Okay, I still love the little guys, but Pitbulls do have one weakness: Rocket builidings.
Just built three teams of 12 late game and used planning mode (which is really handy) to sweep through the middle city bit, which the CPU had heavily barricaded (all my attacks on their base were from my two Tiberium harvesting bases in the corners)
What? It's the best priced direct fire weapon for Nod. How the hell's that overpriced?
Because if you use it in any sort of direct-fire capacity, it gets fucking owned by units that are cheaper and more effective. Actually, no - sorry, it doesn't always get owned. If you're lucky, it'll only get half-owned, in which you case you'll need to spend even more money producing an infiltrator to go out into the fucking battlefield and claim its mangled carcass. Of course, as soon as you do that, chances are it'll just get shot to pieces again anyway.
Think about it - how often do you buy Avatars?
You mean cheaper GDI units. Guess what? GDI's *SUPPOSED* to be better at direct combat. If you want to find a use for avatars, use stealth to sneak them into enemy bases, use them to clear out an EMPed army quickly. Anything else than running them into fully functional upgraded mammoth tanks.
I don't get why people keep saying avatars are underpowered by only comparing them to mammoths. Where was it stated that they were supposed to be a mammoth counter? Or more importantly, that they were supposed to be a mammoth counter alone?
Nod isn't the side for winning with masses of superior units.
No, I agree they're not. They've usually had a niche like stealth and burrowing that can be used to devastating effect. They don't have that now. At least not from what I've seen in the demo. I'll readily admit that there are probably units that aren't in the demo. At least I hope there are some suprises for both sides in the actual game.
People bring up the mammoth tank because it's cheaper than the Avatar and more effective than even a fully upgraded Avatar, something that costs two and a half times what a Mammoth MkIII does. If an Avatar is going to cost 500-3100 credits more than a Mammoth tank is, I really don't think it's unreasonable to expect something that matches the investment, is it? As it stands you just plain don't get what you pay for
If you want to consider that, I usually do more damage with a commando than a single mammoth tanks, so commandos should be more expensive than mammoth tanks.
4 scorpions worth 800$ gets killed by an avatar costing 3000$. It's Nod's most cost effective direct force weapon. Why's GDI's direct force weapons better, you ask? Because if you're playing Nod and try direct force, you deserve to lose.
If you're doing more damage with a commando than a mammoth tank, that's a failure of the AI. One Obelisk and your commando will be toast as soon as he lands.
Four Scorpions will not die to an un-upgraded Avatar. In fact you'll have just under two and a half Scorpions left over. Four scorpions (3.2k) will die to an upgraded beam upgraded Avatar. However if you up the number of Scorpions to five putting it at an equal cost (4k) you'll kill the Avatar, again with two and a half left over. So no, it's not the best priced direct fire unit. The Scorpion is. The avatar, at it's current price, is not worth building.
And stop trying to tout stealth as something useful for base assault. It no longer is. You're not going to get into any competent players base with stealth units because of the variety and number of stealth detection that is available.
You mean cheaper GDI units. Guess what? GDI's *SUPPOSED* to be better at direct combat. If you want to find a use for avatars, use stealth to sneak them into enemy bases, use them to clear out an EMPed army quickly. Anything else than running them into fully functional upgraded mammoth tanks.
It needs to be both, otherwise Nod could just remove their weakness by building another factory, that'd be stupid.
Four Scorpions will not die to an un-upgraded Avatar
I think you mean "Four upgraded scorpions will not die to an un-upgraded avatar"
And stop trying to tout stealth as something useful for base assault. It no longer is. You're not going to get into any competent players base with stealth units because of the variety and number of stealth detection that is available
If he has stealth detection, he doesn't have AA, or decent ground defense, or something else. Stealth *can* be your opponent's weakness.
If you're doing more damage with a commando than a mammoth tank, that's a failure of the AI. One Obelisk and your commando will be toast as soon as he lands.
Oh, but I doubt even a good AI would be capable of keeping an MCV with his walkers to make sure to have a obelisk next to every commando target.
It needs to be both, otherwise Nod could just remove their weakness by building another factory, that'd be stupid.
