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RTS Command & Conquer 3: Tiberium Wars, Patch v1.04 is available!

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post Apr 21 2006, 06:51 PM

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C&C 3 wishlist:
1) Bring back the corny, B-grade video cutscenes. They are sorely missed.
2) Dump the Generals engine.
3) Go back to basics. Screw spells and heroes and bring back the tank rushes

That's all I need.
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post Apr 22 2006, 10:43 AM

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QUOTE(slickz @ Apr 22 2006, 02:33 AM)
quite sure it is cancelled. The new scans from the magazine look like it is implementing a far superior engine. I expect reasonably good dust kicking up from those tanks. looks like they are .... parking along the base!

Read up the press release, seems like there will be mobile bases! Imagine an aircraft carrier, maybe one tank factory .... with tracks! Or.... deployable bases like terran in starcraft.

Stackable units? Not sure where I heard that one from, but it sounds interesting. Two tanks combine into one mammoth? lol..... like protoss archon.

My guess is that the game won't be using tiberium as resources anymore, at least not the green variety anymore since the terrain is probably filled with them by now. What happened to Kain? I didn't finish tiberian sun.
*
Actually, every C&C game up until Generals has a unit cap... Its a pretty high number, so it was unlikely that anyone would hit it (In RA, it was 20 Tesla Coils IIRC) and its role was to stop a player from congesting the game engine rather than affect overall gameplay.

The unit cap system was always meant as a sort of limiter to curb rushes. Warcraft-esque games needed this as every unit production building built units independent of one another, so with enough barracks, you could churn out tonnes of units every second.

C&C sort of had a passive way of handling this... By unifying production of all units. So, the more barracks, war factories and airfields you built, it only affects the build speed and thus, a "natural" counter to uber rushing.

Maybe it was just that the devs were lazy to make each building build independently, or didn't want to complicate the menu, but damn, its a pretty interesting feature of the C&C games, looking back.
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post Apr 26 2006, 02:49 AM

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QUOTE(TheWhacker @ Apr 25 2006, 10:39 PM)
The old school Command & Conquer (the one with GDI vs NOD) don't have unit cap IIRC. The only thing that stops you from building 60++ Mammanth Tanks is the tiberium on the map.
*
Got lar... Open the rules.ini files and its all listed there. Mammoth tanks had a limit of around 100+ IIRC, so there was almost no way of hitting it.

In any case, you'd probably crash the game if you did go overboard anyway, and that's what they're preventing.

My point is, its more of an engine limitation, rather than gameplay element.
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post Jan 22 2007, 12:29 AM

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QUOTE(Araes @ Jan 22 2007, 12:24 AM)
300 per game? What game is that?

If ten to fifteen years ago that may be the case. Now, the only games that cost that much is probably console titles or collector's editions .
*
More accurately would be 7-8 years ago (After the big economic slump of '98). Games prior to that are priced at roughly the same price point as today.

Echoing Araes' statement, what game is 300? Even console titles don't go that high now (About RM 200+) and the only collector editions that reach that high are the MMO ones (Because the non CE ones are RM 250+).

If you're going to complain that ori games are overpriced at least step into a shop to see how overpriced they are and don't go pulling numbers out of thin air.
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post Feb 27 2007, 05:19 AM

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Demo's out. Go crazy ppl!

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post Mar 1 2007, 02:32 PM

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Finally got around to giving the demo a whirl (Stupid installer took ages just to load)

I'm quite frankly speechless at how awesome the game is.

Its nice to see the game return to its roots. Its pretty much taken all the good stuff from RA 2, threw out most of the rubbish from Generals and plays like RA (The original C&C was an incredibly unbalanced game)

I'm glad to see its original rock-paper-scissors style (Where infantry, no matter how uber, are kinda weak and tanks own all) is back in place.

That being said, there's quite a few gripes with it. I dunno, but after being spoiled by SupCom and Company of Heroes, these seem pretty lacking:
1) Infantry squads are a pain to manage. They're not really distinguishable from one another and the badges only appear when selected (Which kinda defeats the purpose of it). Plus, locating your commando among dozens of grenadiers is near impossible.
2) The minimap is stupid. Enemy infantry appear as teeny tiny dots.
3) There doesn't appear to be proper model hit detection in the game (I had 3 mammoths overlapped over each other) which makes it look weird with lots of units bunched together.
4) The upgrades and unit special abilities part seem a bit cumbersome and have weird hotkeys (Ctrl and Alt keys? WTF!)

