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    Friday, July 17, 2020

    Command & Conquer Remaster Update and July Balance Feedback

    Command & Conquer Remaster Update and July Balance Feedback


    Remaster Update and July Balance Feedback

    Posted: 17 Jul 2020 08:49 AM PDT

    Fellow Command & Conquer fans,

    Over the past several days we've been actively discussing some of the top balance issues and exploits the community has been highlighting. I've been trying to gather as much information as possible from the greater community here on Reddit, and then also discussing those items in more detail with the Community Council and Petroglyph. I wanted to outline a few approaches the team is considering in response to these items, with a goal of both honing in on certain solutions and then gathering specific details about balance numbers. First, three key caveats:

    1. Our objective here is not to "rebalance" the entire game. We are only selecting targeted items which the community has raised and appear to be significantly impacting the online experience.
    2. We are still information gathering and cannot guarantee these items will make it into the game, as they will need further evaluation for implementation feasibility.
    3. All these changes would be for Skirmish / Multiplayer only, and would likely be a toggle in the game rules with a new "Modern Balance" button. We would set this rule to ON for Quickmatch.

    With that in mind, here are the items we're discussing:

    1. In Tiberian Dawn, we want to normalize the time it takes for the Cargo Plane to deliver Nod vehicles. In our tests, on Normal speed this can take anywhere from 1 sec to 19 sec depending on your exact Airstrip location(s) and map size. This is of course heavily impacted by your spawn location which is never ideal. We are seeking feedback on what the normalized time should be, with the team's proposal currently at 6 sec on Normal speed. (For reference, this is about how long it takes for the plane to get halfway across a 62 cell width map)
    2. In Tiberian Dawn, we want to increase the health of the GDI Weapons Factory. We also considered changing the Armor Type, but would like to keep the current combat chain intact. We are thus seeking feedback on how much the health should be increased. For transparency, the team's opinion is it should have less survivability than the Nod Airstrip. For reference, the Weapons Factory can take about half as many tank shells / rockets as the Airstrip, but can only take less than 20% the number of bullet shots due to the Aluminum Armor type (50 Buggy shots for Weapons Factory versus more than 250 Buggy shots for Airstrip)
    3. In Red Alert, we want to remove Naval Yards and Sub Pens from the "Destroy all Structures" victory condition. This is to prevent stalemates and griefing from players who attempt to prolong a game by having Naval structures far away from the shore. This should also nullify an issue of players hiding an MCV in a Naval Transport to unnecessarily prolong a game.
    4. In Tiberian Dawn, the issue of Force Firing into the shroud with air units should have been fixed and already working in the Beta patch.
    5. Finally, this brings us to the conversation around the Engineer + APC item in Tiberian Dawn. Honestly we have been torn about addressing this issue, but feel that enough feedback has come in that we'd like to make an adjustment. However, we want the community's feedback on what direction to take.
    • First, there are two directions we respect but would not like to pursue right now:
      • Add a capture delay: While we like this mechanic from later C&C games, it would require new UI feedback, greater animation support, and be too distant from the legacy behavior for our spirit of this Remaster.
      • Restrict Engineers from entering APCs: While we feel this could help the issue, it would be odd / difficult to explain this restriction to players, and removes this classic tactic from the late game which is not our desire.
    • So with that in mind, we are interested in one of three options:
      • Pursue the Red Alert multi-Engineer capture mechanic.
        • We feel this option would fit in the spirit of the Remastered Collection era, and as some community members have explained should help add depth to this tactic. Our main concern is it takes away from the legacy functionality of instant capture, which is a classic Tiberian Dawn moment (and may nullify the concept of Engineer capturing altogether). It would also be more expensive to implement and harder to turn around for the next patch.
      • Require the Communications Center as a pre-requisite for building Engineers
        • This has been suggested by some community members and should help alleviate the combo in the early game. However, this would also stamp out the entire concept of an early Engineer rush before scouting has occurred. The good news is this would be easier to implement and more likely to make it for a next patch.
      • Require the Communications Center or Repair Facility (preferred) as a pre-requisite for building APCs
        • This has also been suggested by some community members and should help alleviate the early combo. The extra benefit here is that the tactic of running an Engineer to your opponent's base in the early game would still be a potential strategy (albeit a more unlikely gambit). However, this may impact other early game combos with various infantry as a result. The good news is this would be easier to implement and more likely to make it for a next patch.
    • So with these options on the table, we are looking for feedback on which direction to take as a first attempt to address this Engineer + APC issue. While we understand it will be difficult to satisfy every perspective, we'll aim to make the most collaborative decision possible given all the factors.

