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tac

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Everything posted by tac

  1. You are right about the mod makes the game loses its "identity" but isn't that the whole point of modding? Every C&C has its own modding scene, it was something that people were encouraged to do to bring life to the modding community. People mod games if the original isn't how they envisioned it. Red Alert 2 has the YR balance patch thing, Tiberian Sun has the veteran patch, even Red Alert's slower tank production option here is a mod that changes the game. Don't get me wrong chem, I agree with this not being "the real game" and how experienced players skills are not relevant in this, but that rant seems a bit melodramatic as if there's a personal grudge. I've seen worse mods at moddb, this one is an option and it doesn't divide the TD players. There is no way to have only the weapons factory buff, they all come in a package. The remaster balance mod isn't so bad because it only nerf the APC slightly and speed up cargo plane in addition to the WF armor, it's the other changes that we can't disable that ruins it for me and they also affect singleplayer but I guess I got used to it already.
  2. Kia Huntzinger is reprising her role as EVA. She did a wonderful job recreating her original EVA voice.
  3. GGIs counterpart is the tesla trooper.
  4. So, if you are playing against Allies who uses GIs, you would spend money and time building V3 Launchers and non-harvesting war miners? Good luck fighting their tanks and rocketeers or trying to get those V3 rockets land on the GGIs in one piece.
  5. V3 Launchers isn't really effective in many games, especially if you're using them for the sake of forcing GIs to undeploy.
  6. Nothing wrong with remasters starting with the first game.
  7. I think most people encounter it when exploring west. Their green is different from the Korean fleet faction.
  8. It's been a month now. Any updates on this mod?
  9. Joe Kucan (Kane) surprisingly still looks the same to me, but Eric Gooch (Seth) had really aged. I don't mind they reused the cutscenes, nobody can replace the late Eric Martin (General Shepard).
  10. It does feel weird that the MM2 and ghost are available only with tech center while the C and MH needs a temple of Nod. They probably tried to make it like TD where you needed a temple to unlock the elite infantry.
  11. This is an optional mod. Nothing was "chanched" in the game except the cargo plane speed.
  12. The Tesla Tank did appear on the box cover for Red Alert Retaliation.
  13. The units I listed as situational are all useful but the frequency where I actually needed them to win is low. Engineer: aside from playing maps with pre-placed capturable buildings, I only use them to recapture buildings that are captured (if the enemy didn't sell them) or if my construction yard and WF/Airstrip is gone. Sometimes I engineer rush in the beginning, but that's like once in 30 games against the same player so he doesn't expect it from me. Best to do it when they are caught off guard. Commando: Very useful if the map has run out of tiberium. People will sell buildings and have lots of infantry, ability to easily demolish a building is very good because losing a building in this situation hurts you a lot more. Flame/Light Tank/SSM/Artillery: I find them very useful (even better than the Tier A units) if the enemy doesn't have medium tanks or recon bikes, usually when they lose their cons yard and WF/Airstrip and have lots of infantry (I use the rocket launcher for this situation too). I also use them against people camping behind lots of AGTs. I don't usually build them outside of these situations because I go bikes and buggies all the way. Transport units: Only useful with commandos and engineers, which are both situational units. My group A units are the units that I build 99% of the game and I can rely only on them on many 1v1 games. As for support, I can win many games without them but they make the game easier like if my opponent has lots of rocket soldiers, I can still win using only medium tanks but I bring along some MLRS to destroy them quicker, take less medium tank casualties, make it less frustrating,etc. There are times where this group of units saved my game (like stealth tanks and helicopters help take out important buildings) but that doesn't happen much , usually on games with many players.
  14. Here's mine. Only need 3 tiers to group them. Group A: Basic necessities. Group B: Support Group C: Situational units.
  15. Just had a few games with this mod. I see two major functions of this mod: 1)promoting the use of underused units and 2)making GDI stronger/Nod weaker. I won't talk about the minor changes like MCV/Construction sight radius increase and the removal of Visceroid threat. Personally, I like the idea of making underused units more useful like bringing the Rocket Launcher and Chemicals tech level down. I'm aware having Rocket Launchers sooner can still change the game, but it's still the same unit, we can still use the same counters... even increasing starting unit count makes a bigger difference. However, I don't really like how they put in the changes that makes GDI stronger alongside it. It really made the game a lot different than the C&C I'm used to. It just eliminates certain tactics that people are used to. Some of the high risk high reward tactics to destroy a Cons. Yard are no longer viable. Weapons Factory can survive a nuclear if the player repairs it right away, that's like the only thing besides power plants worth nuking against GDI. I understand it's an effort to make it more competitive. I love what you've (Lovehandles and White) done for the community, but I'll be honest, I disagree with the overall changes. Maybe if this mod is all about making underused units better only without the Nod "nerf", I might give it another try.
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