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    Thursday, July 9, 2020

    Command & Conquer Can't blame them, it has been so hot these days...

    Command & Conquer Can't blame them, it has been so hot these days...


    Can't blame them, it has been so hot these days...

    Posted: 09 Jul 2020 05:45 AM PDT

    I love this mission. Just waiting for the GDI reinforcements with an insane army of Nod troops. I always capture the GDI refineries and silos so it doesn't take long to build hundreds of thousands of credits worth of troops.

    Posted: 09 Jul 2020 11:18 AM PDT

    I swear I don't sound like whatever abomination you might hear ;)

    Posted: 08 Jul 2020 08:40 PM PDT

    This is by far the best rendition of CnC: Renegade I have ever you seen; the guy is a genius.

    Posted: 09 Jul 2020 12:10 PM PDT

    Quickmatch map suggestions/feedback (Tiberian Dawn)

    Posted: 09 Jul 2020 01:28 PM PDT

    This is a follow-up to my initial feedback thread, but with a focus on how to improve the current line-up of maps for TD's quickmatch. We've conducted two separate polls with the intention of finding the 4 most preferred maps from the current quickmatch selection, and a curated list of customs. The poll results can be be found here (this survey was conducted amongst some of the higher ranked and most active quickmatch players -- if you'd prefer a bigger, less targetted sample size, that can be arranged).

    The gist of the matter is that the stock maps are, broadly speaking, inadequate. This is pretty much a consequence of their tendency towards (high) asymmetry, low amount of available Tiberium/low Tiberium density per field, and sometimes eccentric terrain layouts. Early selling of one's Construction Yard is also a common sight, because the average quickmatch map doesn't have enough Tiberium to justify making more Refineries, beyond what you can usually afford with your starting credits (4-5 Refineries being a realistic limit). I'll go into slightly more detail for each individual map below, starting with the ones that would ideally be removed.

    1. Eye Of The Storm: This one is essentially pre-split between the northern and southern halves, due to the only two points of access being small chokes in the centre/centre left of the map. Encourages passivity, and unfortunately leads to some stalemate-y situations.
    2. Nowhere To Hide: Wide open and low Tiberium density makes playing GDI here an exercise in frustration, and basically kills all potential for long games. Light vehicles and all-ins/Construction Yard selling reign supreme.
    3. Tiberium Garden: A map that actually has relatively unique gameplay, but is plagued with some questionable asymmetry/starting location issues. Also an unintuitive map to base-crawl on, because of the tight terrain and need to build into the larger Tiberium field in the middle. Forcing matchups to be bottom right vs top right, and middle left vs top middle would make it fairer.
    4. Four Corners: Inoffensive asymmetry at first glance, but the smaller chokes + more accessible Tiberium fields on the right side more-or-less seal the deal. Couple this with the unbalanced spawn distribution (spawn 0, 4 and 5 have no easily accessible Tiberium) and lack of intuitive "expansion" Tiberium fields, and you've got yourself a pretty underwhelming map.

    And the ones to keep:

    1. Green Acres: Arguably the best map from the classic line-up; the compact layout incentivises people to contest and steal their opponent's Tiberium fields, and this also allows more infantry + helicopter + static defense-centric playstyles to shine. The asymmetry/starting location imbalance(s) also seem tempered, compared to most of the other maps.
    2. Red Sands: Serviceable, but with questionable spawn balance. Middle right is arguably the strongest, due to easiest access to one of the two corner Tiberium fields, and immediate Airstrip deliveries as Nod.
    3. Monkey In The Middle: Possibly the least asymmetrical map. Also has a good amount of chokes, relative to the rest of the cast. The centre is a focal point of contest.
    4. One Pass Fits All: Has some similarities to Eye Of The Storm, in that the river flowing down the middle of the map also causes a "pre-split" scenario, but possibly to a lesser degree (smaller map + better possibility to base-crawl to the other side). Would be less prone to stalemates, if top left vs bottom left, and top right vs bottom right were the only possible matchups.

    With the stock maps out of the way, let's talk about the proposed custom ones. These aim to fix the deficiencies of the original cast by virtue of being symmetrical, having more available Tiberium, and (usually) more terrain/chokes to play around (makes it easier to hold ground). This causes Construction Yard selling/all-ins to be less prevalent, and increases the potential for longer games.

    1. Elevation, made by AchromicWhite (https://www.reddit.com/user/AchromicWhite/). Decent amount of chokes and plenty of Tiberium to work with, but the short rush distance lends itself well to aggression. The split map dynamic also makes army positioning a bit more cerebral, and amplifies the defender's advantage in the early game. Steam Workshop link.
    2. Quarry, made by AchromicWhite. The quintessential long game map. Lots of Tiberium, chokes and a safe starting area. Hard to gain ground, but easy to keep. Good potential for higher tech units/buildings to see use. Steam Workshop link.
    3. Heavy Metal, made by Ferret/MN_Chief. Open map and starting locations, with good opportunity to contest your opponent's Tiberium. Plays a bit like a modernised Green Acres. Cross-corner matchups are highly recommended (top left vs bottom right, bottom left vs top right). Steam Workshop link.
    4. Electric Avenue, made by Ferret/MN_Chief. Another open map, but this time with very high Tiberium density. Has enough resources to enable long(er) games, but the relative lack of terrain makes it conducive towards aggressive play, still. Should be played top vs bottom, left vs right, and top left vs bottom right. Steam Workshop link.