Four Scorpions will not die to an un-upgraded Avatar
I think you mean "Four upgraded scorpions will not die to an un-upgraded avatar"
And stop trying to tout stealth as something useful for base assault. It no longer is. You're not going to get into any competent players base with stealth units because of the variety and number of stealth detection that is available
If he has stealth detection, he doesn't have AA, or decent ground defense, or something else. Stealth *can* be your opponent's weakness.
If you're doing more damage with a commando than a mammoth tank, that's a failure of the AI. One Obelisk and your commando will be toast as soon as he lands.
Oh, but I doubt even a good AI would be capable of keeping an MCV with his walkers to make sure to have a obelisk next to every commando target.
So you're saying Nod should have more expensive units that are less effective? Not only is that ass backwards from the way Nod has worked in the past C&C games, but it's flat out idiotic.
Next, you don't get to compare a one time upgrade that applies to all units that have been built and will be built in the future to an upgrade that costs 1k for every unit you build. Sorry.
Stealth detection costs $600 for a decent detection range tower. And pitbulls have it and are useful in their own right. Orcas can be upgraded to drop beacons that actually last a decent amount of time and, again, good units in their own right. And Zone Troopers can be upgraded to detect stealth and they're very useful. It's hardly something that has to be focused on to the exclusion of anything else.
Lastly, Obeslisks have a decent range. They hardly need to be next to every building. And in case you forgot we're debating the worth of the Avatar. Thank you for pointing out that a unit that's $500 cheaper than the Mammoth MkIII and $1000 cheaper than the Avatar itself can take it down pretty easily.
If you're talking about the EMP in the demo mission once you capture the EMP control center (location will show on yout minimap) it will give you an icon on the left had side of the screen that you can use once it's charged just like airstrikes and the like.
If you're talking about the Nod buggy upgrade for EMP blasts you have to upgrade them at the Tech Center and then to use the ability you just need to select an upgraded buggy and click the icon by the unit picture in the lower right.
So you're saying Nod should have more expensive units that are less effective? Not only is that ass backwards from the way Nod has worked in the past C&C games, but it's flat out idiotic.
The side which doesn't focus on direct force should have as cost efficient units as the side that does?
Next, you don't get to compare a one time upgrade that applies to all units that have been built and will be built in the future to an upgrade that costs 1k for every unit you build. Sorry.
Oh, shits, I'm SO sorry, am I allowed to write this? Because I'm really curious.
Stealth detection costs $600 for a decent detection range tower. And pitbulls have it and are useful in their own right. Orcas can be upgraded to drop beacons that actually last a decent amount of time and, again, good units in their own right. And Zone Troopers can be upgraded to detect stealth and they're very useful. It's hardly something that has to be focused on to the exclusion of anything else.
It can easily be forgotten.At least if you're GDI seeing as their basic defenses do not have stealth detection. If not the GUI is just horribly broken there.
Lastly, Obeslisks have a decent range. They hardly need to be next to every building. And in case you forgot we're debating the worth of the Avatar. Thank you for pointing out that a unit that's $500 cheaper than the Mammoth MkIII and $1000 cheaper than the Avatar itself can take it down pretty easily.
Eh, I was just pointing out how stupid just comparing prices and ignoring purpose of the unit was. The commando can probably be killed by a 400$ unit.
So you're saying Nod should have more expensive units that are less effective? Not only is that ass backwards from the way Nod has worked in the past C&C games, but it's flat out idiotic.
The side which doesn't focus on direct force should have as cost efficient units as the side that does?
No, but no side should have a unit that is a pretty giant waste of resources even when compared only to it's other available units.
Next, you don't get to compare a one time upgrade that applies to all units that have been built and will be built in the future to an upgrade that costs 1k for every unit you build. Sorry.
Oh, shits, I'm SO sorry, am I allowed to write this? Because I'm really curious.
Sure, it's not going to keep your original reasoning from making very little sense though.