    Overall for this thread, please keep your feedback focused on the topics above, so we can quickly decipher as much information as possible. For a quick summary, here's what we're looking for:

    1. Feedback on normalized Cargo Plane delivery time
    2. Feedback on Weapons Factory health increase
    3. Feedback on Naval structures removed from Victory Condition (Good or bad)
    4. Feedback on Engineer + APC solution from the three proposed options

    Thanks for your ongoing support, and looking forward to hearing your feedback on these items.

    Cheers,

    Jim

    Jimtern

    \Update as of 2:00pm PDT: Thanks for all the feedback over the past several hours! Even if I don't reply to each post, trust that we're reading all the perspectives in this thread and considering them towards our eventual decision. We'll continue to read through the weekend and aim to start taking action on Monday. As always, please keep the conversations positive and respectful, Cheers!*

    submitted by /u/EA_Jimtern
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    I once modeled and textured a series of boats for CNC Generals. Here is the Scudfish.

    Posted: 17 Jul 2020 08:11 AM PDT

    Rotating Brotherhood of Nod and GDI Logos, idea by Zitter_Aalex

    Posted: 17 Jul 2020 10:44 AM PDT

    People liked my Scudfish for CnC generals so I found pictures of all my old boats.

    Posted: 17 Jul 2020 11:43 AM PDT

    For a Tib Sun remake I would like to suggest having the units properly scaled out. I dont think the MKII suppose to look tiny.

    Posted: 16 Jul 2020 08:16 PM PDT

    Did I ever tell you the tale of Havoc the Unwise?

    Posted: 17 Jul 2020 12:15 PM PDT

    It's not a story GDI would tell you.
    Commando Havoc was a GDI operative so strong and so powerful, it was said he could take on an entire army left-handed...
    Of course, he sunk a vessel full of tiberium waste to the bottom of the sea; thus causing ecological disaster beyond fathomable scales, and the destruction of the last forest on earth.

    Ironic.
    He fought Nod, for Nod.

    submitted by /u/TheProphetOftheHelix
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    Wait thats illigal

    Posted: 17 Jul 2020 11:07 AM PDT

    no.. nothing..

    Posted: 17 Jul 2020 11:24 AM PDT

    The Battlemaster Mating Ritual

    Posted: 16 Jul 2020 07:56 PM PDT

    Warning, lightning storm created.

    Posted: 16 Jul 2020 08:19 PM PDT

    After the patches/fixes are done would the idea of a few MP maps with partially pre-built bases with walls be another way to solve the rush issues and add a new type of PVP? I used to make maps in RA1 with prebuild bases/walls for the AI for an increased challenge

    Posted: 17 Jul 2020 11:55 AM PDT

    Would work for both games, It could even offer unique options like a 2v1 Sarajevo Temple siege maps (wasn't one of the more popular generals or TW3 maps a coop vs 1 player with a godlike spawn)

    Another idea being to have the base so small/restricted by cliffs or something and starting Tiberium / ore limited the only real way to play is for both players to build an MCV, expand to another section of the map. That way it feels more like a war, expand / retreat / ebb and flow rather than rush / exploits / new meta?

    I know i am in the minority on this one which is why i have only played 3 online games, i will play 7 more for the achievement but its a shame that some fans who are older and don't get to LAN anymore and don't like fast-paced games are missing out on PVP since online is mostly fast fast.

    I said this in another post but to me, RTS is well Real-time Strategy, not CPS - clickers per second.

    Obviously Fixing exploits, bugs takes priority this is more of a 6 or more months down the line idea to increase the life span of MP and to add other ways for everyone to enjoy CnC.

