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X3M

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Everything posted by X3M

  1. X3M

    recordings

    Looks like a mod map, correct? I see no tech centre, wich is needed for the MTMK2
  2. Returning to basic stuff with a lame excuse is what they did. However, EA games wanted to make up for what they did with Tiberian Sun. So they put the most effort in C&C3. (Which lacked in Kane's wrath). Micro balance, Macro balance, Realistic feel to units and structures. Except.... the recon bike. Even the veterancy is balanced. Is the veterancy correct in the cnc wiki? For TS? Because I am reading some ridiculous stuff there right now. Recon bike gets the "stronger" missiles that the MRLS uses.
  3. This ranking reminds me of the ranking of a deceased mmo game. Where you had all the rankings of all possible units . But they allowed you to choose more when you reached a certain amount of posts. Thus one could be a civilian or rifle infantry with 700 posts while another had "siege quad" at only 400 posts. As punishment they gave out rankings like flamethrower or flame tank. I don't know if it is still possible though. That forum format, I have only seen it once. Grenadiers and Medium Tanks are both cool.
  4. Oh yeah, I forgot about that . I need to replay the single player missions once again I guess. Any way, RA2 and 3 follow RA1. But according to the wiki, TD also follows RA1. Thus RA2 and 3 are a different time line. And a cancelled game (another C&C3, while tiberian sun wasn't out yet?) would have told this story. With the compilation pack from 2007, RA1 is not prior to TD, that is, according to EA games. But hey, the original designers where those of westwood. While EA games. well.... you know...
  5. Through the C&C series, Kane shows hints that he IS immortal. Here a little comic story of 3 meme's combined The original got killed by the ION cannon? In TS he returns. Then you discover that was actually a clone, the real kane might be cabal? Makes this the first one still the original or a clone? Maybe cabal is also a clone. In C&C3, he just walks around, no hints whatsoever. Have not played C&C4, but there he goes back in time? Any way, in all that time, he never "aged". What is the time span from dawn to nr.4? What was he doing in RA1? That one makes no sense.
  6. Great, then I will try again this sunday. (workworkwork) I do need to reinstall all 4 though. They didn't reply to me, so I wonder where he reported it. Is this info avaiable?
  7. Really? I'll check when i get home. Or are you asuming this because the topic went silent?
  8. X3M

    "Useless" units

    Indeed. That is why there should be a choice by the designer. How much money for one set of units? Then balance on that. I have example calculations to show the difference between "equally" sized armies... If you are interested.
  9. X3M

    "Useless" units

    It is true that low money shifts the strategy. While until now i have seen more money maps ( which is a bummer ) then normal games. In ra, rs and dune2k. I have seen only 1 low money map for each personally. And 1 replay in ts. Thus 2 ts games in total. All other games where moneymoneymoney. While i hate that.
  10. X3M

    "Useless" units

    I think, they started with this. They have many units based on the effects that you are naming to begin with. One of the first previews that I read back then mentioned that the majority of the game lies within building up defences. Air units. The hardest units to balance. Most air is overpowered in all the C&C games. That is something for sure. Other RTS have this problem as well, thus I recognise the different possible factors specifically. But Tiberian Sun has really a lot of reasons. I don't know which ones they took into account for balancing. Thus I name them all for now. Possible imbalances: - They need to reload, but for balance the designers thought to increase the damage outload. I consider this a good approach, but they forgot other features that they add to air. - They are mostly stacked in combat. They don't block each other. And all can fight at exactly the same time. (Estimated +40% in general at an infinite ammount of units (health+damage)). To be countered with splash, splash any one? No splash in TS? Awwww... - They are ridiculous fast compared to all the other units. Some games make air fast while they don't balance this. (Estimated +100% on health). To be countered with lower health. - Flying over and dropping (orca bomber/banshee) is practical speaking also better then having to hoover first and then fire. SAMS need to turn around, shorter ranged units need to hunt the air units and have a shorter time shooting (Estimated +50% on health, but combined with point 3, +200% on health in total) - They ignore terrain. Depending on the maps, in tiberian sun +50% on health. - When using support units or meat units in air, they have a different purpose than land units that aren't stacked. Support is for hit and run on wandering units or easy targets. Fast dealing with them. Meat is more for a bombing run on a base where air is supposed to die, but these are not doing much damage in general. Luckily SAMS have homing missiles that follow the air units when they go out of range. Of course, in certain situations air feels weak. But for this you need to look discretely to the balance. Players avoid deadly situations. And faster agile units can avoid this easily. I don't know how many points they have taken into account for the balance. They should be grateful for when one of the Starcraft designers joined their team when making C&C3. There you have splash with certain AA weapons, a price balance on the stacking (Pitbulls and infantry too! ). The ORCA bomber? If I asume that it is supposed to be an support unit, 400 in health and 1200 in damage. Although, to me it always felt like a medium to meaty unit since the true worth of health exceeds the damage worth. (They do a lot of damage you say? That is because they have the chance to do so! Due to durability) Using all the factors above. The new cost could be at max 4200. Sounds ridiculous to my instinct. Now that sounds like a lot. But stacking units means an army strenght that grows a bit faster then normally. The first one is only worth 3000. When you have 2, both are worth about 3224 each. With 3 we have 3320 each, etc. etc. (Formula for stacked units can be asked) It is depending on the average ammount of units used by pro that tells us what the stacking factor will be. I like having 25 bombers, thus each would be worth 3533. Much lower already then 4200. Still it sounds like a lot while I considered the bomber to be a support unit by intentions from the designers. I think that they did have taken some imbalances into account. Perhaps the stacking factor is already there. So the bomber remains a measily 3000 (maybe less if they implemented a wrong factor.) Jumpjet infantry: They aren't fast and don't fly over. The reason why they are considered weak is because they are killed very fast by AA. And their rifles are only usefull against infantry and weak vehilces? Perhaps they are the only air units that have a proper price already. But then again, they too are more or less a support unit.
  11. Trying to find to alert the ziggo security programmers. However, I find other options now too. Analysing these. Ok, seems I can restore a file that got isolated. However, it immediately deletes cncnet5.exe right after restoring it. Without even trying to use it. I think I am doing something wrong here. And why is it suddenly marked as trojan? It must be some script that they consider bad, since it is a deep scan. On the other hand, all the normal .exe programs where in the list of allowed programs. Except cncnet5.exe Could it be that since one program tries to run another .exe, that this is the "trojan" by some new standards?
  12. X3M