Stealth detection costs $600 for a decent detection range tower. And pitbulls have it and are useful in their own right. Orcas can be upgraded to drop beacons that actually last a decent amount of time and, again, good units in their own right. And Zone Troopers can be upgraded to detect stealth and they're very useful. It's hardly something that has to be focused on to the exclusion of anything else.
It can easily be forgotten.At least if you're GDI seeing as their basic defenses do not have stealth detection. If not the GUI is just horribly broken there.
Guard towers have been revealing Stealth units for me as have Guardian turrets. As have Orcas, Pitbulls and Zone Troopers. I'm not saying it can't theorectically be forgotten. I'm saying it'd be a hard thing to forget and as such it greatly reduces the usefulness of stealth.
Lastly, Obeslisks have a decent range. They hardly need to be next to every building. And in case you forgot we're debating the worth of the Avatar. Thank you for pointing out that a unit that's $500 cheaper than the Mammoth MkIII and $1000 cheaper than the Avatar itself can take it down pretty easily.
Eh, I was just pointing out how stupid just comparing prices and ignoring purpose of the unit was. The commando can probably be killed by a 400$ unit.
Actually the point is the Avatar doesn't serve any purpose that justifies it's high price tag. At this point though the discussion is starting to become muddled and you still haven't provided a single reasonable justification for the it's price tag. It's beginning to irritate me so I think I'm just going to leave this one alone and hope it's a symptom of us only being able to play Nod by playing tricksies on the demo.
we do realize we're arguing about a game that isn't even on shelves yet, rite?
Very much so. The point I'm trying to get across is that the Avatar, as it exists in the demo now, is nowhere near worth the price tag it comes with. I also realize that since you aren't even supposed to be playing Nod in this demo that everything may not be what it appears and changes in the final release wouldn't suprise me at all. In fact I'm kind of hoping for a few changes.
I have to admit that despite the arguments presented for and against the Avatar's price/capabilities, I'm distinctly underwhelmed thus far. It's clearly intended for more strategic uses than "stand somewhere and shoot shit", but damn it's expensive... so far I only use it for mopping up endamge resistance with ludicrously priced hordes of the things.
This is the first RTS game I've played since C&C1, and even then I never played it much. I was having too much fun turtling like a fool in Dune 2000 at the time.
edit: Hey, here's a question for you pros. Should I be focusing on balanced attacks? I seem to have the most luck just spamming riflemen early to garrison buildings (slows down fanatic rushes) while teching up to Mammoth tanks, and then spamming those and sometimes Zone Troopers for the rest of the game while making liberal use of command center airdrops (snipers and riflemen/missle guys)? I basically ignore air units and the walky artillery guys.
This is the first RTS game I've played since C&C1, and even then I never played it much. I was having too much fun turtling like a fool in Dune 2000 at the time.
edit: Hey, here's a question for you pros. Should I be focusing on balanced attacks? I seem to have the most luck just spamming riflemen early to garrison buildings (slows down fanatic rushes) while teching up to Mammoth tanks, and then spamming those and sometimes Zone Troopers for the rest of the game while making liberal use of command center airdrops (snipers and riflemen/missle guys)? I basically ignore air units and the walky artillery guys.
It's a small map so it's expected that you might not have the time to seriously techup on everything before it's over so air isn't that important. But I do like the walky guns for base defense, and because they can fire artilary style anywhere on the map using your snipers as spotters. Also pitbulls? detect stealth so it's always handy to have some of them with your main force, and a battle bunker can be used for mobile healing and some extra firepower.
Guard towers have been revealing Stealth units for me as have Guardian turrets.
Horrible UI then, it shows which Nod defense structures detects stealth, but not GDI ones.
Sure, it's not going to keep your original reasoning from making very little sense though.
I'd explain my original reasoning, but seeing as I wasn't allowed to do the original reasoning, I won't :P
No, but no side should have a unit that is a pretty giant waste of resources even when compared only to it's other available units.
It's not that much of a waste, and avatars can take more damage. Which means they have an easier time retreating for free repairs. That and for $500 you can repair a dead unit.
Ok, the avatar might appear to have some issues now, but I'd see if it gets used in higher level online play before concluding it's underpowered.
