gameplan) 2.3) Epic units (MARV, Redeemer, Eradicator Hexapod) give a base-leveling force as well as a massive target for the enemy to focus on, thus rewarding game planning (as these things are very expensive) and micro when you try to keep them alive Not sure if this was convincing, maybe one person changed their mind on EA Command & Conquer titles. But I am sure a bunch of people can point out where I went wrong, so "Let loose the Allied fury". [link] [comments] | ||
Dune 2000: Atreides - Introduction Posted: 24 Dec 2019 12:22 PM PST
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Worst units in Red Alert 2 (part 2) Posted: 24 Dec 2019 09:11 AM PST | ||
Which C&C Title has the best most full featured Editor? Posted: 24 Dec 2019 10:40 AM PST I want to create custom scenarios with scripted AI waves etc. Which C&C title best supports this? Also out of all the titles which editor is the most polished, full featured and free of bugs? [link] [comments] | ||
Rise up fellow weebs! We got TS Visual Novel now. Posted: 24 Dec 2019 03:46 AM PST
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