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Ladder Tester
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Everything posted by c0rpsmakr

  1. im actually embarrassed that you even got my mcv.
  2. nod can really only attack once it's "teched", meaning it has made its tech center. nod's 4 attacks consist of subs+engs, subs+cc, banshees, and missile. nods other units are mostly defensive, or are far too easy to kill to be offensive units (eg devil's tongues, cycles, stealth tanks) unless your opponent has little to no defense in the area you're attacking. early on in the game, men rushes are used, but those are meant to scout the opponent and apply early game pressure to prevent 1/2 ref rush bo's, or to distract the opponent and supplement an attack using a stronger unit simultaneously, (eg sending infantry to kill an opponent's engineer so that they can't repair a building as you fly in a disruptor or cyborg commando) . nod is the more defensive side of the two, and its attacks are more stealthy in nature, and can really only be used in vulnerable areas of your opponents base if they are controlled very well and very quickly (as engs are weak and die easily, once they come out of the sub you'd need to send them inside a building incredibly fast if there is defense nearby). an extremely useful hint is to "group" your units, by clicking the unit and holding down CNTRL and pressing a number, so that you can select the important unit immediately to control it. once you assign the unit a number, you can just press the number on your keyboard and the unit will be selected and ready to be controlled. usually i assign the number 2 to my subs and a 1 to my primary attacking unit (cc or engs), but it's your preference cyborg commandos (otherwise known as a cc) are strong, but against an rpg, a couple titans, or 2 bombers, they're easily destroyed, so they must be used like gdi uses mammoths (ie mks): by popping your sub up (usually along the outside of the opponents base) and picking off buildings or units in vulnerable areas, then retreating (again, best used by grouping your sub+cc). banshees are expensive and take a while before you can really use them as offense, as you need at least 4 to take out a main building (war, mcv, or ref), but until then, they can be used as defense vs disrs, titans, or mks. it takes 3 to kill an opponent's ref that ISN'T being repaired, otherwise it takes at least 4, but if they have an engineer, you'll be wasting your time attacking their building. 5 banshees take out a main building in 2 shots, therefore it takes 10 to destroy a building in one volley. multi missiles can take out any building in one hit, depending on the specific spot of the building that you target, and the angle that the missile is being shot from. generally, the one-shot location for missiles are between the center/top of the building you're trying to kill, so experiment and find out where they are, because missiles are very good to have, as nod can be under heavy pressure and isn't able to spend its money on attacking units like subs+engs or cc, and missiles once built can be continuously used for FREE + they can take out any structure if used right. nod's attacks are best used in combination with eachother, because they're easy to thwart on their own. here are a few examples of combos: -using an empty sub or devil's tongue to distract the opponent's defense while you use a sub full of engs or a cc in another part of their base is a good tactic, because when subterranean units are underground they all look the same to the opponent's Mobile Sensory Array (MSA, the unit that once deployed can detect underground units and stealthed buildings/units), so your opponent can't determine which ones are apcs and which are devils, nor are they able to tell which ones are full of units or empty. -having some devils come burn the opponent's infantry around a building so engs can be used -sending a harpy to shoot an opponent's eng or having a sub popup and squish the eng (by selecting the sub, holding down ALT and clicking on the infantry unit that you want to squish) so that only 4 banshees are needed to take out a building, -if the opponent's defense will kill a cc before it can kill the building on its own, using a couple banshees in combination with a cyborg commando (cc) to take out a building faster -using banshees and a missile together to knock out both your opponent's mcv and war factory. there are many ways you can use your units together, but these are the most common examples.
  3. nod is harder to be good with than gdi, as you have to use a variety of units in different situations, as opposed to gdi, as well as having slower and more expensive attacks than gdi. in any game you play, your setup will dictate the pace of the game, and gdi has far more attack and rushing options than nod. the safest way to start a game is to scout the entire map, and if you are unable to scout inside your opponents base, scout the perimeter around it as close as possible, so that when they have an attack out, you are able to see it coming from any direction. the best defense nod has vs disrs are sams, because if they can't fly freely around inside your base, they won't be able to attack you at your most vulnerable spots. aside from having sams, rocket infantry are ideal vs disrs, as those combined with a couple of sams can prevent a disuptor from even landing, but having too many sams .... well, having too many of anything will cause you to sacrifice unnecessary money and time into units/buildings you dont even need, so the trick is to figure out a happy medium. 21 shots from a rocket infantry will kill it, so making 7 rockets will kill the disruptor in 3 shots, and making a laser when the disruptor lands along with an engineer to repair the building when it is about to die will allow you to kill the disruptor without losing a building if all of your rockets are hitting it. this is just a basic nod tip, but i have to go, so ill touch more on it later if you'd like.
  4. there is a video f1rew0rx or someone with a name similar to that made where i was teaching them how to play that is about 40 minutes long on youtube somewhere. it's more helpful to be able to address questions and explain specific situations on a case-by-case basis, imo.
  5. My favorite thing to teach and play , are you going to be on tonight?
  6. There is a lot more activity lately and I would like to help foster the competition by teaching those who would like some help learning how to play. My name on cncnet is c0rpsmakr, and if you'd like me to show you some things or have some questions, I'd be happy to help. Feel free to send me a personal message on here if you'd like a more one-on-one tutorial and I'll set something up with you. Let's play
  7. This whole topic is stupid, someone please close it.
  8. please put me with axel1212, if reid is on my team, i forfeit. otherwise i like this idea punker, would you be the one organizing it?
  9. i like the idea, ss's should be taken though for proof of wins that show all the players in the game.
  10. c0rpsmakr


