• Breaking News

    Tuesday, June 16, 2020

    Command & Conquer Launch Update and Upcoming Patch

    Command & Conquer Launch Update and Upcoming Patch


    Launch Update and Upcoming Patch

    Posted: 16 Jun 2020 09:06 AM PDT

    Fellow Command & Conquer fans,

    The Command & Conquer Remastered Collection has now been live for ten days, and our teams have been absolutely humbled by the response from players and journalists around the world. I've been spending the past week engrossed in streams, articles, and community comments about the game, trying to absorb every piece of feedback players are providing. But at the same time, also just smiling as I observe players being transported back to their childhood with waves of nostalgia, hopefully providing a positive moment during these times. Congratulations and thank you to everyone in the community for helping to make the launch such a memorable event.

    I wanted to cover a few topics in today's post. The first is to highlight one of the most meaningful features of the Remastered Collection - the Installation Videos. Players from around the world have been loving these sequences, with entire articles being written about the emotional reaction they garnered. But unless you went into the Bonus Gallery to read the details, you may not know that these two videos were not created directly by our development teams, but instead by long-time C&C community member, Luke "CCHyper" Feenan.

    Luke has been an integral part of our Community Council since the beginning of the project. When I learned Luke was a graphics designer by trade, I asked if he would be willing to remaster the installation sequences into something truly special. He created a five-second test for us, and it was instantly clear he would be able to pour the passion and attention to detail into the project. So we contracted Luke to work with us, and over the course of six months he created the sequences, brainstorming with Petroglyph and myself on how to shift them from an "Installation" sequence to an "Upgrade" sequence. We would review the progress with Luke every two weeks or so to provide feedback, and Luke's skills and creativity were surpassed only by his professionalism. I'm so proud of Luke for creating content that will go down in C&C history, and that the first thing anyone experiences in the Remastered Collection was created by a member of the C&C community.

    The second topic I wanted to discuss was our upcoming patch. We're currently putting the final touches on this patch, as we continue to prioritize and react to player feedback. The goal of this patch is multifold:

    1. Complete several of the top community requested features which just missed the launch date, including items like Private Game Lobbies and a choosing sub-factions for RA Quickmatch
    2. Address many of the top bugs which have been seen in the launch version, including a potential improvement to the framerate stuttering issue
    3. Implement some additional quality-of-life improvements, such as enabling the "Deploy" hotkey to unload APCs and multi-queue units on the Repair Facility in Tiberian Dawn (same now as RA)
    4. Iterate on our Quickmatch ruleset to ensure we're creating the proper foundation for competitive play

    In total, there should be several dozen items addressed in this patch, and we'll provide a comprehensive set of patch notes when the patch is released.

    Regarding the Quickmatch rules, we've heard strong and unanimous feedback from our engaged multiplayer competitors. In fact, we're actually able to make several of these changes on the backend and have decided to implement several of these changes effective later today. The key changes to Quickmatch as requested by the community are the following:

    • Increasing the Game Speed from Normal to Fast
    • Reducing the Starting Units to zero
    • Removing Aftermath units from Quickmatch in Red Alert (due to extreme balance issues)
    • Adding two more maps to the Tiberian Dawn map rotation:
      • Monkey in the Middle
      • One Pass Fits All

    We're hoping the community can play with these changes over the next week and continue to provide us feedback as we strive to improve this mode of the game.

    Thanks again for all the appreciative words over the past ten days, and please continue to provide your feedback so we can improve your experience with the Remastered Collection.

    Cheers,

    Jim Vessella

    Jimtern

    submitted by /u/EA_Jimtern
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    Remaster Tiberian Sun. Here I'll start...

    Posted: 16 Jun 2020 10:20 AM PDT

    In The Meme Of Kane!✊

    Posted: 16 Jun 2020 09:16 AM PDT

    Happens more than you think

    Posted: 16 Jun 2020 03:33 AM PDT

    What this world needs...

    Posted: 16 Jun 2020 03:01 AM PDT

    Just a video that shows true horror.

    Posted: 16 Jun 2020 12:09 PM PDT

    Ars Technica Interviews Jim Vessella and Asks Your Questions About C&C Remastered

    Posted: 16 Jun 2020 11:54 AM PDT

    No captions needed

    Posted: 16 Jun 2020 11:18 AM PDT

    I had forgotten how much fun it is to chase dinosaurs! Too bad they left that last T-Rex defenseless though, he didn't stand a chance...