Zell on
0
Dusdais ashamed of this postSLC, UTRegistered Userregular
edited March 2007
Is there any way to get the installer to actually use Windows environment variables? I've got my windows install on it's own 6 gig partition, and the TEMP environment var is set to another, much larger drive. The problem is, the WinZip self extractor doesn't give a fuck, and just tries to extract to the smaller drive anyway.
EDIT: Nevermind, figured it out. Turns out the extractor uses the current user's environment vars, which I of course forgot to change. Go me.
Today I played as NOD versus NOD and was doing really well, set up a huge attack force with waypoints and shit and was disappointed to find that the enemy base was like four buildings.
LaCabra on
0
Indie Winterdie KräheRudi Hurzlmeier (German, b. 1952)Registered Userregular
edited March 2007
So is there a way to repair natural buildings? A key combination with the Engineer selected, maybe?
Indie Winter on
0
Dusdais ashamed of this postSLC, UTRegistered Userregular
edited March 2007
How come when I tell my units to attack move, they don't move? Or attack?
Dusdais ashamed of this postSLC, UTRegistered Userregular
edited March 2007
Nope, just attack moving, like one would in any Blizzard RTS. A and then left click. Also, if my units are attacking a building and I then tell them to attack move, they just keep attacking the building, regardless of any other enemies around them. Normally I just order an attack move to pull focus off the buildings in an RTS, but this game just ignores me.
Little things like this are surprisingly infuriating.
Nope, just attack moving, like one would in any Blizzard RTS. A and then left click. Also, if my units are attacking a building and I then tell them to attack move, they just keep attacking the building, regardless of any other enemies around them. Normally I just order an attack move to pull focus off the buildings in an RTS, but this game just ignores me.
Little things like this are surprisingly infuriating.
You have to press A then right click to attack move, or give any unit command really. The left mouse button is for selecting things.
Last Son on
0
Indie Winterdie KräheRudi Hurzlmeier (German, b. 1952)Registered Userregular
edited March 2007
So I found out, and that's a no to repairable natural buildings. I seriously hope they'll put it in the full game, it'll be idiotic otherwise.
So I just got owned by the AI, lost all my buildings, saved myself like nine squads of hardcore dudes, went at the enemy base from the side, and was actually doing really, really well and probably going to win until all my guys suddenly started fucking shooting each other.
Nope, just attack moving, like one would in any Blizzard RTS. A and then left click. Also, if my units are attacking a building and I then tell them to attack move, they just keep attacking the building, regardless of any other enemies around them. Normally I just order an attack move to pull focus off the buildings in an RTS, but this game just ignores me.
Little things like this are surprisingly infuriating.
You have to press A then right click to attack move, or give any unit command really. The left mouse button is for selecting things.
A question from someone who hasn't got a computer that can actually run it - Are there any hybrid units that are unlocked from obtaining both construction yards, like in RA2? Easter egg type things?
For example, in RA2, there were chrono ivans, chrono commandos. And If you put tesla troops into those ACV things they turned into telsa tanks, etc.
The Avatars canabalise vehicles - can they canabalise your GDI units if you own a GDI base?
Can you put suicide troops into an APC and turn it into a nuke truck, etc?
I think the stats after the games are fucked up:
How did they lose 10 structures more than they created while saying that they didn't capture any. Also they lost 58 units, but it says I only killed 19. How the hell did they lose all the others? It also looked like I killed a lot more than that.
In short I say O_o
A question from someone who hasn't got a computer that can actually run it - Are there any hybrid units that are unlocked from obtaining both construction yards, like in RA2? Easter egg type things?
For example, in RA2, there were chrono ivans, chrono commandos. And If you put tesla troops into those ACV things they turned into telsa tanks, etc.
The Avatars canabalise vehicles - can they canabalise your GDI units if you own a GDI base?
Can you put suicide troops into an APC and turn it into a nuke truck, etc?
I don't think so. I captured the enemy Construction Yard in my last game and build all the stuff, and nothing specail was unlocked. Also as far as I remember some of that stuff was made available with spies (in RA2).
have I just not played this enough to figure out something or are infantry nearly useless? except for zone troopers that is.
