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Ladder Tester
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About a1nthony

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  1. Some cool looking maps!
  2. Just thinking with the level of skill modders have these days, what game types would you like to see? I have a few ideas I wonder if anybody else has any. Maybe some of these can be implemented even! 1. Team support game - ideally it would be a 3v3 with two players starting a 1v1 then after one minute an MCV paradrops and two more players are in the game and after another minute the final players would paradrop in. I think this would add a cool team dynamic, and could be pretty fun. I’m sure it would have to be map specific tho. 2. Another team support game- ideally 2v2 but where one player starts with a premade(good) base. And your ally starts with just an mcv! You would have to turn off unallying to stop allies from engiing there allies service depots. Or put the three engi rule on as well. I think this could be fun depending on how the premade bases are designed! what are your thoughts, any ideas??
  3. Forgive me, because I haven’t played in a long time so I may miss somethings, also I will only focus on things that seem to be a bit overpowered from yuri and not the counters: 1.Infinite money -in a long grinding game against Soviets yuri can simply just outlast the opponent until there is no money in the map with their grinder+mutator combo keeping infinite money. 2.quick boomer sub-being able to gain a quick undetectable naval unit that quickly kills bases is extremely overpowered. 3.magnetron-a magnetron can lift an ore miner and kill a refinery very easily 4. wave tactics- yuri can attack allies in waves that with one mistake can cause the allied player to lose. Even defending accurately puts a lot of strain on the allied players economy . The allied player needed to be an extremely skilled talent in order to survive these.. with the ending wave usually two discs splitting. Pressure yuri at its finest. yuri has a lot of other strengths and I have a topic on there weaknesses. But Iirc these are the most dominant strengths of yuri making them deemed overpowered and unfair. I may have missed some but yuri definitely has more advantages than other factions
  4. Answer is not in any practical situation. 95% of the time prism wanks will win, especially in mass.
  5. I can tell you on Xwis, I would always have my miners mine around the ore regenerator so you could have more money in long game, and you could physically see the ore regenerating throughout gameplay. It was slow, but Not epically slow.
  6. People who don’t wall are the people who complain about engi rush
  7. If your conyard is walled they can’t engi rush you right? Its pretty simple actually, people usually don’t use walls because most top players don’t choose to engi rush...
  8. Just wall your conyard and other major buildings every game.
  9. This would change the game I think. Being able to zoom in and out like a satellite would be a HUGE advantage to anyone able to use that
  10. Yes, in xwis we used to chrono+ic kirovs in 3v3 lol.
  11. I was part of that Xwis community.. guess I’m pretty old. Also because people can make something like this now easier than before and I guess it would be pretty fun to play? Expanding naval for all sides would be a fun game type for “naval battle”. And what’s the harm in a little conversation? Don’t post in the topic if you don’t have anything to contribute to the OP....
  12. I didn’t mean to kill the topic lol, sometimes I thoroughly enjoy talking about stuff like this, and I’m not one minded I do suppose I can get a little passionate. But I agree about adding a Yuri navy, I always thought that the most this game could expand on would be, Expanding the naval aspect. The problem is Yuri is just so unique in its army that it’s tough adding another super cool unit.
  13. So I guess I can show you how I analyze things, and I know I’m far from the best, but maybe you can see where I’m coming from and why I think the way I do. I start by analyzing strengths and weaknesses of the unit itself, what is it’s purpose? Than it’s how to achieve this purpose?-my guess is a naval unit compared to allied sovs that is meant to damage the structure of buildings and replace the overpowered boomer. if this is not the case then what’s the purpose? We can compare this ship to the magnetron and ask other questions: Is this effective for its purpose-magnetrons do not compare in killing structures but it can use other units for this-keeping in my mind the abuse that a magnetron unit can be used for we then ask would this magnetron ship have a lot of armor? What would it’s range be? How fast? How much damage would we allow it to do to structures on its own? Like a magnetron can I just rapidly click on units and render 5 of my opponents units with one of mine? Etc... and asking all these questions you have to take the Yuri army into account, discs are very good, when mangetrons get combined with discs and they juggle.. its deadly. Would discs and this unit be way to overpowered? And then you would have to look at the rest of the Yuri army.. Honestly, from fighting top Yuri players I’m just hesitant introducing a better magnetron unit when I’ve been abused and have been abused by this thing. Those are my initial thoughts
  14. I think a longer range magnetron ship would be op honestly, against other naval units and such, especially combined with discs. But isn’t magnetron pretty weak against structures? Have you tried to kill a war factory with one magnetron before?
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