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Posts
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Everything posted by ZiGZaG
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Not a bad list but your missing a fair few classics that are better than some of your choices. No Cs, Offense Defense, Dry heat, face down etc. Overall your list looks heavily based on newer ra2 maps. Infact it only has 5 YR maps in it. Also tour of egypt random spawns? should at least be lvr...
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The best faction is always map dependant imo.
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Im sorry but i disgaree with so much of this. 'The allies have no rush threat' - utter nonsense. GI ifv's/quick seal/rockies/planes 'Sov scout faster' - Completely depends on the map. Does a sov scout quicker on artic cricle? Probably not. 'Are better at / vs laming' - This i disagree with completely, the allied factions with its versatility and speed makes it much more effective for laming. ' 1. The sov timing pushes (2, 3, 4 war) are enhanced in strength and duration. So can allies. 3. 'The allies have no tier 2 push of their own, they are still bleeding from loss of time' - Rockies/planes/para or depending on faction eagle/TD/Cannon/Sniper. Good allied players will slow a down sov players considerably at this point.
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say what? YR is far more balanced AvS than ra2 imo.
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Heartland in my experience has always been a strong map for Soviet and a difficult map for allies.
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nonsense. lol
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i believe its 10.
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Actually No we arent. Yuri's revenge always had spawn previews even on xwis.
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As i stated id have the following setting's Short Game = ONMCV Repacks = ONDestroyable Bridges = ONSuperweapons = Dependent on FactionsSpawn Previews = (you should see your enemys location on loading screen.)Game Speed = MAXCredits = 10,000Starting Units = 0 Crates = OFF Id start with something like this. All Matchups. Country Swing Offense defense Golden state fwy Montana DMZ Hidden Valley Dustbowl Dry heat Heartland Dune Patrol Blood Feud SvA, MIRROR (SvS,AvA,YvY) Deadmans Ridge Heck freezes Over Tsunami Alaskan Oil Spill New Height's Official Tournament Map B Pirate Bay Divide and Conquer Tour of Egypt Jungle of Vietnam Face Down Roundhouse Kick Snow Valley Paris Revisited Depth Charge That's 25 Map's Giving 10 maps of Allies/Sov vs Yuri, and 15 maps of mirror/SvA. I personally do not Support a veto function, i think its an overall bad idea.
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That map pool was a last ditch attempt to throw some life into a pretty much dead ladder. i would suggest reverting to an earlier pool and making some addition's/changes. This is probably a good topic to look at. http://xwis.net/forums/index.php/topic/55636-yr-qm-renovation-proposal/ I agree with Prep completely. Start with 20 maps or so, this way players will learn and this is key to making and maintaining a competitive ladder. I would suggest a a seperate topic where players can submit proposals and then after discussions can be voted upon. Short Game = ON MCV Repacks = ON Destroyable Bridges = ON Superweapons = ON (but preferably RANDOM if possible) No Spawn Previews = ON Game Speed = MAX Credits = 10,000 Starting Units = 0 These should be the exact setting's apart from the Superweapons which have to be dealt with by scenario. SvY for example must always have supers on, i dont know if it can be incorporated or not but having supers always on on certain maps would be nice to prevent long campfest games. ( Death Valley Girl in SvS springs to mind.) Also Sedonna pass is a terrible map to 1v1 on, especially for inexperienced players. Your map list looks more like ra2 than yr.
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Short Game - Sovs > Allies Long Game (w/o superweapons) - Allies > Sovs Long Game with Super's - Depends on map. All if this obviously depends on player it's a mistake to compare the likes of harriers with kirovs. Also if you try kill an mcv early game with harriers rhinos will overpower u. If u try it late game the Soviet will have flak. 4 flak tracks with good control will shoot all them down before they get near. In the event they don't 1 well timed click to move the mcv dodges all the missiles. Allies do have better vision especially in large maps but a few dogs and even a flak track if necessary sorts that out. 3. - So can sovs 4. Not really 5. Siege choppers > prisims Apocalypse and kirovs aren't used that much rhinos get around the map just fine.
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for me XWIS > WOL > NOW. By 2006/2007 YR was dead on XWIS very few players and even fewer good players its no wonder you made it to the top 5 so easily, on wol there was plenty of good players, however by the time of XWIS, come 2004-2006 all these older players that reapeared i generally got the better of with relative ease. The game and players adapt as time goes on. The only reason imo, that the player base now isnt as good as XWIS was when YR was active is the lack of competition.
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Im in. Let's do this.
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Desrlator* was Kris's nick and the miner glitch (when it first appeared) had nothing to do with sunny, he didnt do it untill years later.
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I have played an online game vs a white opponent once. Not entirely sure what happened but it was a qm on XWIS years ago vs tim on dune patrol, he randomly started the game with a white mcv.
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zigzag wouldn't unlock his game for me because he lost to many times
ZiGZaG replied to Korc's topic in Red Alert 2
Korc you dcd and we got a fourth who didnt lag. I dont really care about winning or losing, but im sure the others noticed the speed difference after u dcd aswell. Fix your lag. Matt, I only ban you when u get all up on your period and start flaming everyone, Clearly the pill is keeping those mood swings in check as you've been alright as of late. -
yea it would and in the original version it would probably also make gameplay a little more even i thought, i like the changes though, looking foward to trying it out
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Download XCC mixer and use it to select the individual audio files from the files theme.mix (Ra2) and thememd.mix (YR)
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Looking for a group of active ladder TS & YR Testers
ZiGZaG replied to Grant's topic in CnCNet Ladder
Can we please remove tej from the testers group. I feel threatened. -
Looking for a group of active ladder TS & YR Testers
ZiGZaG replied to Grant's topic in CnCNet Ladder
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[4K Video]Yuri(clan) vs GameBox(clan)[ 3v3 Super Pro]
ZiGZaG replied to PS4=PRO's topic in Red Alert 2
That 4k Video is sick haha id like to try and play a game on this reso id imagine clicking drones would be rather difficult though. -
Pretty much my thought's. I really like the design and layout but it looks like the distance from each spawn to the southern island and dog luck will decide who wins. Id advise a large concentrated patch of ore behind each spawn. In its current format i can see this map bieng all about dog luck and with the limited resources, once you lose that southern middle area you will probably lose. With a bit more resources near each each spawn i reckon the southern part while still highly advantageous would be less of a game decider. I would also remove the tech power plant on the top left, i feel that if the left side wins the middle it will be far too easy to camp defending both top and bottom. Right side wont be able to do anything from the ground.
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Id argue about your comment's...but its probably true.