Jump to content

RC1985

Ladder Tester
  • Posts

    137
  • Joined

  • Last visited

Everything posted by RC1985

  1. Time for a little bragging - i completed it in 17 mins real time / 1 hr 11 mins game time without sandbags https://www.youtube.com/watch?v=4xMXyXBDH_k& The key is to conserve the two mammoths at the start, then take out the northwest base to gain area to place more refineries. you'll need some money management so once you have enough units, wipe out the central base, leaving only the main southwest base. now all you need to do is get rid of one advanced power plant and the entire base is on low power.
  2. it's funny cos i actually have made very good friends who hurl racial slurs, the more they do it the more i laugh lol **the human race is one big problem and must be wiped out** jk
  3. Lol Matt you'd have to ban 90% of the players then...even the top pros use those words That aside the servers are really acting up recently...so many games cancelled cos oos
  4. I know nuts about programming the AI and I assume by trigger you mean some criterion for an action, and trigger action as the result if the trigger is met. If this is true then it'd be super fantastic if a Q practice map be made, such that a trigger would be your tanks approaching, and the trigger action being the enemy tanks Q-ing as they fire. This enables the player to practise Q with a Q-ing AI - so far all practice maps have enemy tanks remaining stationery. I remember taking a slight peak at the ini file of a Q practice map and there doesn't seem to be any specific Q command for the AI, so maybe this can be improvised by getting the AI to move in a random direction?
  5. Nice vids and you did one thing which I planned to but haven't: make playthroughs of every mission in both campaigns. Now your next step: join cncnet and play with human competitors
  6. I could be wrong - while doing TD speedruns I did notice that the time needed to train a minigunner wasn't reduced after a certain number of barracks was built (or it did, but my naked eye couldn't catch it).
  7. I started playing regularly in 1998 and joined WW Chat for a few months in 1999 before getting bored of it. Completely stopped all along except in 2005-06 when I played intermittently. Found cncnet in Jan 2014 and started all over again, playing much more intensely than I ever had in the years back then, and I'm trying to this game out of my head and move on with more other productive things. I always joke that if I had a chronosphere I'd go back to Jan 2014 and prevent myself from downloading cncnet
  8. I think it's, "Yes, power shifts more quickly than some people think." But 4 years isn't too quick
  9. HAHA CLASSIC XD EDIT: Wait does that mean you're gonna get killed soon EDIT 2: Yes, just saw the emoticon. Damn that is awesome...
  10. RC1985

    Tournament anyone?

    No worries about this, the tournament can be double-elimination style with a loser bracket, meaning that a pro who gets knocked out early will move on to the losers' bracket and progress all the way until he meets the player at the end of the winner's bracket to decide who is 2nd and 3rd. That's cool, though you gotta be real confident - it would suck if you got owned on your birthday haha! And if most people prefer a few maps in the tournament instead of just one, then let's do it Assigning random GDI/NOD might be a fun choice to test a person's skills, but I'll have to agree with cn2mc that it'd cause issues, mainly for players who wish to compete using their strongest advantage, and also relatively unskilled players who may wish to join in. It'd be a very good theme for later tournaments; for the first one perhaps we should make it a more player-friendly experience. Time-wise, I'm currently polling everyone's usual online time, not too sure if I should make a new thread for this (advice needed). Matt suggested a good way of instant communication via Skype to make organising easier, am setting it up and perhaps we could exchange contacts (game account could be setup if privacy is an issue). I can also be reached via my game FB https://www.facebook.com/profile.php?id=100008393951727
  11. RC1985

    Tournament anyone?

