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AchromicWhite

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Everything posted by AchromicWhite

  1. I kinda hate that we've turned into this never was like this before.
  2. Yeah, I make them in key points and put a barracks nearby. In the early game you can get away with just making barracks in response to bike/buggy harassment forces, but later, as the numbers climb, you really need an instant response. Once you get a handful of units and 1 AGT, that's a pretty big deterrent for bike/buggy forces. It also shuts down engineers and pesky flamer troops trying to suicide into your grenadiers.
  3. Haha, fully worth the idle Con Yard to make those troops, too! Heck, if you have the cash, you can make a refinery faster than that! Oh, hey, Nyer. Given that the build time of the hpad and refs are based on the full price minus the price of the "free" unit that comes with it, would lowering the price of a harvister or orca/heli make the structures build slower?
  4. AHHH!!! This is why we need a spectator mode for TD!!! xD I want to cast games! This was pretty cool to watch, though. I do like the OpenRA balance over RA1 balance, but I like original TD over OpenRA TD, haha.
  5. Yes, I agree with your math here, except... If you spend that money on refs/WF, you get a LOT more tanks because you have boosted econ/production, and the Nod turrets can pretty much be built as the GDI force tries to push out... which isn't even often possible if you go too much into AGTs for the exact reason I mention above. In other words, GDI need a stable HE weapon. It's like, the production builds exponentially, if you keep making AGTs, Nod can go to 2 or even 3 strips and just pump light vehicles. If GDI tries to punch through, they can then turtle up, if needed.
  6. Somewhat true. I'd argue that if GDI has to go into AGT, though, that it messes up their econ. AGT, unlike any Nod defences, are a staple part of the GDI force (dependable HE). All money spent on these is not spend directly on forces, or things which help to create more forces. If Nod has any opportunities where they can move around it (as they're stationary), they can, in this way, effectively 'split' the GDI forces up. And I would say that between turrets, bikes and hands (producing flamers and rocket men) that a GDI force is far from impossible to stop. In fact, it takes some fancy micro of pulling back grens to snipe flamer troops, while trying to keep the grens close by to save the tanks from bikes and telling tanks to attack turrets (because grens and hummers don't do jack). All this in comparison to making turrets, hand/flamers, focusing fire with bikes... yeah, I think GDI has it ruff their, too. Maybe you're right, though, maybe there's something I'm missing. I think there's some validity to what I'm saying, though.
  7. Yes indeed. It's one more reason that stops GDI from being able to move out.
  8. Yeah, I'm aware of the mammoth thing. Perhaps didn't actually need to be looked at in comparison, and I do agree with you about how turrets will slow down the rest of your macro (econ etc). This statement, here about turrets, is true for all defences, though. They always slow your macro, and that's good. It's one of my dislikes about the RA2 formulae of being able to make both a defence and regular structure at the same time. I just think, for what you get, the turret is insanely strong, and it's only real argument of it being the way that it is, is the idea that Nod can't fight head on. I think Jacko is right that WW intended the light tank to be the mainstay of the main Nod force, and that it wasn't expected that bike/buggy would be so strong. Particularly the buggy.
  9. I have heard that... A terrifying prospect for GDI players, haha... it's still quite clearly overpowered, unless we are saying that Nod can't actually fight GDI face on with it's units; which isn't true, in fact, it's quite the opposite, in many cases. BTW, I assume you've been busy, but I've been trying to get C&CUGE working. While I can get the program open in DosBox, it doesn't seem to be reading the actual game files. I do have UGE in a directory in the C&C95 folder, too. You don't know why that would be, do you?
  10. I kinda hate that this forum has so many of these "personal" posts. Can we just ban chem fully and be done with it. He's certainly not learning by being punished with temp bans, which is the point of a ban. He's not learning from having almost all of his threads locked. Can we just do it now and get it over with before this gets any stupider?
  11. Also, no one's mentioned that if you play as allies online (germany) has +10% firepower. Also, there's something, and I'm not and RA1 player, but if you get what ever the max amout of WF is where the tanks cap off, then the allied med tank becomes the best tank. Range, in large battles, also plays a large factor, as not only do the longer range tanks get to fire first, but MORE of them will be firing as the 2 forces collide. So in larger battles, certain tanks may become increasingly cost effective.
  12. ; Medium Tank gun [MediumCannon] Projectile=Cannon Damage=30 ROF=50 Range=4.75 Report=Tnkfire4 MuzzleFlash=GUNFIRE ; Mammoth tank gun (thought I'd throw this one in too). [HeavyCannon] Projectile=Cannon Damage=40 ROF=80 Range=4.75 Report=Tnkfire6 MuzzleFlash=GUNFIRE ; Turret gun [TurretCannon] Projectile=Cannon Damage=40 ROF=60 Range=6.00 Report=Tnkfire6 MuzzleFlash=GUNFIRE The HP of both the tank and turret are exactly the same (400), but the turret can also repair. The turret is strait up better 1v1 and is cheaper. It is worth noting that the ROF of the turret is less than the med tank, but it has more DPS and longer range, OUCH! The comparison between the two feels similar to comparing the AdvG.T. to the MRLS, but the Adv.G.T. is better than the MRLS and costs 200 more, even though the MRLS is even over priced for what you get.
  13. Yeah, he mentioned me because he joined one of my games and I simply kicked him. He, rightfully, messaged me asking "why? I didn't do anything to you. I said that he was verbally abusing friends of mine. He said fair enough. I've had more than enough of his crap, and he's not even going after me. Completely ridiculous. Even when he's banned from forum, we're still receiving his junk comments.
  14. Yes, I am aware of that gunboat logic. Personally, I think that extra units on the map should be left for single player missions and that mulitplayer should be about what each person builds, rather than random stuff on the field... and I say 'random' because when someone fires the map up, on the preview screen, it wont show up. Meaning, when the players FIND the boats, it's kinda like "What, WHAT??" and can cost them quite a bit... imagine trying to go for a flank attack with a lot of troops early, and then have them all die and lose because of it. Personally, I find those types of elements in a multiplayer match not fun, BUT others may think it's neat, so each to their own. I'm also in two minds about giving tech, at any point, so if I was personally designing this, I'd have all the capturables as hospitals. Just so that people have to pay their full price and wait full time to make their next level of units. All in all, though, I like the look of the map, lots of defendible points around the map (chokes), open areas around the centre tiberium for skimishes over resources and side areas for flank attacks... just, defended by gun boats, haha. -Liam
  15. Vá para este link. Role para baixo. Clique no jogo que você quer. http://cncnet.org/
  16. AchromicWhite