    Posted: 16 Jun 2020 08:49 AM PDT

    I didn't speak much English when I first played this. All this time I thought I had to kill this dude because his and Seth's wives didn't like each other.

    Posted: 16 Jun 2020 03:13 PM PDT

    Will EA announce a new C&C at EA Play 2020?

    Posted: 16 Jun 2020 10:58 AM PDT

    My 45-min chat about C&C:RC with EA_Jimtern is now available as VOD (Tw/Periscope). Thanks, Jim!

    Posted: 16 Jun 2020 12:04 PM PDT

    RA3. How wacky you are.

    Posted: 16 Jun 2020 11:21 AM PDT

    Nuke MiGs? Nah. Nuke F-15s? Hell yeah.

    Posted: 16 Jun 2020 09:15 AM PDT

    Too bad nothing exited the weapons factory after they completed, they just kept on 'constructing'.

    Posted: 16 Jun 2020 08:27 AM PDT

    What do you think will be unveiled on EA Play 2020?

    Posted: 16 Jun 2020 01:51 PM PDT

    Note, this poll is not about what you want them to do. Only what you assume they will do.
    Let's assume it's not more than one thing. Choose whatever you think is most likely.
    Also note that I can't add more than six options.

    I noticed I've put a lot of variables in there... Anyway, what do you think and what do you hope for?

    View Poll

    submitted by /u/Serpenthalis
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    Question about crate in Battle for Zaire - (NOD Mission 8)

    Posted: 16 Jun 2020 03:12 AM PDT

    Modding update on C&C Remastered

    Posted: 16 Jun 2020 03:04 PM PDT

    So we have two games, TD and RA.

    They both use similar engines, however you've probably noticed thst rules.ini file that lets you make easy changes.

    The cruddy thing is i don't think you can make major changes using those ini files. I tried putting in gnrl and making him a buildable character and he wouldn't show up.

    Has anyone had success using the ini files?

    I'll spend more time later tonight taking a look at the source code for RA, the current plan is i want to add in Volkov and chitovski the dog.

    Then after that or before if i get distracted, I'll replace all the bullet sounds with fart noises.

    Then after that i really want to add in TMNT into the game because why not

    submitted by /u/aqws000
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    Red Alert: Quickmatch guide

    Posted: 16 Jun 2020 12:29 AM PDT

    This is a guide on winning most of your quickmatches. I'm not a pro. I have played a lot of CnCNet, but I did never participate in the CnCNet ladder. I'd consider myself quite the dedicated player and I play to win which is why I like to gather all the knowledge I need before I play competitively, to make the wins happen. This is a guide solely for quickmatches. On larger maps and 4v4s tactics and build order may differ a lot.

    PREMATCH:#

    You might wanna choose allies, at least as long as starting units remain as they are. A soviet enemy will have a VERY hard time defending against you in the first 4-5 minutes. More on that follows.

    BUILD ORDER:#

    This is gonna be your standard build order for pretty much all the maps apart from shallow grave (shallow grave is a unique map that has a lot of possibilities when it comes to tactics. Either double WF, Minelayers or destroyers/cruisers.)

    Powerplant

    Barracks 10-15 rifles

    Ref

    1st WF 1 Harvester

    2nd WF "infinite" Tank Q

    Sell Barracks

    Powerplant (Base walk to next tib field)

    Ref

    Build tanks till you will run out of money for a couple of seconds

    Rush

    GAMEPLAY:

    First things is deploying the MCV and build a PP. Then use your 3 starting units to quickly scout around you. You're just scouting for ore in the beginning. Basewalking is important. With one exception you will simply just need a single powerplant between your CY and the ore field, to place the refinery perfectly next to the ore field.

    Be sure to ALWAYS place your buildings as far apart from each other as possible. This is the cheapest way to expand your base on a wider area. Now, in case what I said above is true, you want to place your barracks in the direction where the second nearest ore field is. Then you build a ref, and while it's building you have plenty of time to send your rifle scouts around. Be sure to leave at least 7 or 8 rifles in your base around your PP in case someone is going to rush it. I also like to keep my tanks near my base for this exact reason. powerplant rushes have a high reward but are also risky. If you lose your tanks, you have nothing.