I am digging this. Everything from the build style, the fast economy system (Which no game but SupCom is actually still using) to the quick-paced action are classic C&C moments making a comeback.
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post Mar 1 2007, 03:11 PM

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QUOTE(Araes @ Mar 1 2007, 02:56 PM)
Actually I think you can select the an individual unit using the contextual tab under the minimap after you have selected the entire group. I do agree however that this needs to be made more easier to do.
*
Yeah... but still is cumbersome.

I can see what they're trying to do considering how infantry in general in just about all C&C games were pretty much disposable and serve only to weaken tanks or structures.

That however doesn't work since infantry is now built in squads and hence are too expensive to be used that way so frivolously.

I mean, alright... We get the picture, they are trying to paint this picture that most infantry are weak and useless... But seriously, don't make it till we don't have a choice BUT to think that way as well.

To add insult to injury, infantry seem to want to shoot shit they are NOT proficient at killing. Grenadiers were lobbing nades at bikes while zone troopers were blasting infantry... doh.gif


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post Mar 2 2007, 12:09 AM

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QUOTE(Sylpheed @ Mar 1 2007, 04:02 PM)
That's the thing, thoguh i've only played 1 skirmish map, so it might be too soon to judge this.. but i get the feeling that Tanks > infantry.

Full group of manmoth thanks + APCs + bulldogs = eveyrthing else dies.
as for SC, i didn't do any graphic setting actually.. now that you mention about it.. maybe i should tweak it.

Now i'm not saying SC is ugly, it's already very very cool. My graphics card is 7800GS AGP. It should run SC to good standards. only slows down when i have gazillion of units shooting at each other (like a 100 bombers doing carpet bombing a base) But other then that, i do only have 1GB ram, so yes it's abit slow at times smile.gif (+ i'm using Vista)

but in comparison to CnC3, CnC3's graphics beats SC's graphics any day.
*
You have to remember though, that up until RA2, ALL infantry in any C&C game was rubbish. They died ridiculously fast, they didn't do much damage and to add insult to injury, a single anti infantry base defence was more than enough to stop any infantry force of ANY size... It was downright ridiculous as to how crappy infantry was.

But in the big picture, it did make sense. The barracks is dirt cheap, infantry was dirt cheap, and there was no unit cap, so mixing units wasn't necessary.

It was the Blizzard line of RTS' which tried to make infantry have various strengths and weaknesses while Westwood just put their foot down and said "Infantry = teh sux0rz!".

And this is why C&C 3 is kinda broken... A mammoth is 2500, while a Zone Trooper is 2000. Almost nothing can kill a mammoth in a matter of seconds, an entire Zone trooper squad can get crushed by a lowly scorpion or something (Unlike earlier C&C games, infantry don't seem to dodge vehicles) or worst, get raped by a couple of riflemen squads. Its LAME.
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post Mar 2 2007, 02:13 AM

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QUOTE(jayjay @ Mar 2 2007, 01:54 AM)
we can probably see some patches or unit balance in full version
BTW, infantry are supposed to garrison buldings and hold areas for u, not produce damage
tanks are for tanking and punishing, and aircraft for flanking

*
Infantry in Company of Heroes didn't drop like flies if not garrisoned... Hell, RA2 GIs didn't drop like flies either when not garrisoned.

Well, they are different games and you could say that the dynamics are different... But DAMMIT, when $1000+ infantry die against sub-$1000 vehicles for no other reason than the fact that infantry die really fast, its just retarded. At 2000 bux, Zone Troopers die WAAAAAAYYY to fast and don't do enough damage to offset that weakness.

And if infantry is only good when garrisoned, why even build them then? Just stick with tanks all the way then. There's no pop cap to make using infantry a necessity, the rock-paper-scissor system is weighted too heavily against infantry (Plus, most anti-vehicle stuff are anti-building which rape garrisoned buildings) and tanks don't need to be hunkered down in order to be effective.

