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 Forum index » Miscellaneous Forums » Game Chat » Command & Conquer Chat
Rise and fall of Command & Conquer
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Topic review

Redux version.
Team Black
PostPosted: Tue May 23, 2017 9:48 pm    Post subject:

LKO interesting observation. All evidence points to that as a beta, especially the "upgrade" button there probably left over from Dune 2 or something. (betcha Nyerguds would know)

Gotta say, that was some effective shameless self promotion there, Bittah. Lookin good!
PostPosted: Sat May 20, 2017 7:34 pm    Post subject:

I remember been spammed by disrupter carryalls all too often during TS' heyday.

While I recall the distant early milestones modding C&C has gone through. Thats my hook. From the hardcoded RA1 rules, replacing units, making campaign units build able in multiplayer to TS's freedom of adding new units was a big leap.

Granted now with Unity, Game Maker and other systems being more accessible, game development is now becoming more common place as updating one's livejournal? ( oh im aging my self.)...tumblr...

lurking for a while now, i see feel the appeal of modding. Projects like ARES, OpenRA and others.

@ Bittah always count on the modding community on something. DTA is one  crazy mod. It boggles the mind how TS is technically/mod-wise turned into a crazy mix of nostalgia. Wink
Bittah Commander
PostPosted: Sat May 20, 2017 1:07 am    Post subject:

Ickus wrote:
welp I would love more official ant levels. Very Happy

You can play DTA for that #Tongue

PostPosted: Fri May 19, 2017 10:25 pm    Post subject:

Dependso n what you mean by balanced. I played Tiberian Sun Multiplayer since the day it came out almost daily up until now even. And I think GDI and Nod are very evenly matched even though they rely on completely different strategies. People who haven't played it long term in multiplayer may find some strategy to nitpick about because theyre newbies tho.

Yes firestorm expansion ruined Tiberian Sun's gameplay. They made disruptors and jumpjets move WAY faster. they made juggernauts and nod artillery miss moving targets which made them almost useless vs units that could fire while moving. The juggernaut was pretty useless. It was best used to hit big structures with rather than be a defensive unit.

orca bombers bombed differently. it added weird units like the reaper that had missiles that would hit random targets or miss all together. lots of useless additions like mobile war factory that was just pointless.

one of the dumbest things they did was make it so when you sold structures you got one or two infantry from the sell. so if someone infantry rushed you you couldnt just sell a few structures and get a ton of infantry. this made it so you had to invest money in infantry or youre pretty much dead if someone infantry rushes you.

a lot of people defend all these decisions as logical and realistic and good. but then again they dont play the game so what do they know which is why no one played firestorm. its broken beyond repair.

if you think tibwars and ra3 were the most balanced C&C games i dont agree. red alert 3 is very imbalanced. empire only has tengu and those turrets for anti air defense until they can tech up to chopper vs for example. which is very weak defense compared to soviet flak and allie rocket men. etc.  and empire's long range boats easily out class allied carriers and soviet  missile boats etc. tibwars is a unit spam game for the most part. id consider that pretty damn broken when you get spammed by 10000 laser tanks.
PostPosted: Fri May 19, 2017 8:57 pm    Post subject:

Was there any balanced CnC game besides RA3 and TW?
PostPosted: Fri May 19, 2017 8:55 pm    Post subject:

Wasn't FS horribly unbalanced too? IIRC, someone assumed that because of the Juggernauts being too buffed compared to Nod's Artillery... TS was slightly better tho, apparantly.
Lin Kuei Ominae
PostPosted: Fri May 19, 2017 8:09 pm    Post subject:

PillBox20 wrote:
Deformat wrote:
What did Starcraft have that Command and Conquer did not?

More content, better map editor, unit skins, epic story... there must be more... :/

it probably also helped that the official company constantly provided bugfixes and balancing improvements over several years, so it became one of best balanced games ever.

I don't remember any patch for TS after Firestorm's release.
PostPosted: Fri May 19, 2017 5:56 pm    Post subject:

Deformat wrote:
But on a serious note, the better question is:

What did Starcraft have that Command and Conquer did not?

More content, better map editor, unit skins, epic story... there must be more... :/
PostPosted: Fri May 19, 2017 5:42 pm    Post subject:

.....*cri* sad too that the modding aspect was a big part of keeping the series alive.

welp I would love more official ant levels. Very Happy
Lin Kuei Ominae
PostPosted: Fri May 19, 2017 2:16 pm    Post subject:

is that a video of the beta version at 0:31? Those 2 lane dirt stripes on ground don't exist in the final version.
The guard towers are also full remap, and not only the roof as in the final version.
I didn't know there is video footage of the beta version available.
PostPosted: Fri May 19, 2017 10:25 am    Post subject:

seen it already

But on a serious note, the better question is:

What did Starcraft have that Command and Conquer did not?
PostPosted: Fri May 19, 2017 4:29 am    Post subject:

Yea I watched that several days ago, just reaffirmed my point, EA just doesn't give two shits about slow strategy games, they want it fast like SpamCraft.

We need a new developer who can bring back the essense of C&C, if there are any tropes that haven't been overused to guide it. To me the success of the C&C lineage was that it was familiar and followed the "just right" formula that doesn't get too micro-managerial, and I could feel that slipping away in Generals already. Oddly I loved Emperor, they did that one right.
Team Black
PostPosted: Thu May 18, 2017 9:54 pm    Post subject: Rise and fall of Command & Conquer

I got hooked on this one. A lot of stuff we already know, but still very interesting though

inb4 "seen it already"
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