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Everything posted by X3M
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I didn't mean that the APC unload for dealing with the Bikes. I meant that the APC try to reach the SSM instead. And unload only there (preferably only when the APC is destroyed). It sounds weird, but a couple of infantry might be able to tackle one SSM before dying in the inferno. The tactic often fails if you wait to long. And the wall of B/B is big enough to block your APC out. And I don't use APC alone, there are always some Mediums with them.
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There is more to it. DPS always has been an illusion. Have you included the first shot in your calculations? It often starts at point 0 in time. With a cooldown of 1 second or 10 seconds and their corresponding damage value of 1 and 10. This makes a lot of difference in a time frame of 20 seconds. 21 versus 3 shots is what you get. Or a 21 damage versus 30 damage. While DPS gives the same result of 20 versus 20. Second, it is better to include the fact that DPS is something different than the shots that you need for destroying a target. Each target actually has its own time frame depending on the damage and ROF. A target that needs 2 shots is done within 1 time unit. While a target that needs 3 shots is done within 2 time units. And third, if you calculate for more units. You need to keep track of the dead. Units with a shorter lifetime will do less total damage in the big picture.
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Yeah, that manual loading 1 by 1 is indeed anoying. And players often have no time for that.
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NOD has many anti infantry weapons. But you have your APC's for dealing with that. This way you give infantry speed and armour until the point of exiting the APC. I do suggest out of experience, keep them in the APC and use the APC themselves for shooting the SSM first. Because with amass SSM, there is bound to be one who hits the infantry. Also, I don't use bazooka or grenadiers for this. Only minigunners. They are just as effective, but are cheaper and shoot instantly. Against other NOD units, you simply fill (or not) your APC's accordingly. And order the APC to let them exit when they can help without being obliterated first.
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Well, nice to know that challenging to loose would give new insights in the triggering of these games. And it seems that I don't have to challenge you to play that mission without a refinery, because you already did. Good job.
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True, that is how they are supposed to be used. But how would you deal with them then? SSM are a late tier, I think that when the time arrives for the NOD player to be building them. It also means that if any GDI player who is still alive and survived to that point, will surely have a ton of tanks by now. That would be the main reason for a drawn out fight supplying the players with late tier. Regardless the choice of Medium or Mammoth. OR GDI is towerturtling. Which in that case would justify the means of SSM. And GDI is certainly doomed at that point.
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Perhaps this might come as a stupid question. But aren't Humm-vee's the best ones to deal with SSM-Launchers? You have about 2 Humm-vee's for each SSM-Launcher, you don't need much tech for Humm-vee's. They are faster, thus dodge the missile IF you play at a bit lower speed as intended. And the weapon of the Humm-vee is strong enough to deal with light armor. Further, Medium Tanks relatively don't take much damage from this missile. I do admit, that the Mammoth is waaaaay to slow. But very strong if you trap the SSM. Let us not forget, APC's. Better armor, for a higher price. Also fast enough to dodge the missiles. And if it is low ammount of units, simply deploy some grenadiers and bazooka men. Heck, even minigunners are sufficient enough. @Ferret You points are good ones. However, they are linked to the fact that every one goes money map + max speed. Imagine how much more micro is possible if you just slow down a tad and make income less (but constant). A good map should contain a lot of blossom tree's I think to get the constant income. After all, the regeneration is an OMG factor in the early games. Starcraft has been balanced on 1 speed only. Starcraft has been balanced on the fact that standard ladder maps had a fixed amount of resources for any player. C&C3/Kanes Wrath copies this completely and is in that regard a good game (my opinion).
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Ok, when you use Q. It goes as follows: You target a tank, and with Q you can also give that same tank the next movements in a "Q". Meaning that while the order is attack that tank, it also moves around while doing that. It works best or only with rotating turrets. Thus tanks. Here is a tutorial about it, info about Q starts at 1:47 : http://www.youtube.com/watch?v=yNxJhL8kM3w&list=PLXk2ncRN1Z5JUmHA1oqFFA6VdSEb7P3Zx And after this, you will automatically have more respect for Tesla weaponry. The story about DPS, where did you find it? Because I lost it and was searching regarding this topic.
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So, the imba feeling that new players get with NOD vs GDI is because of maps? I didn't think of it that way. But it is true that in RTS, the income speed is also of importance on balance. I even did a little study on this effect some years ago. Also game speed is of importance. Most play at the maximum speed. But I think the game suffers from this. I mean, NOD is faster, thus when they attack. At speed 7, they do 7 shots, at speed 5, they do 5 shots. Before another player reacts. Eventually, only preventing such a rush would be the only option for players. Which is something new players can't do at all yet. In that case. We also might wonder why the maps are filled with tiberium. It is because the growth is so very low. Original, the balance would be at around 2 harvesters. Then maps have to be designed this way again. The only suggestion that remains now would be that the growth of tiberium is increased to accommodate these 2 harvesters. Or a map is designed where each player has like 9 blossom trees within the vicinity. As for gameplay. Some people expect every one to follow their lead. I say, play what you want and how you want it. That was the great success of SC/BW back in the old days. If there are players that do FFA, let them. They are having fun that way. And most players play, to have fun, not skill If I ever spot someone doing sim-base, I will let them. When they are finished, there is a new challenge awaiting for me. And that too can be fun. TD was never meant to be a rushing game. But a tactical game instead. So Matt, I would love it to see you making an old WW map. I have seen your work lately and is impressive. (Preferably with 2 to 4 players, all on the right side of the map)
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Is that even possible? Would be cool though.