    Matt - I guess joining in for as long as you can will still make a difference to the tournament, and plus you'll have fun White - you just reminded me that there is no spectator mode in TD -_- but no worries if funky can't get it on time an extra player just gets it and resigns, that's how it used to be in RA. You also brought up a good point about the difficulty in having all players come together at the same time (though this is the objective). The thing about tourneys is that everything has to be done continuously to maintain the excitement. Postponing the action to even just 2 hours later will kill the mood. For this, the best way I can think of is probably to poll the majority's availability and decide a time; getting people to book a slot beforehand in their calendar usually works. As for the maps, I agree with your point about empty space between bases, and we'll leave it to you pros to decide which map to play. I'm not certain if changing the maps works though - all previous tournament I've seen are based on one map and this allows players to practise and prepare well before the tournament. And if there is a re or tiebreaker, the players would certainly want to play on the same map. Also there is usually some inertia and people might not be too keen to do something they don't know (especially in a tourney when there's winners and losers). As for streaming, twitch tv works well and I could help do it when I'm not in a match.
  12. Hahaha just quit it Acid we know you're lying like you always do. Anyone who beats you is always a cheat And speaking of atom1, he does NOT cheat. The proof lies in my video where I pwn him easy in q, https://www.youtube.com/watch?v=7G7F4Z4Rurs and as you can see, I don't cheat myself. You should now get down on your knees and thank me for this, seeing how he humiliated you on his website
  13. Glad that there's active talk on multiplayer strategies, which leads me to the next topic - why not a tourney? I like it that the community is relaxed, the people don't take losing too hard and have no issues in doing 1-vs-1 matches, though to be honest it seems to be lacking in competitive spirit... i'm a strong believer in competition, it's the very force that strengthens the community and brings in new players. I heard from Lovehandles that a tourney was held some years back but they didn't complete it.. I don't know how it was back in 2012, though hopefully the level of activity now might be sufficient enough to try holding at least one. Why a tourney helps - it gets more players to be online at a certain time. i think this is the most immediate benefit that may lead to the other benefits below. waiting for a game can be quite a drag; a tourney immediately solves this. - increases competition; it's no secret that a strongly competitive environment brings any game to new heights. people want to win so they are motivated to explore new tactics, when these tactics prove effective other pros will use it and new players will imitate it, so the skill level of the entire community rises instantly. - strengthens bonding (i hope). it feels awkward that many players don't know each other and the game room is very quiet. based on personal experience what motivates people to continue playing isn't just the game itself but its social element. Suggestions - do a small map with limited money (something like [MN]Heavy Metal) cos TD games, even 1v1, can take really long and plus it seems that many pros don't like money maps. - try to get at least 12 people to say yes. there usually will be a 10-15% no-show on tourney day so at least we have 10 people to carry on. the active players i can think of are jacko, white, cn2mc, mattattack, jakub, sepiroth, benocide, gotenks, groefaz, myself....there are probably more I don't know yet. Lovehandles and Many are seldom seen but we could get them to be online at this one particular time. - who goes against who can be done via challonge.com, the usual cncnet tourney hosting site. - time: based on past events, a saturday or sunday afternoon in western hemisphere time works best. - someone can stream the matches and make a 'LIVE' button at the lobby, as per usual tourney practice. matches will be recorded and uploaded to cncnet's youtube. Would love to hear what you guys think, both positive or negative
  14. Yes. It's a common and acceptable tactic, although a glitch.
  15. Lmao Acid, this post got me cracking up in the office. I've known for a long time that there's a class of bad guys whom you just love - they say and do mean things but there's so much humour in it
  16. Thanks for the further input and agree that early base scouting is critical. From my games with lovehandles in which he raped me hard, I noticed that he scouts super early and creates his tactics based on what he sees on my base. Also, although most of us agree on GDI's weaknesses, my mindset has changed somewhat from the time I made this thread. At that time I was thinking of a battalion vs battalion scenario, but I found that in most of my games, people seldom bring whole armies into head on confrontation. Sneaking and rushing seems to be the norm and in fact it's probably more effective..
  17. Thanks guys and sorry I replied late. Thought I'd do a few games using your advice before commenting. And White - your tip on making 4-5 hummers before meds worked very well! In GDI vs GDI it enabled me to kill an opponent's war factory early. They should be very useful against Nod's rushes too like you said. And I thoroughly enjoyed our very close nod vs nod match. It's on my channel and now everyone will know you whooped my butt (but not for long ) Jacko - very interesting that both you and White mentioned that shifting tank by tank in GDI vs Nod is a bad idea, so I'll take it that it's true. The tips that you gave about WF defence plus White's hummers tip drastically change the gameplay (since I was initially talking about building meds all the way), and the 'order of destruction' against Nod is also something I'll need to ponder about since I sometimes ignore enemy units while going straight at the airstrip/ref. With these tips I guess some faith in GDI is now restored lol And Benocide - I just KNEW you'd come here and cause trouble even though you appear so meek recently hahahaha. It seems that punishing you severely on RA isn't enough - now I'll punish you on TD too
  18. Matt - yes I've heard of the mighty lovehandles and will certainly request a 1v1 when I see him and it's true that we're tempted to think we've reached the peak, thing is a very competitive environment is needed to bring out the best strategies, we'll need more players (maybe 10 ppl of jacko/lovehandles level) for TD to reach its peak..P.S. Since only 2 guys could beat you, we should have a match soon hehe, i don't mind getting my ass whooped as long as I can learn and improve - cn2mc: interesting cos I saw a thread about nod having to beat gdi early else it gets crushed. I haven't had long games with nod yet so I can't really comment at this time. About your point on GDI shifting...the bikes attacking tanks bit by bit is something I've never observed anyone doing actually. All I've had is the enemy bikes confronting my main group of tanks while leaving my shifted tanks untouched. I suppose it makes sense though since bikes move so fast they could just run off to that lone tank, and it'll work if the battlefield is far from the nod base of course. But then again if we don't shift tanks we'd be grossly outnumbered...if we shift in packs the main group might be destroyed by nod if it shifts every bike..
  19. I've had far more success stories with nod than GDI in vs human matches. GDI vs GDI isn't too bad but vs Nod, eww. Hope the pros here can advise if I'm wrong (and I really hope I am) cos I'd love to play both sides. Why I think GDI sucks: - weak factory, I followed the tip of putting nades near it but if the number of enemy bikes is about 4-5 that wouldn't make much difference. In maps with large tiberium fields the harvester tends to wander far away (harv fixing doesn't work 100% accurately on TD for some reason) and the bikes could easily distract your med tanks by attacking the harvs; once your tanks are near the harv they simply rush to your factory and kill it. The meds are too slow to follow up! - since meds and mammies move very slowly, shifting them doesn't give much advantage, and bringing them to an enemy base to attack is a disadvantage. This is cos the enemy can simply build more barracks (you're after all at his base) and churn out rockets to wipe out your tanks. Furthermore, assuming that both players shift tanks, the attacked enemy obviously has the advantage cos new units travel a much smaller distance to the battlefield while yours have to move in from far far away. I noticed this in my first match with jacko. It tempted me to conclude that the best strategy for GDI is to base walk with barracks and rockets, or wait for the enemy to attack, or make early orcas and air rush. - base trade. This is based on the first two points. If GDI and nod decide to take out each other's bases then nod has the advantage. The bikes can blaze through and kill the factory easy, so gdi's tank production will be halted faster. This further means that gdi's building production will also be stopped earlier since the bikes can move on to the cy earlier. If you're nod then shifting the bikes is a huge advantage since they're so fast and can reach the battlefield in a jiffy. If it's a tank fight with GDI, the superior med/mammies might even lose cos their newly shifted tanks take too long to arrive! Anyone care to share your experiences with both sides? And do you think that Nod is the superior side?
  20. RC1985

