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chem

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Everything posted by chem

  1. yea maybe the half way point between a fast and slow drop
  2. Some guys will use guard towers where ever and when ever they can. They attack with them, defend with them control the map with them, sprawl them across the battle field in lines trying to cordon off the tiberiium etc and most importantly they significantly cut unit production to have more guard towers. Why the hell do they do it? Why the hell do they do it so much, prioritise turrets etc so much? This style is here to stay I want to understand their mind-set because I find them at a disadvantage to someone that mostly uses units or entirely uses units due to being unable to defend harvesters and a lack of mobility with guard towers especially trying to build through and across tiberiium patches. 1) Turrets are more efficient cost to damage 2) Turrets combined with units to attack a base are more cost effective and effective in damage than just using units 3) Turrets and units combined are better for defence than just units alone and probably more cost effective since you don't need as many airfields A) They lack mobility you cant control the map or resources as well as with a big load of units B) They are slower to build than units esp with 1 conyard and it stops you building other stuff C) They can fall to SSM after the money has run out (often takes a long time to win due to having a load of turrets now to destroy and little money)
  3. It could result in a mad imbalance, the mrls might of been hidden and so low in armour for reasons we can not yet see until we try it, I can see GDI suddenly having good AA, better engie defence, , amazing buggy and bike defence in base and all over the map, an even more devastating steam roller offence, I would love to see it personally, nod are so adaptable and a bit too op and the mrls armour so weak it probably would be a nice balance. I really want to seethe GDI weapon's factory increased in armour too Chem warrior wont make much difference at all and why not , seems the most insignificant unit in game lol even technicians see more action. I would like to see also nod have buggies insta spawn next to the airfield to eliminate the silly right side advantage.
  4. really like it sensible, would probably enhance the fun in the game while not taking away the potency of some of the units which would probably not be welcomed by many players. Do you still have that rant video where you talk about nod being OP? Or is that taken down for good?
  5. it would be so cool if we did try out a balance mod with a tick box just to see if we could make the game even better, 1 thing at a time like you said , just think of the impact 1 unit early can make on the balance , not only would mrls help vs heli's it would help wreck buggies and bikes, in base and in the field
  6. good choices bro!
  7. Also how would you nerf /buff them? APC to radar tech? Apache damage down? Chem troop availability lower tech? (radar) MRLS availability lower tech for GDI (radar) Engineer walking speed reduced? Flame Tank lower cost to encourage its use which is seldom? War factory more armour to that of a conyard?
  8. Yea perhaps "ranked matches" or like you said competitive mode where you aren't always ranked , should be a thing, like in RA2 where they had only tournament maps and other things as the set standards etc!? Sounds like a good idea to me. What do you think about resolution as the standards though? Its not something that's normally standardised. Im lucky in that I play the same resolution as you so I have no problem playing at that resolution for the tournament but it would have been a big issue for me a few months back where I was only used to very high resolution. Equally some players still play at 800x600 or 640 x 480 which is closer to the original game resolution. What makes you decide the resolution should be 1200 x 768? With a big distain for anything high res? I ask because isn't high resolution a disadvantage overall?
  9. I agree with White we are trying to find the best player not the luckiest, man I cant stand unfairness, why run a race if 1 person has to carry a weight and the other doesn't because then it doesn't determine who is fastest unless the weight carrier is so much better madness imo If big names are going to drop out then we should concede on some of the original maps tho imo
  10. By lax the rules I mean for the highest level players only, if they insist, I don't think any of them will ask for HJK or a money map lol, they might ask for a standard map though. Even though its inherently unfair and I agree with your standards, id much rather see 2 of the best players in the world duke it out than only see one of them in the tournament. Thats all im concerned about. With regards to your concerns about money maps and people jacking the money up, well jacking the money up rarely happens, sometimes noobs do it , sometimes they have an infinite money mega battle, but for the most part 90% of the players are using 10,000 all the time everytime. With regards to high tiberium maps, they will probably always be around because for many or even most they are alot of fun to play, big battles big carnage, etc. But people can and do learn how to play in different styles, (on high medium and low tiberium maps, troop accessed or not troop accessed, team ffa or 1v1 its all a different style of play we have to learn) so I don't think its as bigger problem as you think it is? Regarding the Korean guy hes just a new give him a few months and he will play so many games with 10000 credits that he will probably play that too and he will learn that that ithe standard is. I used to jack the money and units up when I started playing or had pre existing scouts, slower speed , more defensive maps, etc that's just beginner tendencies, no ones gonna start using 20,000 or anything else as the standard.
  11. No one else in the community has gone to the effort of thinking it through and putting forward a proposal, everything uve said seems fair and well reasoned. Perhaps we could get a bit more lax about the rules if they cause people to not join the tournament. If its not a problem then no need to relax the standards. That's my opinion anyway, especially with regards to the big names.(high ranking players)
  12. That's an advanced build I like it, the 3 refinery build seems popular with the high level pros, regarding your build how often do people bike rush these days? Not very often! Yea those extra troops are so useful when you sell
  13. Only 2? That's good to know bro thanks! (ran out of thumbs up for today lol) Although I bet its 3 on the right hand side and that's a problem when the numbers increase that much your units get wiped out much faster than an even fight, even 2 is a problem, but then you compensate with troops with the extra cash but they cost money too, but less overall so 2 is still best probably What do you think about 3? To me 3 or is for when you are pretty damn sure they will go 2 ref, and so you try to get the edge on them not fearing a fast 1 ref rush? What do you think?