    you're back again!? message me
  11. so you're telling me that it should be possible for some new player that hasnt even grasped the fundamentals of the game to be able to get rank 1 by playing a bunch of games on nazi world war 2000 or waterworld? um.... hell no. what kind of incentive is that for people to even bother playing the ladder if they're up against someone that can play some chopped and screwed maps and be able to win over people that have put time into learning how the game works and playing maps with standard settings? that's horse shit.
  12. I guess it is somewhat selfish to want only official maps on the ladder, regardless of if it will force players to adapt and become better. it isn't elitist to want to foster the competition on ts and TEACH players, which is the intent behind why players like punker and I wanted an official map only ladder, which IS meant for the COMPETITIVE community as the players whom solely play ffgs won't touch a ladder game. If mods were never added to the map pool so many years ago on the ladder, then I wouldn't budge on my stance in saying that there should only be ww maps, but since it has become a part of ts over the years, they should be allowed. I do, however, still feel strongly that the mods that are allowed on the ladder have requirements that must be met.
  13. I haven't posted in this topic yet because I was considering how the mod map players would feel about a strictly ww map ladder, but I think that I am inclined to agree with punker. Unless the mod maps that are put to a vote to be included in the ladder are ww style, where you have to expand, don't have free radar, dont have an EXCESSIVE amount of cash and tiberium trees to start off with, dont have 1000 power off of one powerplant, among other criteria, then they should not be allowed in the competitive scene that is trying to be cultivated here. The ladder is meant to showcase ranking among the competitive community, and allowing maps that kill off the need for entire skill sets just contradicts that. There are NO skills used on a mod map that aren't already being put to test on a ww map, while the opposite is not true. I do agree that the ladder players should be required to play on a variety of maps, but mods, unless ww style, don't belong.
  14. Kill2wice, southvibe, destroy3r (actual one), limemouse, machida, hypert1b7
  15. yes that is basically how it works on ts as well. pink always is a bottom spot if on terrace, and is either tm and rm on ff in 8 player games. in games that aren't 8 players, the colors tend to be a little more randomized as far as starting locations (aside from pink), but in 8 player games, there are always a few favored spawning positions for each. Why would you want something changed that always has been an aspect of ts, especially since it can easily be circumvented by choosing your location with the spawning position drop down box?
  16. yes that is basically how it works on ts as well. pink always is a bottom spot if on terrace, and is either tm and rm on ff in 8 player games. in games that aren't 8 players, the colors tend to be a little more randomized as far as starting locations (aside from pink), but in 8 player games, there are always a few favored spawning positions for each.
  17. c0rpsmakr


    @ energy, the tiberium below the cliff isn't dense, and is utilized in very long games. if all players are battling to secure the middle, it drains tr's funds to try to fight in the middle, as well as expand all the way to tm. but tr should reserve rm tiberium for br until they're certain that br doesn't need it against bl, which is why i always expand to the left first (along with it being closer than rm.
  18. then you haven't seen any sort of decent game of tiberian sun if that is your perspective. games can go from 5 mins to 2 hours with a huge range of situational tactics and intense micro+macro control....
  19. c0rpsmakr


    im not going back and forth with you. i wasnt the one that emp'd "30 secs" before. my emp was less than 5 seconds away, say what youd like about who had what, it really doesn't matter.
  20. c0rpsmakr


    theres nothing delusional about all of tight's units about to be empd.... you were kicked out of middle, regardless of how much you were floating.... in fights for the middle you can have as much money as you want, but if you cant sustain it its useless, especially if your opponent has more units than you already and owns the tiberium trees. that's some long game knowledge for all of you wanting to learn how to do it by the way.
  21. if you turn barracks off after you make the jj and turn it back on it tends to not happen as much, but it still occurs about 20% of the time even if you do that.
  22. mega was up until like 2009, then kapa came along . but yeah, everything you just said, dan, ive already repeated 300 times on these stupid topics but people continue to rehash them hoping to see their names in these lists after everyone that was good competition has left. most people that join games would still be getting kicked if the amount of good players would be even as high as it was in 2008 (which was still basically dead).
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