    "Useless" units

    Some units are simply not build because there are better options out there right now. Before attempting creating a balance. Mapping out which units are used and which are not. Perhaps a little scripting that logs every game how much units are used of one specific. Like the one in red alert has. If one unit always shows 0. Then we know it isn't used.
  13. When double clicking on the icon, you still get the menu. The next file seems to be missing. cncnet5.exe
  14. It is from Ziggo; Ziggo Security Basic, checking it now for change of settings. Turns out, it had 2 updates today without alerting me. This means that everyone with this scanner will face the same problems. It had the Hydra update and the Aquarius update. Normally this scanner shows no problems, it simply asks me for permission. But some how it now immediately deletes the suspected file. I also tried reinstalling TS. When trying to run, it asked for permission to run. Then, it got deleted again. PS, checked for logs; no logs !!!!
  15. This just recently happened. While it was fine 2 days ago. Only the files of CNCnet are marked like this. The only new thing that I installed during the time is an update for flash player. For the rest, notching new.
  16. X3M

    recordings

    A bit sluggish, but excellent video's for me to learn from. I watched video 11 from the spectators completely. There are 6 units used constantly: Rifle Infantry, Titans, Orca Bombers, Mammoth MK2 with drop, Disruptor with drop. Is this always the case when playing with the big guys? Also great to see, no spam feast.
  17. X3M

    "Useless" units

    Too bad that you have to tech a little before the pavement becomes available. In some missions I even rebuild a part of my base after selling, just to get pavement under the first build structures. I just knew that those pesky artillery would have a chance during chaos. And that a structure might still be lost. I even used silo's to expand my pavement much further. I just noticed, a poll is not possible on this forum. It would have been neat for me to create a poll. Instead. Now we have to do it manually. And out of experience, this doesn't go well.
  18. I think it is great that we can enjoy the older games again. Especially since all the other servers (including westwood) never worked/work for me. CnCnet is the only one for me. And that is what it makes it great. There is also a topic somewhere on this forum (should be made a sticky, or should be made possible with the next update for the uber retarded in programming (me) ), where is explained how you can switch between games by simply joining a room of a certain game. Which also makes CnCnet much more epic.
  19. X3M

    "Useless" units

    A scrap tree is something different then scrapping units from the game. ( remove the s ) It is more or less a thought experiment, mapped out. Where you can create a ranking of the best to worst units in a game. Since you create a tree to start with, discussion schould be easier to see which unit is the worst. Eventually, there will be a top of units left that hardly can be scrapped "in a particular order". Ps. Recon bikes against disruptor is a new one for me.
  20. X3M

    "Useless" units

    In that case, we can consider two possibilities. 1. We take a look if an unit is used at a certain point, regardless of map size. It would be more of a general oppinion of the people here. After all, only newbs(noobs) would use the "useless" units. 2. We only take a look at the end game, regardless of map size.... etc. I propose option 1.
  21. X3M

    "Useless" units

    This calls for an interesting project: How about making a scrap tree for each game? First we decide, what is good against what. Then we start scrapping the most useless units first. Meaning, if there are much better options, then the unit is simply discarded. And lets see what remains as a "balanced" game . I did this once on Warcraft 2, Only the Footman/Grunt is scrapped when full tech is reached. Every other unit remains a valid only choice. To compare, in TS, you go for the most advanced air unit any ways. Thus the weaker ones are scrapped. By majority, we already can scrap the nod buggy. Although, the wolverine is a valid help when attacking with juggernaughts and titans. Now, this doesn't do much yet. But if you scrap one unit, another one might become less useful. Thus that one might get scrapped in turn as well.
  22. X3M

    "Useless" units

    Yeah. Jumpjet sucks "hoover mrls" to the power of 2. As if they where designed so that the hoover mrls had 1 extra target when out of the base... Limpy drone has a 1 time use. Unless they get the fog working. Then players will spam them. Stealth tank also equals mrls. 1 detector, and the stealth is doomed to die.
  23. So, do you have an unit that you rather never use? I'll start with the Hoover MRLS. Less range and damage and durability then the SAM-site. Almost twice as expensive. Not really more range then other units. It isn't that fast at all. No hit n'run possible like it was supposed to be. Sure, it can hoover over water, but most maps that are hosted online, don't have the water advantages. Is there any thing that it is "good" at killing? Infantry, no. Vehicles, not really, except the nod buggy and wolverine. Structures, well, might as well use your more useful units any way -.- Harvesters, ok, here I see something positive. While needing at least a medium group, they can kill harvesters and retreat back to base. The only thing that could counter this is air. Which is ironic since the hoover MRLS is supposed to own air. One bomber (1600) is able to kill 2 Hoover MRLS (1800) in one go. Sometimes even surviving the event..... Might as well use my own air for killing harvesters. Am I missing a point?
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