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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Wed Aug 25, 2010 5:24 pm    Post subject:  My feedback Reply with quote  Mark this post and the followings unread

After play 2 games.

Bug
- Nod Harvester Voxel not move correctly.
- Radar search some time not reveal map.

Suggest
- Advanced Tiberium Reactor should build after tech center to balance like GDI counter part.
- Unit Health bar is hard to regonized how much they health left.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Wed Aug 25, 2010 5:35 pm    Post subject: Re: My feedback Reply with quote  Mark this post and the followings unread

GameMaster0000 wrote:

Suggest
- Unit Health bar is hard to regonized how much they health left.

You get used to that. At first its confusing, but after playing some matches, you will begin to recognize the left health

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Aug 25, 2010 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
- Nod Harvester Voxel not move correctly.


If you mean the HVA error then yes, I'm already aware of that, it's because I was meant to include a new harvester with the beta release but I only packed up the HVA and not the new voxel, easily fixable, I'll be releasing a patch soon anyway.

Quote:
- Radar search some time not reveal map.


How do you mean? I've never had a problem with the radar scan not revealing shroud.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 25, 2010 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

If it hits a target that is already revealed, it won't reveal more.
In essence, it's a Hunter Seeker that reveals an area instead of killing something. As it still has the same logic, it can go at the same target multiple times.

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ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Wed Aug 25, 2010 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

On top of this, I found something else that was rather strange. For some reason, the ion cannon will create visceroids. Confused

Might be an artifact of the Nod power plants holding tiberium though (crew escape and get killed on the dropped tib, mutating). I only played GDI on a map which continually spawned visceroids, so I couldn't tell if this happens under other circumstances.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Aug 25, 2010 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, I'm well aware of that, nothing can be done about it whilst keeping the current Ionization effect. I don't see it as a problem though, it balances out the super weapons and makes the Ion Cannon more fearsome.


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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Aug 25, 2010 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's my input: AWESOME! It's finally playable for us commoners.

For the AI: Is it set to 'paranoid'? I don't like that setting. Hopefully you don't too!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Aug 25, 2010 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The AI Is set to Paranoid=no in TI.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Aug 25, 2010 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

This dosent need TS to run does it? I thought I read somewhere that this is a stand alone Mod.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Aug 25, 2010 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is standalone, TI runs all by itself.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Aug 25, 2010 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, it is throwing me a IE. It lets me choose my side, color and map. But when I hit ok it instantly IE's


[EDIT] I got it guys, It was a compatibility issue. Which is wierd, cause dont those normally show up be for the game even loads?



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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Aug 25, 2010 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

See what happens when you don't follow the Installation instructions? Laughing

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Aug 25, 2010 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, lol, I read them after the IE happened. #Silly

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Aug 25, 2010 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
The AI Is set to Paranoid=no in TI.


Alright, excellent to hear.

Aro this mod is great, hell I'm posting in these forums again because of it. Great job, you've done everything right. The maps, the missions, the tech structures/civies, and the MUTANTS! They are deadly.

Thanks for this great standalone mod Aro.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Aug 26, 2010 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Eh, I could have done better! JK, JK!!!!! But being serious, I am really lost for words here, This is greatness to the power of 10. Absolutly Stunning!

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Aug 26, 2010 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

and this is without the finished GDI side. Imagine when we do finish it Smile Smile Smile

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Aug 26, 2010 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

And the rest of the graphics. It's great knowing that all this hard work really is paying off.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Aug 26, 2010 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Mole arty it look a bit OP. send about 9 of them attack one or two salvo guaranty that can destroy at least 1 structure with no lost and go back to repair.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu Aug 26, 2010 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Bombers is you choice. With GDI emp it.
But yeah, they can be quite heavy metal. Anti Bunkerer Wink You cant build them so fast against a normal human enemy, though, course he will keep attacking and you will need your recources to defend

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Aug 26, 2010 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you still going to fix the compatibility issue? Normal TS doesn't require the Win98/ME compatibility mode to work.

The Level 2 AI has improved nicely since the last non-public betas.

I find the sides in TI nicely balanced, the gameplay itself isn't much different from TS (but I love TS' gameplay). Graphics are also awesome, the new buildings and explosions are beautiful.

About Mole Artillery, they're very weak, and they're easy to destroy by using EMP/Orca Immbolizers and air units.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Aug 26, 2010 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

BTW, is it only me, my PC need to load at least 10 seconds to start a main menu. Same happen when exit TI.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Aug 26, 2010 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Here TI launches in about 6 seconds but quits instantly when I click "Exit game".

