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c0rpsmakr

Ladder Tester
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Everything posted by c0rpsmakr

  1. On behalf of the entire community, nobody cares. Aside from that, cheat programs aren't functional on cncnet, and anybody that even cares to accuse others of cheating a decade after this game's competition died, when there is nothing to gain by cheating, needs to reevaluate their position.
  2. what were your best matches, as in, favorite or most challenging? who were the strongest players you personally played against from the beginning until ts died in 2006/7? how much did you enjoy making a super mutant on bbg and making me despise you for a long time? how much will i have from your life insurance if you pass away?
  3. i had this issue and it affected my control immensely in a negative way. i got a new mouse, but there are settings you can change to change the click sensitivity i believe.
  4. I haven't been on in the last month and a half, but when I do get on, I would be willing to help teach you some things to get you better assimilated with the community. A lot of the people that play are absolute idiots, no doubt, but this community is small and you're bound to encounter many of them, and you can't let it affect your enjoyment of the game. Feel free to message me on here to ask any questions you have and see when I'm getting on, because some of these idiots (such as TRZ) like to get on my log and pretend to be me, which is a weird, running occurrence with players now and also it's against the cncnet rules if I am not mistaken, so it's best to message me here first. Don't let people make you not enjoy yourself here. Everyone was new at one point, people just forget that and look down on newer players to feel better about themselves, but it's like that on every game I'd imagine. Watch games on official maps (not modified maps), because in general, the players are of higher caliber and you'll learn the correct way to execute strategies and control units, and you'll pick up on the lingo/abbreviations quickly. And most importantly, have fun
  5. Thank you to Humble and Xme for putting this together and making sure it is carried out. This has brought a lot of activity and friendly competition back because of your efforts.
  6. I'm not sure if this issue was covered in computer language already or not, but my computer installed windows 10 (without my knowledge) and now when i try to play ts, there is a horrid stop-and-go type of lag that forces me to surrender due to how awful it is. does anyone have a remedy for this?
  7. after placing your initial ref, follow-up by building another 3 refineries in a row. having multiple refs at the start will provide you the cash to setup your economy to carry you through the rest of the early stages of the game until you need to expand your base to the next patch of tiberium. while making these refineries, continue scouting all over the map and making lots of infantry. as you begin to run low on funds, sell your refineries. this will give you a quick cash spike of $1000 (half of what it costs to make a ref) along with 5 infantry and another harvester. make sure you monitor your cash flow though, as it's easy to overproduce infantry while trying to build refs. you never want your money to be so low that your production comes to a halt as youre in the process of making structures and youre needing to wait for harvesters to come back to your refineries. you can always put units on hold or cancel them to finish making buildings, but never delay your progress in making buildings. *tip* it takes a bit of practice to control the balance between your spending and cash intake, ensuring you always have enough money for the next building, but as with everything else it becomes second nature after you practice it enough, and it will keep your production constant throughout the game. sometimes you may need to send a harvester back to a refinery that isn't completely full of tiberium so that you can finish a building. let's say that you accidentally make too many infantry before your third refinery is done and youre about to be out of funds before it's done building. stop making infantry at this time and funnel all of your remaining cash to finishing this ref, as that is the priority. check your harvesters to see how many blocks full they are. if you need $300 more to finish this refinery, you need to select a harv that is at least 2/3 blocks full of tiberium and command it to go unload in your refinery. a full harvester unloads about $750 worth of tiberium(green tiberium, blue tiberium is worth about $1100 per harv load), so having a harv about 2/3 blocks full of tiberium out of 5 blocks will give you over $300, which is enough to finish that ref that you can sell and continue your building process. you should end up with either 2 refs and 4 harvs or 3 refs and 4 harvs after the process of making/selling your first refs before making your war factory(war). the general rule is to have about 2 harvs per ref from the start of the game as early as you can get this ratio, because you always want harvesters unloading tiberium in your refineries for every ref you have. while one is harvesting tib, the other is dumping in your ref, and once that harv leaves, the other one that was harvesting should be going right in to dock. this should provide you with enough information to understand the basics of your early base creation and fundamentals for setting up your economy. for more info, you can message me on here or in the game on my log "c0rpsmakr" if you'd like some tips or training.