    -

    Well, I never played RA1 with you, but thank you for the games of TD that we played. Nice to meet you, hope you come back and say "hi" sometime -Liam
  17. Damn boy, this looks great! May I ask what software you used for these?
  18. I wouldn't mind seeing what they could do... but yeah, I don't see it happening, and I doubt they could "do it and do it right".
  19. Interesting... sounds like he was making an interior mod for TD, also hm
  20. Oh, that's really cool to see that this mod ISN'T dead... in fact, I was just thinking about how it was sad that this mod is dead, only a few minutes ago xD I'd be happy to help then with balance, but I don't know much more than that about hacking C&C3 -Liam
  21. No, this was ages back... and I don't care that much xD I don't even own the game.
  22. I just remember playing a mission where I made a load of infantry and a handful of light vehicles and all the infantry was just insa murdered. They die to the gun towers super fast, too. Only the light vehicles seemed to do ANYTHING on that mission... was like the second mission or something.
  23. I don't know much about C&C3, but I do know that the infantry is quite crap, buggies just wreck entire squads. Not sure of the power of light vehicles in that game, though. I know you have to upgrade the bike, just to have rockets.
  24. A buff to minigunner that I'd like to see would be a strait HP buff. Something so that they can just hold the line for a while. This way, other units can be positioned behind them, even just grens. That is, it'd be neat to see a rework which allowed minigunner + gren to be better than just strait grens. Probably hard balance to hit, though.
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