Infantry needs some SERIOUS work.

This post has been edited by H@H@: Mar 2 2007, 02:14 AM
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post Mar 2 2007, 11:48 AM

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QUOTE(Sylpheed @ Mar 2 2007, 10:06 AM)
Well said.

I use to like 1 unit rulez all philosophy in RTS games, but after playing so many RTS, now i prefer strategy to rock-paper-scissors .

Take AoE for example, they have the rock-paper-scissors thing, but yet if you mass zerg 1 unit enough, you'd still overwhelm them.

in SupCom's case, it's Air vs Land vs Arty vs underwater. Depending on what units. i thought this one was alot more easier to catch then arrow vs spear vs sword.

CnC however, 1 unit rulez all still stands. Kinda.. I'm not sure if mammoth tanks have Anti-Air, but because of the unit limitations and the size of the map, limited amount of mammoth tanks can crush a base before the AirtoGround units can kill the tanks

Just wish that CnC is bigger though sad.gif

Also, the Silo's needed thingy really surprised me. I know it's like part of CnC all these years, even goes bakc all the way to Dune 2. But after playing RTS like WC3, StarCraft, SupCom, AoE, i've never really remember tehm all having needing to build buildings to increase your resource cap.

(SupCom's Mass storage and Energy Storage are diff story)
*
In previous versions of C&C, the Mammoth was the be-all, end all tank for every situation. It had the largest tank cannon, its missiles raped aircraft and even infantry. In C&C 3, however its overall effectiveness against infantry, has been somewhat reduced.

As for the silo's needed thing, you have to remember that unlike "regular" (Since Starcraft is now the defacto standard for an RTS), you don't spend all your money instantly when building a unit and it slowly drains away your resources. So, if your gather rate was faster than your spend rate, you need silos to prevent wastage. In a strategic point of view, well, you could say that if u have lots of silos with excess cash, you could recover easier if your economy gets attacked.

QUOTE(Araes @ Mar 2 2007, 08:46 AM)
I agree that the Zone Troopers are somewhat lacking when up against vehicles. Not only that they are hopeless against the NOD's Shadow team (I think these guys are cooler with their glider ability).

Then again, this game is all about having the right balance of units in an attack or defence force and the missile troopers are extremely deadly to tanks and air units.
*
True, in every C&C game, rocket soldiers are considered the only infantry worth building, and that stays true in this game... But, that's about it.

This post has been edited by H@H@: Mar 2 2007, 11:50 AM
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post Mar 6 2007, 01:58 PM

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QUOTE(Sichiri @ Mar 6 2007, 11:12 AM)
Not to mention the need to build seperate defences for vehicles, infantry AND air. Why can't they just have ONE kind of defence tower for everything!?
*
If I'm not mistaken, just about every modern RTS now uses this rule (So nobody can just spam one defence tower and be done with it). Even DC and CoH adhere to this rule (Which you love so much)

The last RTS I remember that had only one defence tower was Warcraft 3 and the caveat to that was that the tower wasn't that effective and it cost a bomb.


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post Mar 6 2007, 09:25 PM

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QUOTE(Dark Steno @ Mar 6 2007, 09:17 PM)
While CoH's Flak 88, Ostwind and M4 Halftrack have different pop-cap, rate-of-fire, damage as well as accuracy. Thus enabling several tactics to overcome each kind of units.  DC's all-in-one defences, however, have limited numbers to build.

*
Actually, DC defences, aren't all in one. Basic turrets are anti-infantry while rocket turrets are anti-vehicles. Yes, they are technically the same turret with different upgrades, but once upgraded, they're totally different.