Btw, TI seems to be ranked #3 in ModDB currently Wink

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 26, 2010 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

GameMaster0000 wrote:
BTW, is it only me, my PC need to load at least 10 seconds to start a main menu. Same happen when exit TI.

That's because of the compatibility mode which gives windows additional work.
I really hope we can get rid of this in future and i also have no clue why TI actually needs this while vanilla TS works fine without it set. All known reasons have been checked already afaik (e.g. bad compressed mix files)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Aug 26, 2010 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reaperrr thinks it has something to do with the version of the XCC utilities I'm using, apparently Return of the Dawn had the same problem in it's earlier builds. I'm going to be looking into this problem very carefully.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Aug 26, 2010 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

That Nod Harvest pwns infantry when on concrete terrain; it moves so damn fast.

I love how the environment is a real bitch towards you. You gotta kill your way through the whole map sometimes!

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Aug 26, 2010 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Flames, flames everywhere.

Other than that, I'm loving missions although I hope that these were just a setup or a prologue for what's to come.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Aug 26, 2010 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Of course, there's still plenty of work to be done.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Aug 27, 2010 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

That flame is very deadly. My unit die because if that many time.

Also, I just notice, how can you make harvester dock tiberium very fast same as RA2? This should fix annoyance of harvester that find the far refinery to dock.

v
v
v
Thanks Aro, That very helpful. I never know that tag is exist.

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Last edited by GameMaster0000 on Fri Aug 27, 2010 2:11 am; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Aug 27, 2010 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
That flame is very deadly. My unit die because if that many time.


I'll be decreasing the damage that forest fires inflict on Infantry in the first patch.

Quote:
Also, I just notice, how can you make harvester dock tiberium very fast same as RA2? This should fix annoyance of harvester that find the far refinery to dock.


Add this line under your rules.ini [General] section.

HarvesterDumpRate=0

Edit: You're welcome. Wink

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Fri Aug 27, 2010 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Hm. I like the flame damage - its useful to use the enviroment, then.
I would just adjust some mmissions #Tongue The most are already, though

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Aug 27, 2010 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Ordosherrscher wrote:
Hm. I like the flame damage - its useful to use the enviroment, then.
I would just adjust some mmissions #Tongue The most are already, though


I agree on MP is not much problem.

But on SP on Nod mission the Incinerators get killed by their flame!(on tree)

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Aug 27, 2010 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

The flames are just great for multiplayer as they are. If you set a forest on fire, then the enemy infantry isn't going to run through it alive.

I'd just fix some of the few missions which have problems with the flames. Don't make the flames useless like in vanilla TS just because of those few missions.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Aug 27, 2010 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, that Nod mission with flamers is definitely real pain when everything starts to burn and explode. It's fun on multi though.

Although, I must say that all those particles, flames, debris etc. REALLY slow down the game.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 27, 2010 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blame the unoptimalized TS engine. We already try to disable as much transparency where possible.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Fri Aug 27, 2010 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Reaperrr thinks it has something to do with the version of the XCC utilities I'm using, apparently Return of the Dawn had the same problem in it's earlier builds. I'm going to be looking into this problem very carefully.

yeah, not sure though. I tried recompiling all mixes of one of the TI beta builds with both an older version of XCC (1.45) as well as the old XCC Mix Editor, but (unless I simply missed out on one of the mixes) it didn't help, so it might be something else.

Still, I did manage to fix it in ROTD 2.85, so we at least know it's not unfixable, we just need to find out how I fixed it Laughing
Apart from recompiling all mixes I also did some major clean-up back then, making sure no duplicate/obsolete files were present, reduced the number of ecache/expand mixes as much as possible, made sure all mixes were created with the same version of XCC and so on. One of these must have fixed it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 27, 2010 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

In one of its earlier builds (still using vanilla tibsun.mix) i did the same and compressed all mixes again, but without success.
I now assume it has something to do with the modified exe, which has several modifications done where i don't even know who and what has been done (apart from Hyper's hacks and Aro and my hex edits).

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Aug 27, 2010 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Blame the unoptimalized TS engine. We already try to disable as much transparency where possible.


I don't know if I can blame the engine here since it's a thing that can't be changed. Sure, it's unoptimalized but on the other hand vanilla TS doesn't use as much stuff as TI so it works fine. If amount of effects requires too much from the engine, it should be reduced, though it's mostly about those flames in this case.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Fri Aug 27, 2010 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
In one of its earlier builds (still using vanilla tibsun.mix) i did the same and compressed all mixes again, but without success.
I now assume it has something to do with the modified exe, which has several modifications done where i don't even know who and what has been done (apart from Hyper's hacks and Aro and my hex edits).


hm, might be possible in your case, but I just now took the exe from ROTD 2.8b (the last version that still had the bug), just hex-edited the mix and ini filenames to match the exe of 2.85, put it into the 2.85 folder and launched a game without any comp mode. No crashes, no hang-ups, no IEs.

