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    Wednesday, July 1, 2020

    Command & Conquer Beware, the mean, green, and unseen 😨

    Command & Conquer Beware, the mean, green, and unseen ��


    Beware, the mean, green, and unseen ��

    Posted: 01 Jul 2020 07:20 AM PDT

    I made some trading card designs. [RA1]

    Posted: 01 Jul 2020 02:15 AM PDT

    Teaser: Red alert - Rebalanced (Making the YAK useful)

    Posted: 01 Jul 2020 11:09 AM PDT

    Got C&C Red Alert running into my iPad, now I can play this masterpiece anywhere!

    Posted: 01 Jul 2020 10:46 AM PDT

    S3cr3t M1ss10n - 50 Mammoth Tanks, 64 Medium Tanks, 20 MLRS and 12 Commandos - ''Come On!''

    Posted: 01 Jul 2020 08:12 AM PDT

    TIBERIUM

    Posted: 01 Jul 2020 09:23 AM PDT

    Command and Conquer Remastered: The Cast

    Posted: 01 Jul 2020 01:03 PM PDT

    Who Killed Hannibal - Uhh Nikoomba?

    Posted: 01 Jul 2020 12:47 PM PDT

    Tiberium: Command & Conquer - All Gameplay Footage [Cancelled C&C FPS Game]

    Posted: 01 Jul 2020 02:25 PM PDT

    People liked my silly Chibi GDI Infantry, so as promised here's Nod.

    Posted: 01 Jul 2020 07:19 AM PDT

    An Ode to the Construction Yard

    Posted: 01 Jul 2020 07:57 AM PDT

    These mods are too much for me

    Posted: 01 Jul 2020 04:37 PM PDT

    Unpopular Opinion

    Posted: 01 Jul 2020 12:10 PM PDT

    I will get slandered for this but I don't care!

    In my opinion the most fun Command and Conquer game is Red Alert 3. I didn't say the best or the most balanced but just based on pure fun factor it tops over the other games. It's the best out of the whole series when you just want to wind down after a long day at school/work. The other games are better but I play them when I have the appetite for something harder i.e. the last soviet mission of RA1 when you are on the back foot from the start.

    Pls dont kill me

    submitted by /u/J_CHR
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    The Legend behind the music himself

    Posted: 01 Jul 2020 12:38 PM PDT

    For people wanting a tiberian sun remaster, you essentially got one.

    Posted: 01 Jul 2020 05:09 PM PDT

    Who played Tiberian Sun in snowing weather? ����

    Posted: 01 Jul 2020 12:58 PM PDT

    Do you guys think that there will ever be a command and conquer 4?

    Posted: 01 Jul 2020 07:27 AM PDT

    I was wondering if there was a chance of a Command and Conquer 4 ever being released.

    submitted by /u/Dimitri0815
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    Map editor - how do I use triggers and teams?

    Posted: 01 Jul 2020 10:19 AM PDT

    I've scoured the web for tutorials and there is nothing.

    I've seen stuff other people have done that I desperately want to replicate in my own maps, like:

    • Soviets having access to units and structures from the other side (and vice vercer).
    • Being able to set mission objectives i.e. protect a building from being destroyed or you lose the game.
    • Automatically send reinforcements at X or Y intervals.
    submitted by /u/PablosScripts
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    New Series - Drinking wine and playing Red Alert

    Posted: 01 Jul 2020 04:10 AM PDT

    Thought I would combine my two favorite things playing RTS and drinking wine. So I started a series Called Drinking wine and playing Red Alert, just for fun., no need to subscribe or whatever.

    First game is a 3v3
    https://www.youtube.com/watch?v=YuowcP_-e9Q

    Hope you enjoy. Only 2 episodes so far.

    submitted by /u/cataids69
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    Light bending technology to make objects invisible... Kane...lives? I'm still on the fence tbh.

