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Posts
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Everything posted by X3M
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I decided not to challenge you in that. Because it would be a boring and obvious challenge. Are you saying you actually could and want to show? With a lot of effort, the first one, I once managed. But it requires a lot of distraction either way. The second one seems impossible with the one and only bridge being destroyed so quickly. To be honest, I rather have you do the next mission.
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Perhaps all this buffing isn't needed. If the APC were just easier to fill like in Red Alert. Or having the factory deliver filled APC with having extra cost of course. (Perhaps custom filling? ) GDI still has the humm-vee and NOD has the buggy for normal attempts. But this would be a dream. On a side note, who here has seen how things are done in C&C3? Maybe we can learn a bit from that "version" of the game.
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There for I said: The following units would benefit from it: All infantry, Humm-vee's, MRLS, Artillery. If you feel like grenadiers should not have +1 range, then don't. If you feel like grenadiers would over power flamethrowers. I did say All infantry. It is true though that only adjusting prices is the most direct adjustment one can do.
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I have seen a lot of good suggestions. But make sure you adjust one thing at a time and take note of the effects. Before adjusting the next. Do not adjust prices. Players dislike that. Adjust the "hidden" instead. I think, range adjustments would do good for the game. If something is to weak. Give it +1 or +2 range. The following units would benefit from it: All infantry, Humm-vee's, MRLS, Artillery. I have yet to witness buggy outranges/dodges grenade micro at the highest speed. So I think that this +1 range for the grenadier will be no problem with most players?
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I never liked those 2 missions. Getting the convoy across. Simply due to the fact that you end up destroying a lot/everything any way.
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If you are talking about personal messages in the lobby. There is. In the new window, you have 3 options. One is the ignore button. And the person is muted. However, it doesn't stop them from spamming in the main lobby. Or in a game.
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I enjoyed that last video a lot. On certain structures, the NOD Apache is a better choice.
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Of course these numbers are needed as well. Can you supply us with the calculation? It differs for each speed (and type of terrain?)
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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.
