
ore_truck
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Everything posted by ore_truck
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Red alert 2 (without Yuri) or Classic mode, when will it be released?
ore_truck replied to notawizard's topic in Red Alert 2
Same here, RA2 is good. YR is OK but not as good as RA2. Too much imbalanced units. -
He is kinda overpowered but not invincible. Beating a Yuri player feels good.
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Sounds like xeth is trying his hardest to shame himselfspread propaganda/gain a rebellion support. Funky has always been trying to help people out, there was 1 guy complaining at the lobby how Tiberian Sun doesn't work on Windows 8 and the only thing I said was "same problem here" before I went for a barbeque outside my home. 20 minutes later I came back and found funky private messaged me with help and links. You must have been a real trouble-maker to deserve a ban, why would admin kick an individual out from a community he created when he clearly wants CnCnet to expand. There are more behind this story you're not telling. Yes, I'm getting bored waiting for enough people to join my 3v3 Europe game and this flame-thread and replies is quite interesting.
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wow I just never thought about the A-10s flying inside each other, making the visual of one unit. That explains why my "single" plane can take out a construction yard sometimes. And I've seen SAM Sites destroyed one plane with an explosion in the sky (and EVA announcing unit lost) but the "same" plane just continues to fly. I thought airstrike planes can be reduced to 1 plane from each lost A10 and the last one is invincible (since it still flies eventhough a SAM destroyed it) but I guess it's just multiple planes flying in each other. And I just knew the computer team's airstrikes are reinforcement units rather than superweapons since they can pursue moving targets or change targets (if they still have bombs left) if their initial target is destroyed/recloaked. At one point in the mission Twist of Fate where NOD enemy can use airstrike, the computer airstrike sent like 4 planes at once (usually they send only 2).
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Is it the same in the covert ops? Because in Blackout, I destroyed the first flame tank with 3 A10s and I had no base at that time. On the same mission, I had 3 planes on my second and third airstrike but I noticed it gets less to 1 plane somewhere near the end, I've confirmed that Nod managed to blew 2 of my A-10s earlier so does this have anything to do with the plane reduction? I don't see any bugs about the prerequisite part, building a damn expensive, power consuming, long construction time structure should reward you with its tech. But off course, it's fair if the tech is unavailable again if the prerequisite structure is gone.
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Teaming in FFA is just insulting us. My advice is to insult them on sight!
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I just knew the mission is about building base outside after busting the MCV out, because of the mammoth tanks trigger, the engineer reinforcements that is deployed outside (even when the APC had just drove through the base) and the tiberium fields all over the place. But then capturing the Tech Center gives you free Apaches so I'm guessing they did want you to capture the GDI base so you can build helipads from the GDI construction yard to reload the Apaches.
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I literally wanted to start a topic about this LOL. I beat this mission head on once (out of 5 tries),it's because it's very difficult because a GDI mammoth tank will attack your MCV as soon as you bring it out and a platoon of smaller tanks will move to the tiberium field which isn't defended (other Tiberium have starting GDI units). I started out rampaging the village to lure the two mammies away and destroyed all 4 southern guard towers from a spot where the AGT couldn't reach it. Then, jailbreak the MCV and you'll see all hell broke loose: They doubled their AGT inside the base, built 2 refineries, started producing tanks and MLRS. Oh, and they still have Ion canons and Engineer reinforcements. I got my airstrip captured and GDI was building lots and lots oh Humvess....from the captured airstrip!
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Oh yeah, it's highly recommended you save the 2 mammoth tanks being sandwitched by Nod forces at the north at the start of the mission. It's also possible to save 1 medium tank if you can regroup it with the mammies (just drive them away from the surrounding Nod units, only a few of them would give chase) and you also need to move 1 medium tank near your initial base because the AI will destroy it if you don't. I discovered setting lower game speed helps in the beginning. The Apache at the central base will be very annoying if you lose those mammoths.
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For me, it's the hardest C&C1 mission. I build my base expanding to the north-east (where your MCV arrives) so I can easily deploy refineries near the tiberium fields on the east. Then expand to the west (there's a huge tiberium field in the north) and destroy the Nod mini base at the north-west corner. By this time, you should have refineries near key tiberium fields and can easily destroy the central base. The South-western base is the hardest of all, be sure to conquer 3/4 of the map first before beginning your siege there. I didn't do any sandbagging in any of the missions. Also, I noticed the AI cheats in this mission. They keep getting lots of cash from the slightest tiberium harvest. It was their last base with only 1 working harvester, their money has depleted (empty silos and they sell any building that takes damage) but after the harvester collected 1 small piece of tiberium (I monitored the harvester when it left the base and return, the tiberium field there was depleted) their silos suddenly went full and they build 3 buggies and rebuild a second harvester from that little collection.