  8. the guide will not teach tactics and strategies that every decent player will use literally every game, ever. it may teach unit functions, but that is the only thing that a guide can do for someone, which they can just as easily learn by playing actual people online, and at the same time, improving.
  9. STARTING THE GAME: THINGS TO DO DURING THE FIRST FEW MINUTES OF THE GAME: 1. setting up/building your base 2. scouting 3. antiscouting 4. establishing your economy BUILDING YOUR BASE: at the start of every game, you begin by deploying your mobile construction vehicle (abbreviated as mcv) and building a powerplant (abbreviated as pp). -pp's supply power to your base and enable some buildings to be used, such as radar, EMP cannon (emp), firestorm generator (fs), missle silo, stealth generator, obelisk of light, ion cannon/hunter seeker. If you are playing as nod or against a nod opponent, know that when the faction has low power, their SAMs don't work, while gdi's sams will remain active even in low power. *NOTE* if you try to build on low power, the speed that you build will be reduced drastically, therefore you never want to be on low power. having high power doesn't benefit you in any way, aside from making it harder for your opponent to reduce you to low power (which generally isn't a high priority target unless nod is stealthed or has one thousand sams that need to be disabled) after placing your powerplant, build your barracks(bar or bax) and begin making light infantry(inf) for scouting and antiscouting [see scouting/antiscouting below] after your barracks is placed, begin building a refinery(ref). during the time your refinery is building, you should be using this time to scout your opponent and the map, and placing antiscouts(antis) around your base once your ref is done building, place it as close to the tiberium (tib) as possible. doing this will reduce the distance it takes for your harvesters (harvs) to travel between the tib field and docking at your refs, which will give you the fastest possible and most efficient cash flow. never place buildings in such a way where they create an obstacle between your refs and the tiberium (ie placing your pp or bax next to the tiberium, which will prevent you from putting your ref as close as possible to the tib field). *harvesters (harvs) weren't programmed with the most practical AI. they often tend to travel to farther spots of tiberium when there are much closer places for them to gather it. when you place your refineries, immediately command your harv to harvest the closest tiberium to your refinery's entrance. this will contribute to you obtaining the fastest possible cash flow. also, each time a harvester leaves your refinery, try to make a habit of sending them to the closest pixel of tiberium if you see them wandering off. it may seem tedious, but it only takes a few quick clicks. in the long run it will become second nature to you and you will have much better cash flow than your opponents that neglect to do this. after placing your initial ref, follow-up by building another 3 refineries in a row. having multiple refs at the start will provide you the cash to setup your economy to carry you through the rest of the early stages of the game until you need to expand your base to the next patch of tiberium. while making these refineries, continue scouting all over the map and making lots of infantry. as you begin to run low on funds, sell your refineries. this will give you a quick cash spike of $1000 (half of what it costs to make a ref) along with 5 infantry and another harvester. make sure you monitor your cash flow though, as it's easy to overproduce infantry while trying to build refs. you never want your money to be so low that your production comes to a halt as youre in the process of making structures and youre needing to wait for harvesters to come back to your refineries. you can always put units on hold or cancel them to finish making buildings, but never delay your progress in making buildings. *tip* it takes a bit of practice to control the balance between your spending and cash intake, ensuring you always have enough money for the next building, but as with everything else it becomes second nature after you practice it enough, and it will keep your production constant throughout the game. sometimes you may need to send a harvester back to a refinery that isn't completely full of tiberium so that you can finish a building. let's say that you accidentally make too many infantry before your third refinery is done and youre about to be out of funds before it's done building. stop making infantry at this time and funnel all of your remaining cash to finishing this ref, as that is the priority. check your harvesters to see how many blocks full they are. if you need $300 more to finish this refinery, you need to select a harv that is at least 2/3 blocks full of tiberium and command it to go unload in your refinery. a full harvester unloads about $750 worth of tiberium(green tiberium, blue tiberium is worth about $1100 per harv load), so having a harv about 2/3 blocks full of tiberium out of 5 blocks will give you over $300, which is enough to finish that ref that you can sell and continue your building process. you should end up with either 2 refs and 4 harvs or 3 refs and 4 harvs after the process of making/selling your first refs before making your war factory(war). the general rule is to have