I was playing the prologue mission and I thought it might be fun to just spam the nod base with infantry instead of using the ion cannon.
I built up this massive army of like 30 units of rifleman and 15 of rocket soldiers and they still got annihilated. I knew the shredder turrets would make short work of the infantry, but figured I still had enough to overwhelm them.
Been playing most of the weekend, few things I noticed that are hard to use etc...
- Reverse mode on tanks is something that should be intuitive like Company of Heroes, not that it really appeared to make a difference when backing away from Nod tanks with a GDI tank, the damage mitigated by front armour doesnt appear to be enough to warrant a reverse mode.
- Getting use out of the Commando's is insanely hard to warrant thier high cost, also having a commando Icon on the side of the screen like a hero in DoW would have been a great idea for ease of use and selection. He is rather handy for sneaking in during an assault by heavier units and doing the demo work while they are busy taking out towers etc...
- Infantry gets extremely less useful after just a few minutes in the game, they are to slow to effectively manuever out of the way of incoming vehicles which can get annoying and they die very very quickly to just about anything but other infantry. I do however really really like the granadier and the jetpack troops, crazy fun running around squads of these units.
- Mammoths, totally awesome. I think I appreciated the old C&C 1 art for mammoths a bit more though I cant complain about such an awesome unit.
- Steamroller AI is a lot of fun to play against, by far the best challenge I have seen on medium so far. I really enjoy the "enemy strategy selection" option.
Things I would like to see, or havent figured out yet:
- Setting air/ground units on a patrol route to guard tiberium fields or bridges would be really nice
- Infantry that would walk around Tiberium instead of go wandering through, though might be a pathing issue with combat in tiberium fields etc...
- Smart Reverse similar with Company of Heroes and thats actually has a benefit that you can see. Why is it there right now? I dunno...
- Dont really appreciate how the Juggernaut needs the sharpshooters to spot for a salvo, I think they should just be able to use it with anything in los of the target. however I havent really seen anything to special using the salvo ability so that idea might be overpowered.
For the most part I really like the demo and fully plan on buying the whole game. There has been a bit of time needed to get back into C&C mode since I have been heavily playing Company of Heroes and Dawn of War a great deal. The gameplay is I think a bit slower which is a nice change, and I think they did a great job with the animations and effects. The missiles look great as does just about everything. I have to say a traditional style Command and Conquer game is really exciting to see coming out and I cant wait to get on some of those bigger maps and LAN with some friends. I really hope the online service is up to par as well.
IronHelix on
If you have leg's and are flammable, you are not blocking the fire exit.
Posts
Just built three teams of 12 late game and used planning mode (which is really handy) to sweep through the middle city bit, which the CPU had heavily barricaded (all my attacks on their base were from my two Tiberium harvesting bases in the corners)
Four made it back. Four.
If you're doing more damage with a commando than a mammoth tank, that's a failure of the AI. One Obelisk and your commando will be toast as soon as he lands.
Four Scorpions will not die to an un-upgraded Avatar. In fact you'll have just under two and a half Scorpions left over. Four scorpions (3.2k) will die to an upgraded beam upgraded Avatar. However if you up the number of Scorpions to five putting it at an equal cost (4k) you'll kill the Avatar, again with two and a half left over. So no, it's not the best priced direct fire unit. The Scorpion is. The avatar, at it's current price, is not worth building.
And stop trying to tout stealth as something useful for base assault. It no longer is. You're not going to get into any competent players base with stealth units because of the variety and number of stealth detection that is available.
Better yes. Cheaper no.
I think you mean "Four upgraded scorpions will not die to an un-upgraded avatar"
If he has stealth detection, he doesn't have AA, or decent ground defense, or something else. Stealth *can* be your opponent's weakness.
Oh, but I doubt even a good AI would be capable of keeping an MCV with his walkers to make sure to have a obelisk next to every commando target.
and has there been any word on if therell be a 360 demo out any time soon?