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I don't like naming and shaming but if you're talking about the HK guy who keeps changing his nick, then I see what you're talking about. They actually 2v1 me in FFA on one game. Usually, he forced me to play as GDI and always pick tiberium garden maps (1 and 2) with lots of starting units so he doesn't have to worry about tanks when spamming his orcas. I never seen him uses a different tactic. Had this on Red Alert too, it was supposed to be a 4 player FFA but I literally won against a 1v3, two of them are good friends doubleteaming while the other one had the same starting pos as me so I quickly beat him by building flame towers around his construction yard and took about an hour beating the two double-team guys.
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How could this be a problem? It clearly says 'Ignore' so it doesn't give problems unless one never bothers to read before clicking anything.
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As long as there's a tiberian sun version of renegade, I'm OK with that advertising, otherwise it really is a false advertisement. Also, what's with the Gun Turrets instead of Laser Turrets? I doubt this is a 'just for fun' video since they advertised download links in the description.
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Dont know whats the fuss is all about but yeah CNCnet rules!!!
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Favorite:Stealth tanks....they're sneaky,fun to use,like the cloaking/decloaking sound,ambush,covert ops unit,scout,vulnerable building killer,distraction/diversions....these things do everything as long as it doesn't involve fighting a unit/base defense that can attack it. Least:Technician,sold my barracks hoping a minigunner would kill the engineer who nearly captured it but a technicians pop out instead and they let the engineer slip into another building!
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The main problem I had with GDI against NOD is that they can attack very early before you're ready. I mean if the battle reaches late stages of the game, I can still have a 50:50 chance (or maybe more) to win and me and my enemy can go all out with our tanks and use all resources and have a good game, but if they attacked early and wreck my base in the first 2 minutes, I may just look like a noob since I didn't have a chance to do anything. The buggies, if built 10+ can clean a base of infantry and deplete a medium tank's health at a surprisingly alarming rate. While the enemy is busy killing your infantry and disturb you a lot early in the game with superior numbers of buggies, they are probably queing recon bikes so even if you survived the nod buggy attack, another wave of bikes will finish off what's left. I always have infantry scattered in my base, particularly around my construction yard and weapons factory. By the time my weapons factory is ready, I have enough soldiers to put around it, my construction yard and other undefended parts of my base. By the time I constructed my third medium tank, I saw 20+ buggies in front of my base..HELLLLPPPPP!!!!!!!!!!
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I think Tiberian Dawn and Red Alert missions (and their expansions) are quite hard if you're playing it for the first time, then it seems easier if you failed and retry many times. I didn't remember retrying a lot of missions in Tiberian Sun, except some Firestorm missions that are really difficult like the last missions for both sides, In the Box(where you must capture CABAL as GDI) and the NOD mission you need to assassinate Tratos. Dogma Day Afternoon (where you fight the cult soldiers and tiberian fiends) was tough on my first few tries. Red Alert 2 and YR on hard isn't so hard even on my first try except the penultimate Soviet mission, Operation:Red Revolution which was insane with enemy bases covering the entire map...and they're 3 different house colours too so destroying power plants on the first base doesn't affect the next base power. I then discovered the only way of winning the mission was to use the starting kirovs and avoid as many flaks as possible and bomb the kremlin.
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Fun little fact: you don't need to face the Defender at all. Disruptors can shoot through Firestorm wall, and can be used to simply destroy the core inside its "protected" area XD I used Mammoth mk 2 and shoot the core through the CABAL's firestorm. I didn't expect that mission can be done just like that without needing to fight the Core Defender. The defender was hard when I played as Nod,he's a real badasss, I destroyed him by blowing a bridge he was standing on(actually my intention was to lure him to the south-eastarn island and destroy the bridge,trapping him there). Yeah, that mission was tough. CABAL's attack was relentless, thankfully the EMP canon helps a lot.
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I find GDI missions harder. For me, the hardest mission was the one where you start with 6 grenadiers and 1 MCV at the beach with turrets pounding you from the north and a light tank to the east. For the Covert Ops, it's definetly Eviction Notice and Blindsided. Nod missions can be easy because of fast recon bikes, nuke that can destroy more than half of their base, 1 obelisk can defend most attacks since the GDI AI attacks in small teams and parking stealth tank on a spot where they want to build a structure.
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Come on people. Baby can also mean his girlfriend who he calls baby and the 'rape' word is a fetish term they agree on for spending time together. Let him be.
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NoobRA2Player me_pro,you_not! Mrs.Yuri PussyCat DrTitties Cheeseburger
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Nothing wrong with having a competitive game, it's just silly to see repetitive threads asking for a clan or ladder. Like amokk says, it's been answered and you guys seem like pushing the developers to make them.
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Since 1999.
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Wall barriers: Lower cost. Technician: More firepower against infantry (although they are intentionally useless) MLRS: More range or firepower against armor. Chemical soldier: More damage. Artillery: More firepower or range.