about 2 harvs per ref from the start of the game as early as you can get this ratio, because you always want harvesters unloading tiberium in your refineries for every ref you have. while one is harvesting tib, the other is dumping in your ref, and once that harv leaves, the other one that was harvesting should be going right in to dock. SCOUTING scouting the map is crucial. if you can't see your opponent, how are you going to know what they are going to attack you with and how to attack them? start by sending one infantry(inf) to each corner of the map, and then sending individual inf through the shroud between the revealed paths of the map created by the scouts you sent to the map's corners. once you do this, place a group of 3 inf at each corner of the entrances to your base as antiscouts(antis) to prevent your opponent from scouting you. 3 inf will kill one passing scout as it runs by. one disc thrower(disc) is able to kill a single passing inf as well, provided that their grenades aren't thrown on cliffs or ridges (which cause them to miss). tips for scouting: it is usually somewhat difficult to scout your opponent early with your initial scouting inf, as your opponent will have antis around their entrances by the time your scouts arrive. you must at least scout the perimeter of your opponent's base if you are unable to get inside, as this will give you vision early on for whenever they send things from their base. it's a good idea to have a couple stray inf near their base to try running in if they send their infantry out. if you are still unable to reveal your enemy, you can create one of the following units to send across the map and scout them: gdi- amphibious apc, jump jet infantry (jj), orca fighter (orca) nod- attack buggie (buggy), attack cycle, harpy, subterranean apc(sub)*you can fill it with infantry and deploy it in their base to scout* *to scout with planes*, you can send them across the map to the farthest revealed terrain and constantly fly it between that point and another point that is revealed to uncover more of that area. this is why it was important for you to scout the perimeter of your opponent's base earlier. send your plane to one of the areas on one side of their base and fly it to the other side, then repeat the process however many times is necessary to see that part of the map. this is called "cross scouting" or crossing. MORE TO FOLLOW....
  10. STARTING THE GAME: THINGS TO DO DURING THE FIRST FEW MINUTES OF THE GAME: 1. setting up/building your base 2. scouting 3. antiscouting 4. establishing your economy BUILDING YOUR BASE: at the start of every game, you begin by deploying your mobile construction vehicle (abbreviated as mcv) and building a powerplant (abbreviated as pp). -pp's supply power to your base and enable some buildings to be used, such as radar, EMP cannon (emp), firestorm generator (fs), missle silo, stealth generator, obelisk of light, ion cannon/hunter seeker. If you are playing as nod or against a nod opponent, know that when the faction has low power, their SAMs don't work, while gdi's will remain active even in low power. *NOTE* if you try to build on low power, the speed that you build will be reduced drastically, therefore you never want to be on low power. having high power doesn't benefit you in any way, aside from making it harder for your opponent to reduce you to low power (which generally isn't a high priority target unless nod is stealthed or has a thousand sams that need to be disabled) after placing your powerplant, build your barracks(bar or bax) and begin making light infantry(inf) for scouting and antiscouting [see scouting/antiscouting below] after your barracks is placed, begin building a refinery(ref). during the time your refinery is building, you should be using this time to scout your opponent and the map, and placing antiscouts(antis) around your base once your ref is done building, place it as close to the tiberium (tib) as possible. doing this will reduce the distance it takes for your harvesters (harvs) to travel between the tib field and docking at your refs, which will give you the fastest possible and most efficient cash flow. never place buildings in such a way where they create an obstacle between your refs and the tiberium (ie placing your pp or bax next to the tiberium, which will prevent you from putting your ref as close as possible to the tib field). *harvesters (harvs) weren't programmed with the most practical AI. they often tend to travel to far spots of tiberium when there are much closer places for them to gather it. when you place your refineries, immediately command your harv to harvest the closest tiberium to your refinery's entrance. this will contribute to you obtaining the fastest possible cash flow. also, each time a harvester leaves your refinery, try to make a habit of sending them to the closest pixel of tiberium. it may seem tedious, but it only takes a few quick clicks. in the long run it will become second nature to you and you will have much better cash flow than your opponents that neglect to do this. MORE TO COME REGARDING BASE SET-UP......... SCOUTING scouting the map is crucial. if you can't see your opponent, how are you going to know what they are going to attack you with and how to attack them? start by sending one infantry(inf) to each corner of the map, and then sending individual inf through the shroud between the revealed area of your corner