So at least for ROTD, that was not the cause.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Aug 27, 2010 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
I don't know if I can blame the engine here since it's a thing that can't be changed. Sure, it's unoptimalized but on the other hand vanilla TS doesn't use as much stuff as TI so it works fine. If amount of effects requires too much from the engine, it should be reduced, though it's mostly about those flames in this case.

I don't have any performance problems in TI with my main computer, but I have a fast processor.

On my older computer (which has AMD Athlon 64 4200+) I had to reduce the resolution to 1024x768 for it play without large performance drops.

I'd say that TI looks so beatiful that I can easily tolerate a lower resolution.

By the way, is the Nod mission 3 now actually playable? In earlier builds the GDI AI spammed so many units it wasn't really possible to win it. I wouldn't want to play the two first Nod missions again just to play an impossible mission.

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Fri Aug 27, 2010 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
By the way, is the Nod mission 3 now actually playable? In earlier builds the GDI AI spammed so many units it wasn't really possible to win it. I wouldn't want to play the two first Nod missions again just to play an impossible mission.


yes it is. I have played and beaten all 5 Nod Missions. The only thing that seems to have been similar to what you've described was on the 5th mission they seemed to have piled up tons upon tons of Globotech stuff on one spot. Which i could only have assumed was a messed up reinforcement trigger causing a super repeat. I showed Aro this however, and he took a look and said he couldn't find anything wrong so it may have been a fluke. Haven't played it again to double check that yet partially because i didn't save during that entire time. X]

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Mon Aug 30, 2010 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mammoth MKII pwn all AI!! Laughing Laughing Laughing
It's more powerful than the original TS, It is WTFPWN everything.(Accept Air)

After more than 10 game this mod is very balance IMO.
Notice more bug, I some map has some path finding error

Quote:
Regular findpath failure: (61,73) to (82, 49)
Regular findpath failure: (61,73) to (82, 49)
Regular findpath failure: (61,73) to (82, 49)
Regular findpath failure: (61,73) to (82, 49)
Regular findpath failure: (61,73) to (82, 49)
Regular findpath failure: (61,73) to (63, 84)
Regular findpath failure: (61,73) to (63, 84)
Regular findpath failure: (61,73) to (63, 84)
Regular findpath failure: (61,73) to (63, 84)
Regular findpath failure: (61,73) to (63, 84)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Aug 30, 2010 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

GameMaster0000 wrote:
Mammoth MKII pwn all AI!! Laughing Laughing Laughing
It's more powerful than the original TS, It is WTFPWN everything.(Accept Air)

Tried using it against a Nod AI that guards its base with a lot of arties? I can almost guarantee it will die before it can do even some decent damage (as I know from experience against the AI) #Tongue

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Sep 01, 2010 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixith wrote:
yes it is. I have played and beaten all 5 Nod Missions. ]

Apparently Aro left the default difficulty level on "Easy", I changed it to "Hard" from the Game Settings and it was pretty much impossible again. If you've removed the difficulty slider from the campaign selection screen, why leave it on the Game Options screen (Accessible from main menu -> settings -> Game options)?

What bothers me more is not the impossible challenge of Mission 3, but that the two first missions are very easy compared to it (the difficulty is not consistent). Also I had no problem beating all the GDI missions on Hard.

Maybe I'll try the Nod campaign again on Normal when I have the time. On hard the AI has lower TeamDelays etc. making it build attacking teams all the time with its infinite money and send them to you as fast as it gets them done.

So.. how about also removing the difficulty slider from the game options or putting it back to the campaign selection screen (and fixing the mission on Hard)?

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Jan 21, 2011 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I just had chance to play beta 2.

Some little comment

- Good that there is no compatibility mode anymore Smile
- New SHP of the Nod Tiberium Reactor and Radar are excellent, Radar is my favorite one.
- AI is freaky hard compared to Beta 1, I can't just send MMII and pwned everything.

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Fri Jan 21, 2011 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Mammoth MK II still pwns lvl 0 and lvl 1 AI's alltough you'll have to be careful against Arty clusters... probably you should grab a few crates with it first until it has at least Firepower upgrade (and maybe armor and/or speed as well)...

In the meanwhile, build up a fleet consisting of some 9 Orca bombers and break the Conyard and Mole Arty Clusters up.

I have more trouble with defending than with attacking and breaking up the AI's bases anyway, but I think that's fine because it prevents long lasting battles if you're not that good when attacking.

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Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
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