    You wanna spread your 5-6 scouts as wide as possible. Send them to any point on the map and you should have most of the map scouted within 2-3 minutes. Try watching for your scouts while the ref builds to prevent potential counter scouting. Winning a scouting battle will leave you with a HUGE advantage later on. You should also try to remember at least one path from your base to the enemy, that's not scouted by the enemy.

    The REF is ready and you wanna place it right next to the nearest ore field. Time to Q a war factory. You'll have another 40 seconds to care about your scouts. They should be near the enemie's base. Make sure to scout as much of it as possible, to see what the enemy is building.

    First war factory is ready. Instantly Q the next one. Q 1 harvester and go all crazy on the med tank button after. If possible try extending the path of your barracks to the next ore field by placing the war factories there (between barracks and 2nd ore field).

    You can sell your barracks now. The phase were infantry is effective is just over. And you can avoid running low power when you place your second WF by selling the barracks. Now you Q for another powerplant which you use to further extent the path to your second ore field. Then you Q for the 2nd refinery which you wanna place next to the second ore field.

    This is mostly were I can simply stop Q-ing buildings entirely. You wanna save all your money for your tank Q which should pretty much run constantly as soon as your 3 harvesters are doing their work and your harvesters aren't bugged out.

    The moment you run out of money for more than like 10-20 seconds, it's time to win.

    WINNING:

    In case scouting was succesful and you have a good idea of what is going to wait for you, there's different approaches of finishing your enemy.

    You might have scouted that that the enemy didn't build a second WF yet because he's going for ECO or defense buildings. In this case, you can aswell not give a shit and just steamroll him. There is no way he is going to survive this if you're not playing with your feet.

    If your enemy has about half the number of your tanks, ignore them. Instantly go for their powerplants, then the CY, then the warfactory. Be sure to keep your tanks moving while decimating the buildings so you minimize damage to your tanks. More on that in the micro section.

    If it's defense buildings instead of eco it depends. If they're well placed, you might wanna focus them first. If not, just drive past them and clear the base from behind.

    Many people make the mistake of clearing the enemy units first. Especially since your tank Q is still running, so you still have some backup in your base, you wanna take your enemie's chances to recover. All he can do is throw everything he has at your base and due to focusing on eco or defense, that can't be a lot and should easily be defended.

    If however your enemy has more or less the same amount of tanks, you might wanna approach your enemie's base from the path the enemy hasn't scouted.

    (I've won a match yesterday were I had an equal number of tanks but was the first to make a surprise attack from that said hidden path and was able to clear all of his buildings but a single ref before my last tank died. I was able to produce 4 more tanks which I sent to his base again through said path. Was waiting in the area he hasn't scouted until I could see his 20 tank army approaching my base. Approached his base, enemy hasn't seen it early enough and just arrives back at his base when I pump the last shell into his ref and get the ultimate satisfaction seeing his 20 tanks explode and win.)

    If that's not possible it really all comes down to who is better microing their tanks. But I can just tell you that for 90% of the matches I won, this exact build order has made me produce way more tanks than the enemy, at least up to the timestamp where I begin rushing.

    If you scout one of the following buildings tho, you can be sure this is a safe win:

    Radar Dome

    Service Depot

    Tesla Coil

    Any kind of landing strips or heli pads.

    Pillboxes and Turrets

    They cost a lot or slow your production so much so there's no way your enemy can keep up with your tank bubble.

    MICROING:

    Harvesters - Don't bother microing your harvesters too much. If you do care a lot tho, you'll find a detailed guide as to how harvesters and ore fields work in this thread:

    https://www.reddit.com/r/commandandconquer/comments/gyw9j4/psa_properly_managing_your_harvesters_will/

    Tho you'll not get as much of a benefit from that as this guy is making it sound, which you can read here:

    https://www.reddit.com/r/commandandconquer/comments/gzhqqs/id_say_dont_overthink_harvester_micro/

    Just keep in mind that harvesters will always travel northwest until there's no cell with ore in it north west. Harvester will then proceed to constantly change directions counter clockwise and harvest the ore field from the edge of the left side. So every once in a while you wanna micro your harvesters to a cell south east from the middle of the ore field. You can avoid the delay happening when harvesters change direction this way.