    Posted: 01 Jul 2020 08:52 AM PDT

    $ell MCV meta: Some timings

    Posted: 01 Jul 2020 12:12 AM PDT

    So I tested a couple of build orders with different factions on shallow grave from both perpectives (MCV seller vs standard build). This is what I got out of it:

    MCV Seller / attacker

    You will be able to reach the enemy base at about 2:15 - 2:20 into the game with:

    • 11-12 light tanks

    • 9-10 heavy tanks

    • 10-11 medium tanks.

    Standard build / defending player

    • A soviet that has build 2 WFs but Qs a harvester as their first vehicle will be at 9 heavies at 2:20. An allied player will also be at 9 mediums

    • A soviet that has build 2 WFs, skips harvester but goes for a second ref after his second WF will be at 6 heavies at 2:20. An allied player doing that will be at 7 mediums at 2:20

    • A soviet that that has build 1 WF and 2 refs (and then goes for the second WF after that) will be at 7 heavies at 2:20. An allied player doing that will be at 8 mediums.

    Conclusion

    If you're not planning to rush but you wanna to be able to defend a rush, going for instant double WF with one harvester first is probably your best bet, as this will leave you with just a max of 2 tanks less than your enemy will be attacking with.

    Going for double WF, without building a harvester first is bad on any map that doesn't have gems. You'll not catch up in income again since you'll be producing on 3 queues with one harvester (1 x CY + 2 x WF). If you build 2 WFs without a harvester, you better rush or it's gg.

    Going for a 2nd ref after the first WF was surprisingly viable. Ofcourse it's probably not viable on maps like shallow grave, but if you can see your enemy not being overly offensive on equal opportunity for example, this might be a viable strat to severely push your eco in the beginning and than spam tanks like crazy. But good scouting is essential.

    Also don't even bother with defense buildings. I tested this before writing my tesla/turret/pillbox thread yesterday. I even hardly won against a fuckin hard AI (CnCNet tho) when going for instant tesla and 1 WF tank production. Even if it was a super tesla, since the bug with new tanks is in the game, any real person could just drive past the tesla, maybe lose one of the 10 tanks (when I have 5 + a tesla) and go for the powerplant first. I'm not even mentioning turrets. Turrets might be a good support tho to make up for the 2 extra tanks, the enemy will be rushing you with. If you can afford it, build them. It might be your only way to survive the rush and make the counterattack for the win.

    All things considered, mcv selling at least on half of the maps is a low risk high reward thing to do and it's also quite easy to execute. Also soviets seem most vulnerable to it since they can't pop base defenses fast (q-ing APP + tesla will cost you a fortune and will take forever) and will always be down an extra tank compared to allies. The heavies attack speed make misses less forgiving and killing 11 light tanks shredding through your base with 8 or 9 heavies seems almost impossible.

    I'm probably missing something here, but if you play soviets on a small map, the only counter to this would be mass infantry harassment to stop the mcv sell rush's effectiveness and speed.

    At least I have no idea how I'm supposed to stop 11 lights wrecking my base with 8 or 9 heavies against a skilled player. On shallow grave, blocking might work to a certain degree, but on bullseye or EO it seems unfair.

    Tho soviets are a good pick as the attacker. They might be a little slower but they still dodge shells just fine and their damage output on those stationary buildings is nuts. Mediums are the least effective for this. Lights probably the most effective, closely followed by heavies.

    I'll be trying to make a couple test games against a friend replicating that scenario and see what I can do as the defending player. But honestly this seems flawed at first sight at least.

    I'm glad to get some tips or additional input from the OGs.

    u/RA_Fordy u/blitz_RA1

    EDIT: Well, as always, I was making this post to inform people and it took some effort as you can imagine. I find it quite sad that this doesn't seem to be appreciated here, while a cheap 5$ phone case with a Nod logo gets top post of /hot. Anyways, you're welcome.

    submitted by /u/GodMeyo
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