    And that about does it! Much thanks to Jimtern and co. for spending their valuable time reading this post, and whoever else might've accidentally stumbled upon it. :o)

    submitted by /u/L0vehandles
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    So this was the german commander in operation deja vu

    Posted: 09 Jul 2020 05:23 AM PDT

    Guess that one remaster is all that was needed to revive some people ;P~

    Posted: 09 Jul 2020 11:34 AM PDT

    Help to get good at Tib Dawn multiplayer - GDI

    Posted: 09 Jul 2020 12:40 PM PDT

    Hey people,

    So I've been trying to play as GDI, but they seem to be so bad. Nod rushing bikes and buggy and using them to harass my harversters seems to have no counter. Everything is expensive and slow, by the time I can get like 4 or 5 tanks NOD already has 12897189375189237 bikes and buggies fucking me over. It's hard especially to keep the economy going because harvester harass is goddamn hard to counter.

    Playing as NOD seems to be WAY easier, like ridiculously easier. You just setup economy and then spam fast and cheap units. What's the deal with GDI? Are they really just bad and unbalanced compared to NOD or am I missing something here?

    submitted by /u/Avanguardo
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    a more recent photo of Morelli's actress Wendy Bagger

    Posted: 09 Jul 2020 01:55 AM PDT

    Where can I purchase C&C Merch so i can support the devs as best as possible?

    Posted: 09 Jul 2020 05:49 AM PDT

    Is there a specific ' supported / licensed ' website out there? Google comes up with a ton of sites...

    u/EA_Jimtern ?

    submitted by /u/chewy_mcchewster
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    RA3 — How does every AI have so many resources?

    Posted: 09 Jul 2020 09:39 AM PDT

    So I was playing the Magmageddon map on RA3 (non-uprising) 3v3 (brutal) and I was (Soviets) the only human and everybody else was AI. I was using the REMIX mod. At the end of the game, I checked the resources stats and every AI had much more resources than I did altogether as well as per minute.

    I had 7 ore refineries; two in my base, one near the oil refinery, took the spot of the closest sea refineries of my team members, and then expanded onto the center of the map and took over those two refineries in the center, and took over the sea refinery on the very top. So I was playing consistently for most of the game with 7 refineries. I used my MCV as well as a sputnik to expand at twice the rate along with cranes. Other players were a mixture of allies and empire of the rising sun and one other soviet. I know it's a lot easier for EOTRS to expand ore refineries and somewhat easy for soviets bc sputniks cost only 1000 but allies are a bit harder at expanding their ore refineries.

    So how did every AI have a lot more resources than I did by a big margin, especially my team members since most of their nearby ore refineries were already taken by me?

    I would think that the AI is "cheating" so the game was programmed to award the AI more ore per collector per extraction; but that sounds very unfair and for a game like RA3 that strives to balance out all units, that doesn't sound like smth they would do.

    So any ideas? Also, how do I go about increasing my ore collection rate?

    Thank you!

    submitted by /u/KevinKZ
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    I love that dystopian Theme of Tiberian Sun BRING ON THE REMASTER!

    Posted: 08 Jul 2020 09:03 PM PDT

    I'm a sucker for good Sci-fi (Even though i prefer Fantasy) But this Menu Theme just evokes so much feeling. The World is fucked, Tiberum is everywhere. And during the song.. you here this faint Radio like transmission breaking though. I LOVE IT!

    https://www.youtube.com/watch?v=9W36KtnHv6k

    submitted by /u/TrumptyPumpkin
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    A very...*nice* comp stomp

    Posted: 09 Jul 2020 03:56 AM PDT

    What "8-Bit" told me about C&C

    Posted: 09 Jul 2020 01:29 AM PDT

    I was introduced to these games by another thread mentioning they were on sale, so I bought them all. Hadn't set out to, but it happened.

    It took me a long time to work out how I felt about the 8-Bit games, but I do like them. It also helped me to realise what makes C&C special, and try to home in on what I think are the essential core elements of a great RTS.

    So, here is what 8-Bit taught me about Command and Conquer, and the lessons I would hope are taken on board for any future games in the series.

    1: Factions need to be different at every stage. 8-Bit Invasion has the strongest opening of the three by far in my opinion because the Marines get shields that recharge over time. You can also get healing drones. By contrast, your enemies will be throwing fliers and xenomorphs at you (who turn to an acid puddle on death).

    By contrast, the other two games, and for that matter the early missions of the original C&C feel like the two factions are the same side with a reskin. I want my faction choice to matter from the very first unit.