    Infantry - Not much to say. Just be sure that your infantry (offensive as well as defensive) is scattered as much as possible. You don't want a tank to crush your 5 people with a single order.

    Tanks - I just leave this guide here.

    https://www.youtube.com/watch?v=SqgcyPXSFVA

    I was going to write it all up because there's some info missing in this guide but it would've gotten too complex and you probably might figure out how to perfect this all by yourself when using this for a couple of games.

    The most important aspects are:

    Try to always be attacking the tank that's not in motion. Shooting a moving tank will almost do nothing.

    Try to always be attacking a tank that's reachable by most of your tanks. This way you maximize your damage output per click.

    And if the enemy's micro is decent as well (in terms of constantly moving) try attacking the tanks that has a lot of your tanks very close to it. This way you minimize the travel time of your tank shells and can deal a little more damage to moving targets.

    MAPS:

    I don't want to get to detailed here as this will even be a lot longer. I'll list the most important things:

    Equal opportunity - Be sure to harvest nothing but the gems/crystals from the very beginning. The higher cash makes up for the longer path the harvester has to travel. If you don't do that but your enemy does, you can aswell surrender.

    Shallow grave - There is no go to strat here. But if your enemy is NOT a heavily offensive player and you don't see him Q-ing tanks in 2 WFs, it's very viable to go for naval. some destroyers or a single cruiser when you enemy doesn't have naval it's pretty much GG.

    The other maps are quite standard and I have nothing to say about them. There is this one snow map (i refuse to learn the name of that garbage piece of shit) where the top spawn only has access to an ore field in the far north west but the bottom player has 2 orefields they can basewalk to. Honestly, if you're facing a remotely skilled player, just quit this game. There's no way to win. You can still try producing until your first field is empty tho and then rush. If it doesn't work, it's gg.

    I guess this should be detailed enough for now. There's still a lot of small tips and tricks but playing like this will result in most of your matches being wins, at least as long as most people still haven't figured out how to play quickmatch.

    To anyone out there who's missing important things here, feel free to add anything. I might include it in the post for completion.

    Feel free to ask further questions, I'll do my best to answer them.

    submitted by /u/GodMeyo
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    Any plan to release the music in a DLC (FLAC / MP3) or Spotify?

    Posted: 16 Jun 2020 12:37 PM PDT

    I am shocked at the excellent work on the OST remastered by Frank Klepacki and The Tiberian Sons

    It's time to upload this piece of art to Spotify or release the music in a DLC (FLAC / MP3)

    Tks!

    submitted by /u/JoGel84
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    Remastered Quick Play Question: Only MCV?

    Posted: 16 Jun 2020 12:30 PM PDT

    Was there an update in the Remaster online Quick play where you only get an MCV now? Just wondering...I mean I'm cool with it, just surprised? Someone explain?

    EDIT: saw the patch news, my b.

    submitted by /u/xacorn
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    CnCNet: Ford QM build orders

    Posted: 16 Jun 2020 10:31 AM PDT

    I've been watching a lot of CnCNet: Ford's replays to see how he plays/builds. While we can't copy his control of his units we can copy his build orders. I've been making shitty MS paint copy/pastes and have shared them out here in the interest of everybody getting better.

    https://drive.google.com/drive/folders/1lZG8G9HpT6ug07Z8X7cfDuWPSoV-VGcM?usp=sharing

    submitted by /u/ObjectiveInternal
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    Anyway to see your Win/Loss Record and Points?

    Posted: 16 Jun 2020 07:08 AM PDT

    Is there anyway to see your Win/Loss Record and Points without being on the leader board? I feel like I've won endless victories and am curious how I am stacking up but can't find anyway to see it since I couldn't play for a couple days and fell off the top 200.

    submitted by /u/FilthyTrashPeople
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    Waypoints?

    Posted: 16 Jun 2020 10:21 AM PDT

    Hey all! 50 year old gamer here reliving my most favorite RTS game in glorious HD! I can't figure out how to set waypoints. I don't see the button to tell the War Factory where to send new tanks for instance. Also I would like to give a unit specific waypoints to for instance increase map view ability before the radar is live and not have to micro manage every turn. Is that even possible?

    submitted by /u/SilverBack88
    [link] [comments]

    I've completely reworked the sidebar, what do you guys think?

    Posted: 15 Jun 2020 04:50 PM PDT

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