Anyway, the point I'm making is, why is he getting all riled up over the fact that C&C 3 has dedicated based defences while his favourite games are doing the exact same thing.
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post Mar 13 2007, 01:29 PM

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QUOTE(savadi @ Mar 13 2007, 01:26 PM)
how many copies need to be sold to go GOLD ? and how many more copies for platinum ?
*
FYI, going gold in no way represents sales figures. It is merely industry speak for when a game is completed and sent for reproduction. In other words, the game is ready for release and there will (probably) be no further delays.
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post Mar 13 2007, 06:39 PM

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QUOTE(alkt @ Mar 13 2007, 06:13 PM)
guys,
i installed the demo and when i wanna click to play it shows tis doh.gif
*
Dude, you need to get the latest version of DX9 (February 2007 version). Just google that filename and you should get a download.
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post Mar 22 2007, 12:20 PM

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QUOTE(fujkenasai @ Mar 22 2007, 10:46 AM)
Heh I still remember that, used to play CnC on my 486 needed to get a comport mouse for that game cos I did not have a mouse then. laugh.gif

Such a nostalgic game, still rember that I needed to get harvsters from the NODs cos GDI didn have the technology.

Were there a demo version for CnC 1 then? What happened to Kane in the end, if my memory serves me right I think he was killed by Ion cannon also, I wonder if he gets killed by Ion cannon this time again tongue.gif lol/
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Kane dies at the end of every C&C game and he gets resurrected in everyone as well (Except for the first one of course). Yes, even in Renegade, that happens.

They SERIOUSLY need new ideas. At least it looks like they're rezzing him early this time instead of dicking with you around until about halfway through (Like in Tiberian Sun)

EDIT: He's like bloody Cobra Commander!

This post has been edited by H@H@: Mar 22 2007, 12:22 PM
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post Mar 26 2007, 11:53 PM

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QUOTE(jasonkwk @ Mar 26 2007, 09:02 PM)
you can't expect any big changes, or else it wont be C&C anyway.I bet it will be just like any normal C&C wannabe.
*
I just had to LOL at this statement.

Here's a quick summary:
EVERY C&C game after Red Alert has made BIG changes that mess with the original gameplay formula.

Tiberian Sun had the stupid vox engine crap that was supposed to give true "3D" terrain or some shit.
Red Alert 2 had that idiotic "Balance High" concept which made the game imbalanced and they never fixed it.
Generals was... Well, a Starcraft clone through and through.

So, this IS the first time the C&C series has gone back to its original roots (Lots of units, lots of firepower, really, really, REALLY shitty infantry) and honestly I was bored.

Total Annihilation, when it came out, was a game that never achieved its full potential due to hardware limitations. SupCom has seen to it that everything it was meant to do is now done.

That being said, the game has brought in tonnes of new innovations, such as the incredibly flexible "Shift Order" system,it has brought RTS automation to a whole new level with the Assist system and let's not forget the sure to be copied, ferry system.


C&C 3 on the other hand is taking the original C&C style, which for all intents and purposes, was at its peak in Red Alert, and adding some modern day features like squads (Which breaks infantry) and build queuing while not being anything more.

C&C hit its peak with RA. This doesn't go beyond it. So, its like 1997 all over again.

Just to note, when Total Annihilation came out, it was considered the next level for the C&C style of RTS, which is macro intensive warfare (As opposed to the more micro intensive Warcraft method). SupCom is a step forward in the right direction, while C&C 3 is like a step back.
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post Mar 27 2007, 01:32 AM

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QUOTE(johnnycp @ Mar 27 2007, 12:31 AM)
The story is a joke... Here is the catch, when this world have so many tiberium until no place for human to live. There should be no value to the tiberium since i can get it at my backyard as well. Why they still harvesting it to make cash? Why Kane  holding 80% of the yellow zone and should have more cash to fund his military to take down the remaining 20% of GDI's bluezone, yet they failed. Arrghh all sort of non sense..

*
Holy cow... That makes sense.

*Head explodes*

I guess the logic is that its being used solely for production purposes and not as currency.
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post Mar 27 2007, 02:26 AM

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Ok, Eurogamer has a review up
8/10

Before you guys go up in arms with a big "Yay!", please read the article and you might reconsider.

So I was right then... Its basically 1997 all over again... This time with tongue firmly in cheek. wink.gif
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post Mar 27 2007, 03:08 PM

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QUOTE(Dark Steno @ Mar 27 2007, 03:53 AM)
Personally, I can guess what the ratings that will be given by those websites. I do know why it's suck on certain point of view as well as good impressions over SupCom. The thing is, I don't give a damn on SupCom at the moment. So, listen to me. SupCom maybe good and all. I don't deny that. However, the high requirements tend to make certain people frustrated. Besides, from my point of view, only people who have played TA before that simply getting excited over the game. I do found some people who're regretted buying SupCom. Although most of them gave reason about the requirements but a few of them really didn't impressed with the game.