    2: Gathering Resources should be interesting. 8-Bit Armies uses C&C style Refineries to harvest from static resource sites, so naturally I want to build Refineries as close to the resources as I could. This leads me to base creeping structures across the map to grab the resources, which then need turrets or troops to protect both the Refinery and the daisy chain from roaming enemies.

    8-Bit Invasion gets rid of Refineries and your harvesters simply squat on the resource. It works, but it's not really interesting because there's no depth to it. 8—Bit Hordes absolutely screws up by forcing all harvesters to operate out of your HQ, so you get all the downsides of the Refinery approach (having to guard the transit corridor) with none of the advantages (no economic advantage for aggressive building placement).

    3: Base creep is a good thing. In 8-Bit Armies I start at point A with some resources close to hand. I make a small army and slowly expand to Point B for more resources, then move unit production to B so I can reinforce faster, and repeat until victory. I realise that this isn't Sun Tzu levels of thinking, but when the AI is hoofing it halfway across the map to fight me and my units are being built half an inch behind the skirmish line I feel like I've outsmarted the AI.

    4: Presentation is king. The fact that the 8-Bit games play so much like an older C&C helps to highlight why I prefer C&C. 8-Bit missions are just a text box above a picture of the skirmish map you'll be playing on, with your objectives listed below. C&C shows you a world map, gives you a briefing (often via cutscene), then sometimes even a little intro animation to set the tone. The fact that I might well be playing what amounts to a skirmish match after that doesn't matter - the game went all in on selling this as part of a larger series of events.

    5: Complexity =/= Fun. Every facet of 8-Bit is simple to understand and straightforward to use. The fact that I can win a match by spamming forty missile helicopters doesn't mean that the match was boring, so long as the process if building up to the ultimate unit spam is engaging to do.

    6: Crossovers are hilariously good fun! Sure, I could play Tesco's own brand Nod vs GDI in Skirmish, but I would much rather play Martians vs Fantasy Monsters. Now that I've done this, all I can think about is how much I want to smash the Tiberium and Red Alert universes together and see what happens!

    submitted by /u/TheStabbyBrit
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    C&C Tiberium Sun and Read Alert 2 remastered collection !?!

    Posted: 09 Jul 2020 02:26 PM PDT

    Desperately waiting on C&C Tiberium Sun and Read Alert 2 remastered collection I hope that happens by the look of sell's C&C Remastered made that might heaped will have wait and see .

    submitted by /u/alitanveerlqp
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    Skirmish Defeat C&C 3 TW

    Posted: 09 Jul 2020 08:02 AM PDT

    I have a simple question: What happens when you play a skirmish match with AI free for all on a 8 player map and you are the 1st one getting defeated? Is the match automatically over or can you still spectate the remaining AI players playing to the end?

    submitted by /u/JaskoPasko
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    When your opponent has lost and you have to wait for their naval yard to die from low power.

    Posted: 09 Jul 2020 01:06 PM PDT

    「Tiberian sons」

    Posted: 09 Jul 2020 01:05 PM PDT

    Stand name: Tiberian sons

    Namesake: Frank Klepacki and the Tiberian sons

    Stand user: Kane

    Appearance: humanoid with black, mechanical body armour featuring red glowing ascents and Nod symbols, exposed at the joints is glowing green energy holding the stands parts together.

    Abilities: this stand has several abilities but can only access them one at a time, taking time to switch between them.

    "Just do it up"- stops Kane from dying but temporally renders the stand inoperable, Kane has no control over this ability and it will keep him from death but cannot repair injuries, torturing him.

    "Command and conquer" (the song)-control one person though the stand for up to 1 minute

    "Act on instinct"-cause one person to go on an unstoppable murderous rampage feeling no pain and accessing the full power of the human body both physically and mentally, there is no control from Kane over this person's actions.

    "Twin cannon"-powerful energy attacks from each of the palms composed of red and green energy

    Stand stats:

    Power-B

    Speed-A

    Range -D

    Durability-Infinite

    Precision-C

    Potential-E

    submitted by /u/thatsahumanperson1
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    Harvester

    Posted: 08 Jul 2020 07:08 PM PDT

    Unofficial Rebalancing Poll

    Posted: 08 Jul 2020 08:30 PM PDT

    With talk of rebalancing vs original gameplay, wouldn't it be a good idea to just have an optional setting for faction rebalancing with extra lobbies for use of those settings online? Why have a trade off with picking one or the other when you could toggle between the two? This is only for a group consensus

    View Poll

    submitted by /u/TheWizardOz39
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    Does anyone else think Jim Vessella looks like a young Julius Caesar?

    Posted: 09 Jul 2020 03:19 AM PDT

    When will the merch be delivered?

    Posted: 09 Jul 2020 03:52 AM PDT

    For the people that bought the special edition. Does anyone know when will they start the deliveries?

    submitted by /u/alis722
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