    Also - It's not just CnC that i prefer longer games, I love long wars - SupCom or Sins I always pick the bigger maps and even FPS or 3rd Person shooters I'm not a fan of the really quick games like fortnite / or anything that's all about speed over strategy, stealth and patience

    Peace. Through. Obelisks.

    Also2... the autocorrect changed it to Peace to Peas because i can't type and thought of this classic

    https://comb.io/axbm4v(couldn't find it on youtube and that was the first link wtf is comb? )

    submitted by /u/SlarkonGaming
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    WE’VE GOT THE ROCKETS

    Posted: 17 Jul 2020 11:46 AM PDT

    WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS WE'VE GOT THE ROCKETS

    submitted by /u/ZANY_ALL_CAPS_NAME
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    What if there was an actual fluidic based system in a RTS game ala Knuckle Cracker? Grey goo's goo+shroud; but actually some sort of form of tiberium; using floaters, visceroids and the like to meld together into buildings like the veinhole monsters.

    Posted: 17 Jul 2020 11:35 AM PDT

    Is there any CNC Generals mod that enhances graphics?

    Posted: 17 Jul 2020 11:30 AM PDT

    I know there was one packaged with Raptor mod but that has been deleted.

    Any reccomendations?

    submitted by /u/John190_the_maniac
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    Kane brings all the girls to the yard.

    Posted: 17 Jul 2020 04:39 PM PDT

    Any HD mods for the older C&C games?

    Posted: 17 Jul 2020 04:17 PM PDT

    Been a long time Commander, and the remasters have revitalized my love for the series, like Kane himself rising from the ashes.
    I bought the C&C collection on Origin because I could no longer find my physical copy of C&C The First Decade.

    So I'm just wondering if there are any mods people recommend that spruce up Red Alert 2 and Tib Sun. Not really looking for mods that add stuff to the games, since I'm mostly just playing the campaigns. Just maybe some quality of life improvements or whatever.

    submitted by /u/IceDragon77
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    Update on Limited Run physical orders please!

    Posted: 17 Jul 2020 03:14 PM PDT

    Hello,

    Did anyone get any updates on Shipment of the physical Command & Conquer Collector's Editions from Limited Run?

    Thanks!

    submitted by /u/BorisiusOne
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    This just came out of my 3d printer (GDI EDITION)

    Posted: 16 Jul 2020 05:12 PM PDT

    Play General/Zero Hour on UWS

    Posted: 17 Jul 2020 12:53 PM PDT

    Hi Community,

    So I've checked the WSGF site for C&C and it states I should edit a INI-file. But I cannot find that file? Maybe I'm blind. I got a ultra-wide-screen so I guess the game wont take advantage of this but I'm happy with 16:9. And by heart I know this will work since i've played it before but lost the ini-file. Even better would to use UWS. Also I've read that there is a tool (executable) that can fix this but nowhere to be found.

    I'm grateful if anyone could help me. The overview of the map get's so much better with widescreen :) I don't play competitive - only use my time with skirmish. I would say it's a Steam game if that does make any change

    Thanks in Advance.

    submitted by /u/candyraver
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    Only 1 in 100 people have ascended to true C&C greatness? Dissapointing. Step it up commanders!

    Posted: 16 Jul 2020 05:55 PM PDT

    Possible unpopular opinion

    Posted: 17 Jul 2020 07:19 AM PDT

    As much as I love RA2 and TS am I the only one who wants generals and zero hour remastered next? I would love to give my workers some HD shoes.

    submitted by /u/Kaptain_Konrad
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    What is Best Tactic For Allies in Red Alert 3 Uprising

    Posted: 17 Jul 2020 10:24 AM PDT

    Hi, I'am new here. I have just one question. I always playing with Allies. Uprising is have different units than normal. What is best tactic for beat brutal bots with Allies in Red Alert 3 Uprising. I always used Vindicators. Early in the game I managed to kill enemy Construction Yard with Vindicators. Then If he have I destroy other important buildings (Mecha, Dock etc.)

    Do this is best tactic for this? If no, what is best tactic for allies in Red Alert 3 Uprising?

    I saw some websites for tactis from Allies in Red Alert 3. But I'am playing Uprising. I didn't find Allies tactic for Uprising. This version have OP units (Like Giga Fortress)

    submitted by /u/Apollo_PW
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