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Everything posted by Jacko
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I'd certainly be willing to give it a try, I reckon GDI will beat Nod if they position their tanks well (and deal with constant apache threats)
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I'm definitely up for spending a few hours playing the mod and any missions with it, this looks cool.
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Command & Conquer: Dawn of Tomorrow teaser thread
Jacko replied to Kilkakon's topic in Modding Discussion
So is the airstrip now purely cosmetic? (given every faction has a weapons factory) -
How on earth did you manage to do that?
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Nod 7c is perfectly possible if you have insane unit micro skills, and somehow use the 6 western units to wipe out all the GDI units 1 by 1 ok, so not quite as possible XD (although I have successfully done this, once) A harder challenge is to do Nod 6 (b I think, the one where you start with engineers) by successfully capturing the Entire GDI base (took me several tries) That Nod covert ops mission (I think its tiberium strain) is extremely difficult. Consider trying to use chem troopers (carefully!) to deal with the medium tanks I found the majority of the TD missions harder than those in RA, with the exception of those pain-in-the ass interior maps (those are just the worst) The other thing is was I generally found the TD missions cooler as well. Things like sneaking a small strike team around a mammoth patrol may have been easy, but it was fun as hell, RA never did much of that sort.
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I found Nod Death Squad a challenge on its own (regardless of how easy you guys found it) I have done it.... once
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pfft. I can do GDI 13 way faster than that
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I found the one where you had no money fairly easy, because the Nod base has such poor defense
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on some Nod missions sometimes you need a bit of brute force. Good examples include mission 11, Deceit, Eviction notice.... Instead of building lots of bikes and buggies just build about 12 flame tanks and drive straight into their base, targetting Barracks, infantry, factories and conyards. Make sure you lure out and destroy orcas before you attack.
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I would say the hardest missions are GDI 11, 15b and Nod 7c, 11a/b and certain variants of Nod 6. Some of the covert ops missions are crazy hard though.
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its been on for some time now plays quite well, but a little difficult for Nod in west
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That makes a huge difference XD
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RAED isn't exactly bug-free which is annoying. I could never work out how to stop the AI spamming a million infantry, but then when they made TD they never bothered to fix it, so maybe its not a huge problem.
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Having looked at the map, I too am confused as to why your units are going there. Try to work out which teamtypes are getting lost in the wrong places.
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I wrote my own guide based on my few years of experience of Tiberian Dawn on cncnet, it contains a lot of information that I'm sure will be useful to many It is only a crude text file, so no fancy Icons in there :/ Feel Free to post here what you think could be improved about it. JackoDerpcnc95guide.txt
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https://www.youtube.com/watch?v=gvdf5n-zI14
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actually the turret dmg up is in aftermth.ini so yes it happens in all aftermath games (and frankly turrets are OP as shit in aftermath)
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Nyer's full version comes with them too yknow and that package is updated with hires and bugfixes and awesome shit, so you might as well download that anyway
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I think 15a is seperate from 15b and 15c as such, the terrain around the temple doesn't line up like it does between b and c
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Whether not investing the money in the tech justifies having heavy tanks (it remains to be tested), there are a couple other units that are unlocked by said technology, so its still worth having. The heavy tank stats are supposed to sacrifice a tiny amount of speed for what is basically double firepower, but the difference between cost in terms of medium to heavy is actually quite low (med is 1000, heavy is 1400), so if you want to save money later in the game Heavy tanks are the way to go. I used the C&C1 shps for the Medium tank because they looked better and also to try and reference to the fact that a Heavy tank was just a redesigned Medium with an extra cannon on board. I also want to stick with the current vehicle layout because this "main tank" layout structure is what the entire mod was built on. It does work quite similarly with C&C3, which I liked a lot, and it often forces players to tech up to allow more elaborate strategies. Getting the balance right between pricings and effects is hard, but the Mammoth tank is supposed to be crazy powerful to make up for the fact you don't have that many of them. The lack of interchangability and inability to add new units means creating the complete custom scenario I wanted is quite hard.
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I think (with much irritation and perserverance) beat every C&C mission and expansion missions (including psx etc) without sandbagging. Cloak and Dagger was really god damn hard though.
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I thought the idea was to shoot power plants with turrets so that the AGT's would de-power and you could go and engi everything
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this is stock version of hostile takeover. It dropped a humvee on a shore below what used to be the GDI base.
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New RA mod announced! Command and Conquer: Civil Warfare
Jacko replied to Tore's topic in CnCNet News
HAH you wish. I'm smarter and better than you could possibly imagine