scouts. once you do this, place a group of 3 inf at each corner of the entrances to your base as antiscouts(antis) to prevent your opponent from scouting you. 3 inf will kill one passing scout as it runs by. one disc thrower(disc) is able to kill a single passing inf as well, provided that their grenades aren't thrown on cliffs or ridges (which cause them to miss). tips for scouting: it is usually somewhat difficult to scout your opponent early with your initial scouting inf, as your opponent will have antis around their entrances by the time your scouts arrive. you must at least scout the perimeter of your opponent's base if you are unable to get inside, as this will give you vision early on for whenever they send things from their base. it's a good idea to have a couple stray inf near their base to try running in if they send their infantry out. if you are still unable to reveal your enemy, you can create one of the following units to send across the map and scout them: gdi- amphibious apc, jump jet infantry (jj), orca fighter (orca) nod- attack buggie (buggy), attack cycle, harpy, subterranean apc(sub)*you can fill it with infantry and deploy it in their base to scout* *to scout with planes*, you can send them across the map to the furthest revealed terrain and constantly fly it between that point and another point that is revealed to uncover more of that area. this is why it was important for you to scout the perimeter of your opponent's base earlier. send your plane to one of the areas on one side of their base and fly it to the other side, then repeat the process however many times is necessary to see that part of the map. this is called "cross scouting" or crossing.
  11. build anywhere shouldn't be patched, as it provides an alternate and much more viable way of expanding to places where wiggling is possible. only a few know how to do it anyway and there's no reason to use it to win, as it's insanely obvious.
  12. how is that stupid drawing at all relevant... nvm, ill laugh when phenomena responds.
  13. who gave their special child access to the internet again?
  14. lol dont get me wrong, i love a good old mod game, but when the gameplay has now turned into a nod camp orgy sam site fest, it sorta takes the fun out of it lol its been like that for years though, and i dont even know if people still play battleday anymore, that was the last shit mod that i actually ended up liking.
  15. is english your second language? there must be some alternate meanings to everything that has been said because youre really having a hard time grasping the concept.
  16. that's good to hear, you know i'll contribute with ideas and organization when things get rolling.
  17. im not understanding what you dont ascertain from this whole problem, chill. you made up a fake tournament stating that i was organizing it and perpetuated this on the forum.... do you not understand that this doesnt make sense?
  18. wuss, lord of mods not wanting to play battleday!? :X
  19. Can one of the admins please warn this person for making false claims about a tournament that I've never even heard of? This is the second or third time they've done this and it's utter bullshit. You can't tell people that I'm hosting a tournament when I dont even know who the hell you are, nor have I ever discussed anything regarding hosting a tournament.
  20. I was never even spoken to about this, but if you wanted to speak with me/humble to help organize something, I'd be glad to.
  21. well... A. NUMBER OF PLAYERS- unless there is a high enough number of players participating, there won't be any interest. added to that the fact that some of the players that would want to participate are afraid that there would be no point in entering because one of the better players will just win anyway. To avoid that, there should be multiple maps played and/or a 2v2 or 3v3 tournament with teams of one good player, one average player, and a newer player having to work together or something similar. B. INCENTIVE- nobody will want to play unless there is a prize of some sort, even $10 or something would make people want to play a tournament on a free game. C. AVAILABILITY- because players are from different time zones, the tournament organizer would have to be vigilant at keeping the times coordinated or figuring out when different players are online at the same time. This could be done by having players submit the times during the week that they will be on ts, and from there the tournament organizer will set the times and make sure players remember/adhere to their scheduled game times. D. MARKETING- if nobody knows about the tournament, nobody will be interested. Also assuring fairness as far as evenly balanced teams and multiple maps (including some mods) will incite interest among all sorts of players. Having a few people as designated observers will prevent people from lying about wins, and they can also record the games or take screenshots throughout. E. DEDICATED ORGANIZER- if the team organizing the tournament decides one day that the tournament isn't worth their time/effort, it is failed from the start. Not only will those responsible for organizing it need to be committed to ensuring that the tournament is finished, they need to ensure that the players will finish it as well, even if it means disqualifying players that go missing or end up not playing their games.
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