The initial units look identical and typical on each faction. Same tasks, different names and looks. Land, air and navies are all the same. I know, later in game, we can see different kind of units. Even so, the gameplay starting to be fun afterwards. Some say that, it's just too slow. For people who are used to fast RTS games like C&C, they don't simply accept SupCom.
*
Look, the units in SupCom are MUCH more varied than during the days of TA. It may be subtle, but they do in fact affect how each faction is played (T1 UEF troops are unaffected by walls, most Aeon ground troops are hover). Its obviously not Warcraft style different, but it is different.

QUOTE(psyhun @ Mar 27 2007, 07:29 AM)
Please explain more on the RA2 "Balance High" thingy, its the first time I've heard of it tongue.gif

*
I first read about this in some interview with Westwood a few months before its release. They said they were going for 2 VERY different sides in order to achieve balance. Not the somewhat shallow differences like in Starcraft (1 Zealot = 2 Marines = 8 zerglings).

So, they decided to go with brute force (Soviet) vs technology (Allies) and we all know how that panned out. This was why GI's owned conscripts so badly. This was why Apocalypse tanks own all other tanks in normal warfare. This was why most Allied stuff was made of paper, but if used well can kill anything in their sights.

QUOTE(Araes @ Mar 27 2007, 11:18 AM)
I really disliked that review, it is the most amateurishly written review I've seen. I mean, who calls the game they review 'stupid' ? If you think the gameplay has no depth, say that. The guy also openly admits that the he did not play multiplayer.
He must have played about an hour and rushed to write the review.  doh.gif
*
Look, I like Eurogamer's reviews because its usually very unconventional. They take out most of the pretense and usually focus on the highlights of the game. You could argue that their reviews tend to be a little lobsided in that regard, but the best thing about them is that they express their true feelings about each game they review very well.

I don't need one full paragraph praising the pretty graphics if that's all they are. I don't need one 1 page just describing every single unit in the game.

If the graphics are pretty, a line would suffice. If it was so pretty that it would make me wish I lived in there, then a paragraph would be ok. Otherwise its just blather.

What I do need to know, is which of these features will have a lasting impression on me. Things which make it stand out from the rest.

C&C 3's graphics are obviously better than SupCom's... I don't deny that. But its not really that outstanding if you compare it to the likes of Company of Heroes.

Anyway, it was obvious that he was calling the game "stupid" because its so obviously tongue in cheek. Then again, that's essentially what C&C style games are. Its all about the tank rushes, which when you think about it... is stupid.

PS. The review did NOT include the multiplayer portion of the game as mentioned. The multiplayer aspect will be reviewed later (They always do this with pre-release reviews so that they can review the multiplayer when the playerbase is larger)

This post has been edited by H@H@: Mar 27 2007, 03:21 PM
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post Mar 27 2007, 11:44 PM

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QUOTE(Dark Steno @ Mar 27 2007, 11:06 PM)
Hey, I said that as in early games. Of course there are much more types of units later on. Just like C&C 3 GDI and NOD.
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Dude, those ARE early units. They're Tier 1 units.

QUOTE(Dark Steno @ Mar 27 2007, 11:06 PM)
If you said so, why the hell there are people saying that C&C 3 graphics suck to the max compared to SupCom? I couldn't test the graphics at high settings on my pc for SupCom. So, I wouldn't know. Yet, there were people telling that SupCom graphics are better. If you can see from this thread, there are people saying like that. Sigh, fantard to the maximum.

Anyway, for those saying that SupCom graphics better, C&C 3 runs smooth and beauty on my PC.
It's HIGH settings. Not MEDIUM settings on SupCom that looked crap and laggy like kena sembelit.
*
All I can say is... fanboyism? I mean, I admit, I'm a hardcore TA/SupCom fan, but I'm not blind. biggrin.gif

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