  14. That's what I thought I havnt worked out the whole dynamic yet but it was looking to be a complex unsymmetrical rock paper scissors type thing. Except with more than 3 options and where one doesn't totally nullify another. I love this game figuring it out is half the fun for me. Im guessing atm that the 2 refinery build is the highest % most adaptable build with the least disadvantages but also the least advantages? Picking the 2 refinery build is like picking Ryu
  15. Thanks for your input white, its really appreciated!
  16. She has awesome art skill bro! I think mirror imaging your art work is a very good idea, that way you can combine and have combined the art skill (nes pictures etc) with a fair balanced map. Its a good idea for 1v1 2v2 3v3 maps. You could also do non symmetrical artwork so long as that was good balance (nod and gdi and fair amounts of tiberium and distancing, build areas access points, fighting areas, etc) . Some maps are non symmetrical but they still have good balance even though its not perfect and that is very good too.
  17. Another question Id like to ask but that is too similar for another thread is how do you counter a guy that goes 4-6 refineries and 4-6 barracks before he even builds a weapon's factory? That's a shed load of troops! You might not be able to afford enough anti infantry vehicles on a 2 refinery start to cope with like 40 troops protected by barracks and the scatter hot key.
  18. By APC rush we don't mean the engie APC rush in this instance (although that's usually the culprit) we are now talking about a nod counter to the GDI buggy counter (lots of troops) and the APC will not have an engie inside and it will merely be used to get rid of lots of troops (via the crush hot key) to make way for the buggy spam. So now how does GDI counter the APC and the buggy swarm? APC now stands for Armoured Personnel Crusher since it is no longer carrying any personnel
  19. Can you? I thought that if someone goes 1 refinery you better not go anymore than 2 otherwise they will attack you and you wont have enough units to stop them in time? Especially if they go for a conyard sell 2 airfields and an all in? I know that's not the case if you build a ton of troops instead but that seems possible to counter with the APC and buggies if theres not too many of them, I know some people go 5 refineries and a ton of troops for that you need more APC's and more refineries to afford them? Helicopters and troops could work I suppose vs 1 ref since you can put that money to use fast. Is that what you are referring to? Spend loads on refineries knowing you can then afford lots of troops and perhaps helis to counter his early vehicles? Going on the offencive with troops right away, now that certainly works against 1 refinery builds, if theres no tiberium in the way, because they cant afford as many troops, so you can break them economically with a troop rush and more than 1 refinery especially if they are close. Problem is if hes a good player you wont be able to scout his base reliably until you send a Humvee , because most troop scouts don't get through if hes good (depending on the map). By the time you have a Humvee its too late the 1 ref guy is already coming at you and you didn't have enough info to decide to go many refineries? I noticed you did say IF you spot them.
  20. Ive been practicing on Iron Valley none the less, its not only a fair tournament map but its almost like a lesson on how to play the game well and how to set up your base. We have plenty of selection now for 1v1 tournament maps with your and cn2mc's contributions , there are so many high quality 1v1 maps about. Ruby ridge looks stunning and fun to play too and fair
  21. Yea the APC is more potent than the flame tank for killing troops imo, and available right away, a brilliant scout too, you only need 1, plus an engie surprise is always viable, I tested it out on some mid level players and just 1 APC took out so many GDI troops my buggies were able to out number and kill the rest and then get their weapons factory + conyard. He then tried a 1 refinery build and + an early WF it certainly made it more difficult to get him out in 1 go but made it easier on the 2nd wave, but this guy is mid level. Maybe you have to bring out the Humvee nader etc mix game to counter? Its a slight disadvantage vs nod that way but it might be the only viable way vs the APC troop destroyer, unless bazooka men protected by buildings etc are enough? They are kind of pricey though?
  22. Thankyou White, very good points, you guys are so deep knowledge wise with this game! Ive had success with APC crushing mixed with buggies and then you can still buggy and rush early before they get missile towers or too many meds, the more troops they build the more APC's you have to build and the buggies can help a little with troop killing too with focus fire and range micro. Then weapons factory demolish hopefully . What do you think of that as a counter and how would you as a GDI player counter back?
  23. Great pointers X3M, yes my scouting sucks ever since I went low res I have had poor scouting, yes im starting to see tactical opportunities for apache use ie not the all in cheese but more subtle uses, like at the very least forcing them into a harder style of play ie bazooka men are a pain in the butt to use. Ah brilliant tip re meds thanks brother!!
  24. Brilliant thanks bro, that really helps!! Do you have that video "GDI cant win" still up? I couldn't find it on your channel!
  25. GDI players are now getting really good at defence, they are using troops like naders and mini gunners to ward off the buggy and bike rushes long enough to get the med tank army built up. My question is how do I counter them most effectively with nod? Should I attack with flamers and buggies? Should I attack with buggies and APC (the apc for crushing)? Should I build 1 apache to slowely pick them off and force rockets to be built? Should I engie rush buildings? (buildings that are not just the conyard? So they will have most of the defence around the conyard and weapons factory so then pick loaded refineries or anything that's available and then perhaps drop a hon/turret) (This is pence style warfare) Should I mix tanks artillery, flame tanks, ssm m bazooka men, tanks,etc all mixed up groups to come fight the GDI mix later on? (I think with ssm, you can just make it a straight fight against meds which are very powerful, but you can have bikes light tanks bazookas and troops to fight the meds and you can deny their nader/troop support with the ssm, also you can force them to come to you with the ssm) ? They must spend a lot of money on those troops and then those meds and perhaps bazookas, is there anyway you can financially break the GDI player? With some kind of cost effective pressure? Lastly does any1 have that video ferret made that is titles GDI cant win?
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