    Speedrun attempts

    speedrun - https://www.youtube.com/watch?v=M4egg2X78NE kill everything - https://www.youtube.com/watch?v=rSxrD08wroU no units lost
  21. Lol how strange that I made so many flamethrowers yet completely forgot about flame tanks. But looking back AGTs can hit units from afar and they can be repaired so it's a more sustainable solution. And Matt - I still think it's cool that this is Nod's version of Blood Beach. Just remember to not show any mercy in the real campaign
  22. Damn why didn't I think of this...it makes the job a lot easier.. I actually did a 'non-cheesy' playthrough as well using the same arrangement of units but without doing anything to the GDI base and it worked fine, but with arty force fire it should work a lot better.. And that 'techno' music is one of the themes I don't quite fancy but thought it was suitable in this case lol
  23. Umm...yes you should remove the APCs cos they make this mission 'speedrunable' in some sense (I believe this is the cheesy solution you were talking about). AGTs sound fine. Also, there's one cell of incompatible terrain on the mountain close just north of the war factory. Here's my 'cheesy' playthrough, the video was sped up after the making some crucial buildings which made life a lot easier https://www.youtube.com/watch?v=m4PfWqMB0AU
  24. Hehe, that's one video that easily beats the many others I've uploaded. Actually this mission made me learn something extra about civil engineering in C&C. I noticed that the bottom right concrete wall segment (the intersection between the right wall and bottom wall) is very weak compared to the other wall segments. If there's any sort of code which can verify this, it'll be much appreciated.
  25. nice mission - it's tough! definitely tougher than gdi blood beach, though blood beach is more fast-paced and biolab allows for more AI exploitation. took me many trials to complete it, i'll upload a vid the next round (i have a personal rule to play only on alternate days ) i did find that the hordes of units come in the same patterns so it's easy to predict...this makes the mission a little repetitive, yet at the same time throwing in something different when the player is already drowning might piss him off more i guess we could leave it the way it is. another thing is the airstrike planes unload and turn around at a random angle, so at times it could really damage the facility and the orcas destroy it completely, which was a tad annoying (since it's something we can't control). it's not a major issue to me though, was just thinking that maybe other players might be pissed heh. it's a good thing that the mammies don't attempt to squish my men - thanks for extending a little help to the drowning player
×
×
  • Create New...