360 Gamertag: Baronskatenbass Steam: BaronVonSnakPak HgL: AnsonLuap
So you're saying Nod should have more expensive units that are less effective? Not only is that ass backwards from the way Nod has worked in the past C&C games, but it's flat out idiotic.
Next, you don't get to compare a one time upgrade that applies to all units that have been built and will be built in the future to an upgrade that costs 1k for every unit you build. Sorry.
Stealth detection costs $600 for a decent detection range tower. And pitbulls have it and are useful in their own right. Orcas can be upgraded to drop beacons that actually last a decent amount of time and, again, good units in their own right. And Zone Troopers can be upgraded to detect stealth and they're very useful. It's hardly something that has to be focused on to the exclusion of anything else.
Lastly, Obeslisks have a decent range. They hardly need to be next to every building. And in case you forgot we're debating the worth of the Avatar. Thank you for pointing out that a unit that's $500 cheaper than the Mammoth MkIII and $1000 cheaper than the Avatar itself can take it down pretty easily.
If you're talking about the Nod buggy upgrade for EMP blasts you have to upgrade them at the Tech Center and then to use the ability you just need to select an upgraded buggy and click the icon by the unit picture in the lower right.
The side which doesn't focus on direct force should have as cost efficient units as the side that does?
Oh, shits, I'm SO sorry, am I allowed to write this? Because I'm really curious.
It can easily be forgotten.At least if you're GDI seeing as their basic defenses do not have stealth detection. If not the GUI is just horribly broken there.
Eh, I was just pointing out how stupid just comparing prices and ignoring purpose of the unit was. The commando can probably be killed by a 400$ unit.
No, but no side should have a unit that is a pretty giant waste of resources even when compared only to it's other available units.
Sure, it's not going to keep your original reasoning from making very little sense though.
Guard towers have been revealing Stealth units for me as have Guardian turrets. As have Orcas, Pitbulls and Zone Troopers. I'm not saying it can't theorectically be forgotten. I'm saying it'd be a hard thing to forget and as such it greatly reduces the usefulness of stealth.
Actually the point is the Avatar doesn't serve any purpose that justifies it's high price tag. At this point though the discussion is starting to become muddled and you still haven't provided a single reasonable justification for the it's price tag. It's beginning to irritate me so I think I'm just going to leave this one alone and hope it's a symptom of us only being able to play Nod by playing tricksies on the demo.
Very much so. The point I'm trying to get across is that the Avatar, as it exists in the demo now, is nowhere near worth the price tag it comes with. I also realize that since you aren't even supposed to be playing Nod in this demo that everything may not be what it appears and changes in the final release wouldn't suprise me at all. In fact I'm kind of hoping for a few changes.
I would like to know this, too. My computer is not suited for gaming, and I plan on getting this for 360.
No idea when the 360 demo is going to come out :-/
This is the first RTS game I've played since C&C1, and even then I never played it much. I was having too much fun turtling like a fool in Dune 2000 at the time.
edit: Hey, here's a question for you pros. Should I be focusing on balanced attacks? I seem to have the most luck just spamming riflemen early to garrison buildings (slows down fanatic rushes) while teching up to Mammoth tanks, and then spamming those and sometimes Zone Troopers for the rest of the game while making liberal use of command center airdrops (snipers and riflemen/missle guys)? I basically ignore air units and the walky artillery guys.
It's a small map so it's expected that you might not have the time to seriously techup on everything before it's over so air isn't that important. But I do like the walky guns for base defense, and because they can fire artilary style anywhere on the map using your snipers as spotters. Also pitbulls? detect stealth so it's always handy to have some of them with your main force, and a battle bunker can be used for mobile healing and some extra firepower.
I'd explain my original reasoning, but seeing as I wasn't allowed to do the original reasoning, I won't :P
It's not that much of a waste, and avatars can take more damage. Which means they have an easier time retreating for free repairs. That and for $500 you can repair a dead unit.
Ok, the avatar might appear to have some issues now, but I'd see if it gets used in higher level online play before concluding it's underpowered.
EDIT: Nevermind, figured it out. Turns out the extractor uses the current user's environment vars, which I of course forgot to change. Go me.