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You should. It is really worthwhile. Further, I too agree with everything. But instead of nerving NOD, how about giving GDI some extra instead? My suggestion for the MRLS remains, +1 or +2 range. Range does so much for support units. Instead of the Adv. Comm Centre, just the regular Comm Centre. Humm-vee's should have more health, that's it. Instead of +7%, how about + 67%? Makes them "equal" to buggies, but meatier. The difference in both Air units is ridiculous. But compared to Red Alert, they still do a decent job though. The only nerving for NOD: My suggestion for the Flame based units, simply remove the chain reaction mechanism. And use a splash damage effect instead.
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Good job, you made it look easy And that cut scene is indeed rare to see. By the way, do not underestimate Yak's. If you need to kill infantry any where on the map. A couple of Yak's is what you need.
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You can't loose that mission. Can you? Could you try? The video took longer than you playing the mission . I love it how he requires her special skills.
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Remember, Q! is good for You! Scrap Mammoth, they have an extra type of projectile. Lowering their overall effectiveness in normal tank combat. The other 3 types are on equal grounds regarding firepower etc. However, I do not know the effects of Q with these 3 while the opponent also uses Q. But in the old days. The Heavy Tank was the best due to survival damage. I think Q reverted this into the Light tank or changed it into a perfect balance at a certain set amount of costs.
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I just ate 10 cookies!! And had a glass of Safari with it.
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See that lake? Fill it with destroyers and carriers. Air problem solved. First base raped. Use a pinpoint attack on the second construction yard. Prefaribly an apc 5 engi attack. Right after sending a spy into a power plant. Teslas wont be firing. The rest miss your apc. Once done. Airforce for tactical powerplant bashing. And then you bash the rest with your airforce. It takes more time. But your losses would be considerable less. I used 1 thief at the start for distracting the flame tower. And ended up saving my first tanya. That would be about it. I look forward to your soviet campaign. Or do you the allied aftermath first?
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You did a splendid job. And it is true that when you destroy the bottom base. You get less opponents and more ore. 21:30 That imprisoned V2 kills of a dog out of frustration. When I did this mission. I used more tactics instead of a blitzkrieg. And when you do, you end up using almost any choice in your arsenal.
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That is true. Even the chromosphere can be more of a danger. Simply sending in a carrier to a nearby lake can be pretty damaging when unexpected. I think the best use for the Iron Curtain is to use it on a V2 when targeting a structure. Within the time given, there is surely 1 more rocket to be fired. But other than that, I don't know what would be a better use. In the Aftermath, use it on a Tesla Tank?
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I agree completely. If I'm facing someone I've never seen before, I still start with my usual build order and churn out units just in case, but after I scout their base and see only 1 ref or whatever I chill and try to chat with them. I'll advise building more refs and hold back a while. Sadly, some people just quit once they see the force I've amassed. Or they quit when I annihilate a poorly executed engi/apc rush. Sucks though, I never quit so easily when I started. This is why my "was to be" buddy left me. Even though I thought I was taking it easy on him. A reduced game speed gives them a chance to watch and react. That is what they need in the beginning. And yeah, talking to them does help. But somehow, anti rush maps do great with TD. You know, it gives them a chance to turtle. I played one just minutes ago. And this other guy totally loved it.
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Heavy tanks (2 cannons) were an answer to 2 problems in tank warfare. One, the reload speed was still slow for tanks to win a fight. If a second cannon already was ready, they could fire it immediately if needed. There are even rumours that tanks with 3 or more cannons where designed in the early stages. Two, accuracy problems at a longer distance. If 1 missed, the other might still hit. That is why you see at least double cannons on ships and anti aircraft guns. Not much know this, but the 2 cannons are slightly different in their aim for a bigger spread. Modern tanks are very accurate due to the calculating powers of the microchip. Thus only 1 cannon will do the job in a tank vs tank fight. The reload time is way faster these days than the decisions a tank captain can make. Further, split second decision making has more influence on the position of aircraft than a tank. A tank is relative slow in changing direction or altering speed. Thus the chip can calculate where the tank is going to be. A boat is slow too, but in the sea, you still have those nasty unpredictable waves lifting up or down a boat.
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I am absolutely sure this has been asked before. But will there be an option to turn down the game speed when playing TD online? Before the match happens? Or can it be done during the match? I think CnCnet would benefit since new players actually would have a chance in learning the game. This top speed is really chasing away new players. You know... The ones that never saw it before.
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I like your red alert series a lot more than the tiberian dawn series. Perhaps it is the AI that gives a better challenge. I hate that nuke mission map once the timer starts. But the bird at the end is worth it. And it seems I am missing a song in my playlist that is playing at 36:00 in your last video.
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True, no one likes that map any way. It looks like a simple map created in a map editor.
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Can you do that last mission without casual casualties?
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Video 14 Every one wacks the base instead of going sneaky