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Mole40k

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About Mole40k

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  1. You've clearly been reading my TS guide, which is now something like 13 years old: https://cnctiberiansun.wordpress.com/getting-started/
  2. Mole40k

    Champsite

    Alright Matt! Hope you're keeping well 😊
  3. Honestly, I don't really think the 'original intention' of the developers is a valid argument, as the online gaming community has changed just so much in the last 20 years. Better really to ask what it is you want from a competitive online environment. I think it's fair to say that most players now agree that TS in its original form is not what you'd come to expect from a fair and balanced online game (at least not for 'competitive' tournaments). I mean, this is one of the reasons I rarely ever played 1v1s in my time on TS. It was so obvious how imbalanced the game is, it wasn't really worth my time, except for fun games. And this is something I realised maybe back in 2000 -- over 20 years ago! I'm glad to see people are finally coming around to this, even if it has taken the best part of two decades 😕.
  4. Ok, perhaps it's time for a different perspective... What is the purpose of the ladder? Why should anyone play on the ladder? What should a player on the ladder expect, in terms of a fair and competitive environment?
  5. I see what you did there 😛. Funnily enough, Pinball is one of the very few TS players I've met in real life! I actually went to his 21st birthday. And to think we're now in our 30s...
  6. Put simply, it was making me deeply unhappy and covering a lot of other things up. Plus, I'd often play when at my most depressed, which would make me play worse, and get more depressed, and the vicious cycle would continue. It really wasn't healthy at all.
  7. The other issue of course being the fact they have to be static to fire, and it takes time for them to deploy. As you say, they also have fairly weak armour when they do deploy and can be easily taken out by bombers. 😕 EDIT: oh, and I forgot to mention the issue of friendly-fire when using art as defense...
  8. I've hosted a web-version of my player guide on WordPress for several years now. It still gets a remarkable number of hits, but I'm thinking of taking it down soon. https://cnctiberiansun.wordpress.com/
  9. Black makes a good point -- when it comes to game balance, you shouldn't make adjustments in isolation. Art were weaker in FS yes, but NOD finally got something to balance out some of their other weaknesses.
  10. I've been thinking about this quite a lot recently... I started playing TS in 1999, and then FS when it came out. I was at my peak of gaming competitiveness long before any of your here even started playing TS/FS -- long before some of you here were even born! What I never realised, and wish I'd known earlier, was how much TS was having a negative impact on my mental health. Thankfully, I gave up playing a long time ago, and don't ever see myself coming back. However, I do still like to frequent the forums and see what's going on. I see all the same old faces on here. Hope everyone is well! Anyway, I've been quite busy since leaving TS. A few years ago I published a YA novel. I also recently passed my thesis, so I guess you can all now call me Dr Mole. I've even appeared on TV and radio! If there's one thing I want to share with you, it's this: don't take TS too seriously -- life's way too short.
  11. Mole40k

    harv bombs

    Don't forget, harvest bombing is one of the very few decent uses for the humble hijacker: https://cnctiberiansun.wordpress.com/advanced-tactics/nod/ (c) Mole40k circa 2001
  12. Don't forget there's a fundamental distinction to be made between '# of actions' vs '# of effective actions'. Having a measure like APM is interesting, but doesn't necessarily reflect the quality or ability of a player.
  13. Too true I'm afraid. While a lot of water has passed under the bridge since those days, that initial damage caused to the community (and FS community in particular) had a massive lasting impact on the game and the people who play it 😕.
  14. Have to agree with Black on this one.^
  15. Disagree on just about every level, and I was there -- and I was good. Quite simply FS was/is: 1) More tactically diverse 2) Fewer bugs 3) Better maps Main reasons for it dying quickly: 1) Different type of player base, with more 'early adopters' who prefer new games, and new challenges. Many FS players left for Ra2 when it came out, and then Dune, etc. Dwindling community led to more people going back to the common denominator for easier/quicker games. Thus it became a self-fulfilling prophesy. 2) Power of the Terrace community. Resistant to change. Made false claims about a game they couldn't compete in. (A lot of them didn't like the blue tib economy, the different strategies, and the fact they couldn't man rush so easily.) 3) Cost of expansion, and time to learn. It was a completely different world back then. This was back when online gaming wasn't a big thing. Anyone who got into TS, typically didn't then go out and buy an additional expansion, with an additional layer of skills to learn etc. Easier to stick to TS.
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