Today I played as NOD versus NOD and was doing really well, set up a huge attack force with waypoints and shit and was disappointed to find that the enemy base was like four buildings.
pretty much my only gripe about the game.
edit: are you right clicking?
360 Gamertag: Baronskatenbass Steam: BaronVonSnakPak HgL: AnsonLuap
Little things like this are surprisingly infuriating.
Set the squad AI to aggressive, then they will.
You have to press A then right click to attack move, or give any unit command really. The left mouse button is for selecting things.
What the hell?
...Oh.
Shit.
For example, in RA2, there were chrono ivans, chrono commandos. And If you put tesla troops into those ACV things they turned into telsa tanks, etc.
The Avatars canabalise vehicles - can they canabalise your GDI units if you own a GDI base?
Can you put suicide troops into an APC and turn it into a nuke truck, etc?
Also: I think Mammoth Tanks are awesome.
Wii U - 'Nocero'
XBox ID - therealmasume
PS4 ID - realmasume
How did they lose 10 structures more than they created while saying that they didn't capture any. Also they lost 58 units, but it says I only killed 19. How the hell did they lose all the others? It also looked like I killed a lot more than that.
In short I say O_o
I don't think so. I captured the enemy Construction Yard in my last game and build all the stuff, and nothing specail was unlocked. Also as far as I remember some of that stuff was made available with spies (in RA2).
I was playing the prologue mission and I thought it might be fun to just spam the nod base with infantry instead of using the ion cannon.
I built up this massive army of like 30 units of rifleman and 15 of rocket soldiers and they still got annihilated. I knew the shredder turrets would make short work of the infantry, but figured I still had enough to overwhelm them.
I was wrong
This game cannot be released fast enough!
Enlist in Star Citizen! Citizenship must be earned!
Sacrificed to Avatars? Tiberium poisoning? Only things I could think of...
In my 3DS: Super Smash Bros, AC New Leaf
Last game completed: Steamworld Dig
- Reverse mode on tanks is something that should be intuitive like Company of Heroes, not that it really appeared to make a difference when backing away from Nod tanks with a GDI tank, the damage mitigated by front armour doesnt appear to be enough to warrant a reverse mode.
- Getting use out of the Commando's is insanely hard to warrant thier high cost, also having a commando Icon on the side of the screen like a hero in DoW would have been a great idea for ease of use and selection. He is rather handy for sneaking in during an assault by heavier units and doing the demo work while they are busy taking out towers etc...
- Infantry gets extremely less useful after just a few minutes in the game, they are to slow to effectively manuever out of the way of incoming vehicles which can get annoying and they die very very quickly to just about anything but other infantry. I do however really really like the granadier and the jetpack troops, crazy fun running around squads of these units.
- Mammoths, totally awesome. I think I appreciated the old C&C 1 art for mammoths a bit more though I cant complain about such an awesome unit.
- Steamroller AI is a lot of fun to play against, by far the best challenge I have seen on medium so far. I really enjoy the "enemy strategy selection" option.
Things I would like to see, or havent figured out yet:
- Setting air/ground units on a patrol route to guard tiberium fields or bridges would be really nice
- Infantry that would walk around Tiberium instead of go wandering through, though might be a pathing issue with combat in tiberium fields etc...
- Smart Reverse similar with Company of Heroes and thats actually has a benefit that you can see. Why is it there right now? I dunno...
- Dont really appreciate how the Juggernaut needs the sharpshooters to spot for a salvo, I think they should just be able to use it with anything in los of the target. however I havent really seen anything to special using the salvo ability so that idea might be overpowered.
For the most part I really like the demo and fully plan on buying the whole game. There has been a bit of time needed to get back into C&C mode since I have been heavily playing Company of Heroes and Dawn of War a great deal. The gameplay is I think a bit slower which is a nice change, and I think they did a great job with the animations and effects. The missiles look great as does just about everything. I have to say a traditional style Command and Conquer game is really exciting to see coming out and I cant wait to get on some of those bigger maps and LAN with some friends. I really hope the online service is up to par as well.
If you have leg's and are flammable, you are not blocking the fire exit.