Home » General Discussions » General Discussion » C&C3 Demo and C&C3 Official Website discussion (merged)
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #247188 is a reply to message #246959] |
Tue, 27 February 2007 01:47 |
Kanezor
Messages: 855 Registered: February 2005 Location: Sugar Land, TX, USA
Karma: 0
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Colonel |
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Quote: | EA Announcement
C&C 3: Tiberium Wars
Hi! We here at EA feel that C&C did not have enough Generals in it. In addition, we believe that we did not sufficiently fuck over the C&C name with the game Generals. So, we have decided to make a C&C Generals mod, and sell it for uber profit! We won't spend uber monies on designing a new engine because it's all right there. And we get the specialized feel of Starcraft with the awesomeness of our own C&C Generals look. And the best part? We get to cut costs because all the engine work has already been done!
But enough of Generals! We here at EA have decided to make C&C 3: Tiberium Wars.
It's complete with multiple separate build queues, purchasable unit upgrades, and even a mouse interface similar to Starcraft! If you want to build a lot of infantry, you can just build lots of barracks! How is this different from C&C? It's not! Well, unless you count the fact that you have to tell each barracks to build a unit individually. Also, each individual barracks does not get production speed increases if you build more barracks. But don't worry, it's still the same old C&C you like.
If you want more tough units, you can build a technology building. No, that doesn't grant you access to special tougher units. What it does do is let you buy things called "upgrades". Don't worry, that's nothing like Starcraft though. You see, in Starcraft, you could buy several upgrades several times. So you see, it's still C&C!
We've also felt it necessary to remove the ability to build base walls and gates. It was entirely too unique, and we felt that it detracted from the necessity of building more structures and units. Who cares about walls, anyways? I know I sure don't.
We also felt that Generals was pioneering this awesome macro ability. Now instead of being able to tell each unit what to do individually, you can control whole squads of infantry with a single click!
While we're changing things, we decided that tiberium trees were entirely too unsightly. They do have a habit of growing tiberium, you know. So instead, we felt that tiberium should come out of large holes in the ground. It doesn't matter how these holes formed, what matters is that tiberium grows out of them.
In conclusion, we at Electronic Arts feel that C&C 3: Tiberium Wars is going to be a best seller. I hope you buy it!
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That is my personal opinion. I can't believe I fell into yet another trap of EA's. Shame on me.
I played the C&C 3 demo for about 2 hours. I simply cannot believe the stench of Generals that it has. Sure it has some pretty graphics... but coming from EA, that is unsurprisingly just about the only nice thing about it. Oh yeah, and it has a real C&C plotline, but I don't think that's a good thing.
This game is not C&C. This game is Generals with Tiberium.
Way to fuck us over, EA. I just thought you guys were trying to make the community happy. I guess I thought wrong.
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #247199 is a reply to message #247188] |
Tue, 27 February 2007 04:40 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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Kanezor wrote on Tue, 27 February 2007 02:47 | That is my personal opinion. I can't believe I fell into yet another trap of EA's. Shame on me.
I played the C&C 3 demo for about 2 hours. I simply cannot believe the stench of Generals that it has. Sure it has some pretty graphics... but coming from EA, that is unsurprisingly just about the only nice thing about it. Oh yeah, and it has a real C&C plotline, but I don't think that's a good thing.
This game is not C&C. This game is Generals with Tiberium.
Way to fuck us over, EA. I just thought you guys were trying to make the community happy. I guess I thought wrong.
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I understand every individual word you just said, but string them together into sentences and it becomes totally incoherent.
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #247216 is a reply to message #246959] |
Tue, 27 February 2007 08:29 |
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DutchNeon
Messages: 533 Registered: January 2007 Location: The Netherlands
Karma: 0
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Colonel |
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Its Nice, although there are some bugs i noticed, Juggernauts tend to Glitch in Buildings ( they wanna walk threw buildings ) if u attack a enemy past the object, also, Juggernauts CAN walk Deployed , if they are attacked, they kinda Strafe then = Bug lol Anyway, I think its smart for EA ( sorry, not ) Allowing u Full Tech Tree in Skirmish. Also, they Don't Allow u to ply nod, but wow, check what i got
i Have Highest Settings, but with AA off and shadow's off, and my Card Fucks its a bit ( Old 128 MB AGP Card, doest support bloom ), its the fully Updated Avatar Mech, only can adept Own Teamed Nod Vechs to steal the Technology ( Fully Updated has 4 parts, but im not telling ) Anyway, also, when i Captured the Nod MCV, my nod Blue MCV ( looks like a scarab ) turned into a purple one o.O kinda wtf, so ul see Purple Nod Units on the SS While im Blue.. ¬¬ anyway, i miss the old command & Conquer Sounds + Ion kinda big, i just build Temple of Nod and gonna test the nuke Maybe put a vid on here, oh and btw, Stealth Tanks look like Snow Motor's kinda
Also, There are some things i Dislike, maybe for Good power but u can Change Mammy's Guns to railguns as a upgrade ( also Predator ) and laser's for Scorpion tank ( Its the new Named Light tank for nod ) and ob kinda tends to fire slow, although i think its good how they Balanced Base Defenses now, GDI has a building at same power as a obelisk now although ob tends to fire slowly, Tib Sun Sound...
/ -= Neon =- \
[Updated on: Tue, 27 February 2007 08:34] Report message to a moderator
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #247230 is a reply to message #247188] |
Tue, 27 February 2007 09:57 |
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Assuming you're not trying to be sarcastic or making fun of those few bashing the game...
