
c0rpsmakr
Ladder Tester-
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Everything posted by c0rpsmakr
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Hello cncnet, It seems that it's been a very long time since there have been any updates on the progress in creating a clan system for the server. I guarantee that it would give more players incentive (including myself) to make an effort to be on more. Thanks, c0rpsmakr
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a few tips: you need to change your resolution to something other than 800 x 600, try 1024 x 768 at least. you make far too many infantry early on for such a few amount of refineries you initially make, you need more. you never want to be broke at any point in the game, as that makes your building speed slower and only puts your opponent that much farther ahead of you. you need to scout the entire map early on by sending single light infantry to each corner, and then sending a few infantry between those corner paths you scouted. just a few introductory tips, if you would like further help, pm me.
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i have them all enabled, i only see the admins.
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Hey cncnet, when i log in, the player list isn't there. It's been happening for a couple of weeks and it's started to annoy me. When i try to click in the box where players' names are supposed to appear, it only comes up with one random player regardless of where I click, and it changes each time I log in. How can this be resolved?
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2017 Tiberian Sun Pro Guide Available Worldwide (physical copy)
c0rpsmakr replied to chill's topic in Tiberian Sun
If you did these things back then, then you could easily compete with kaizen and nodrescue today. They are all equally shit lol, cosigned -
Who is the best Tib Sun player in your opinion?
c0rpsmakr replied to UltmaWepn's topic in Tiberian Sun
in my humble opinion, axel1212 is the greatest ever. he can 1 ref stealth cc and die so quickly, it just can't be replicated. second place is donald duck. honorable mention to phenomena. -
rare footage of Tiger and Toprush coming up with ts strats
c0rpsmakr replied to 1337timmay's topic in Tiberian Sun
lmao -
where's my podcast wuss!?
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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?
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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.
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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
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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.
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New patches, Tiberian Sun and RA now have a chat to allies key!
c0rpsmakr replied to dkeeton's topic in Tiberian Sun
great job xme -
Walkthrough for new players: THE BEGINNING OF A GAME
c0rpsmakr replied to c0rpsmakr's topic in Tiberian Sun
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. -
Walkthrough for new players: THE BEGINNING OF A GAME
c0rpsmakr replied to c0rpsmakr's topic in Tiberian Sun
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. -
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....
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after i read this a few times i was a better player
c0rpsmakr replied to chill's topic in Tiberian Sun
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. -
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.
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How to easily fix Aircraft catching edge(s) of map(s)...
c0rpsmakr replied to Humble's topic in Tiberian Sun
great info humble -
[NEW] Tib-Sun Tourny [OFFICIAL VIDEO] Hosted by carnage & phenomana
c0rpsmakr replied to ch!ll's topic in Tiberian Sun
how is that stupid drawing at all relevant... nvm, ill laugh when phenomena responds. -
4/1/2016 [NEW] Tiberian Sun Tournament date, time, rules & prizes
c0rpsmakr replied to ch!ll's topic in Tiberian Sun
Please dont encourage him humble. -
4/1/2016 [NEW] Tiberian Sun Tournament date, time, rules & prizes
c0rpsmakr replied to ch!ll's topic in Tiberian Sun
who gave their special child access to the internet again?