Quote: | Hi! We here at EA feel that C&C did not have enough Generals in it. In addition, we believe that we did not sufficiently fuck over the C&C name with the game Generals. So, we have decided to make a C&C Generals mod, and sell it for uber profit! We won't spend uber monies on designing a new engine because it's all right there. And we get the specialized feel of Starcraft with the awesomeness of our own C&C Generals look. And the best part? We get to cut costs because all the engine work has already been done!
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I hope you're actually quoting someone else, because I'm not sure what kind of idiot it takes to think that using a modern, perfectly capable engine and just upgrading it is in any-way-what-so-ever a bad thing. I'm sure you'd rather them waste hundreds of thousands of dollars to make an unnecessary new engine instead of just upgrading a current engine to accomplish the exact same thing and putting that money to better use.
Quote: | and even a mouse interface similar to Starcraft!
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You mean, "similar to every other modern RTS game", right? Besides, they'll most likely include the option to use the left click instead.
Quote: | If you want to build a lot of infantry, you can just build lots of barracks! How is this different from C&C? It's not! Well, unless you count the fact that you have to tell each barracks to build a unit individually.
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No you don't, you just switch tabs on the side bar to build each extra unit, you don't have to go to each barracks to build each unit.
Quote: | Also, each individual barracks does not get production speed increases if you build more barracks. But don't worry, it's still the same old C&C you like.
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I don't see what the big deal is, instead of building two units at a faster rate, you're building two units at the same time at normal rates, you still get two units quicker by building two barracks. I don't see the huge-gotta-bitch-and-whine-about-it difference.
Quote: | If you want more tough units, you can build a technology building. No, that doesn't grant you access to special tougher units.
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So, I just imagined the Mammoth Tank and Juggernaught and the other units becoming available only after I built the Command Post and Tech Center, right?
Quote: | What it does do is let you buy things called "upgrades". Don't worry, that's nothing like Starcraft though. You see, in Starcraft, you could buy several upgrades several times. So you see, it's still C&C!
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I see you're still confusing "like all other modern RTS games" with "like Starcraft"...
And, no you couldn't buy the upgrades in Starcraft several times, each time you bought an upgrade, a better new upgrade was made available.
Quote: | We've also felt it necessary to remove the ability to build base walls and gates. It was entirely too unique, and we felt that it detracted from the necessity of building more structures and units. Who cares about walls, anyways? I know I sure don't.
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The modders that will add it back in within months of it's release, if walls are not added in a patch or something. CnC3 had walls, they just for some reason removed the ability to build them at the last minute. Wow, an actual valid complaint, must have been an accident, right?
Quote: | We also felt that Generals was pioneering this awesome macro ability. Now instead of being able to tell each unit what to do individually, you can control whole squads of infantry with a single click!
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Because 6 people taking 6 direct hits to die is less stupid then 1 person taking 6 direct hits to die? It's only a visual change.
Quote: | While we're changing things, we decided that tiberium trees were entirely too unsightly. They do have a habit of growing tiberium, you know. So instead, we felt that tiberium should come out of large holes in the ground. It doesn't matter how these holes formed, what matters is that tiberium grows out of them.
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Damn, a second valid complaint, even though it is a very minor and insignificant one.
Quote: | Oh yeah, and it has a real C&C plotline, but I don't think that's a good thing.
This game is not C&C. This game is Generals with Tiberium.
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You're ranting about it being bad because it has a few different features then C&C games, but it having a "real C&C plotline" is somehow bad?
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[Updated on: Tue, 27 February 2007 10:04] Report message to a moderator
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #247266 is a reply to message #246959] |
Tue, 27 February 2007 14:41 |
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Demolition man
Messages: 670 Registered: February 2003 Location: dutchland
Karma: 0
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Colonel |
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I don't get why they remove walls. Because they didn't use it in MP... So? Just leave it in for others they made it already so let it stay.
Also when unpacking an apc, building or deploying a mcv you have to select the deploy/unpack button at the bottom right. My suggestion would be to also add that a cursor like this will show up when hovering over the unit/building (Like all the other C&C games had). Also keep it at the bottom right for specific units to get out the building/apc.
Also GDI was to blue if you ask me.
EDIT: also you can't see how space you got left for tiberium till you need a silo.
[Updated on: Tue, 27 February 2007 14:56] Report message to a moderator
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #247273 is a reply to message #246959] |
Tue, 27 February 2007 14:54 |
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Renx
Messages: 2321 Registered: April 2003 Location: Canada
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General (2 Stars) Category Moderator |
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I don't like that you can only put one unit type in an APC. It makes since in the way that there are 5 people in a squad, but I liked mixing up the units in my APCs.
Demoman when you learn to use that feature right it's great. You can tell an APC to go to the drop point then come back right after it drops them off with waypoints.
~Canucck
[Updated on: Tue, 27 February 2007 14:55] Report message to a moderator
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #247279 is a reply to message #247274] |
Tue, 27 February 2007 15:22 |
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Jerad2142
Messages: 3811 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Predator |
The reality is, yes, we made a late design decision not too long ago to take out walls from multiplayer. We will explain this further in the upcoming podcast, but we found after extensive testing that walls were being hardly used and didn't suit the gameplay style, the fast paced feel, they became more of a nuance than an actual enhancing gameplay feature.
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An so they decided to make it a bit more gay General's like, and take away options for the user. I want to build a wall and make my base look like a real base, but now tanks and infantry can just run into my base and throw a party.
This must be what EA thought: "And perhaps beings we have these walls in the game and the majority of people don't use them, we better take them out, I mean it keeps people from sending engineers into you construction yard and they act as a second layer defense against low flying projectiles, but thats all."
Oh BTW lets make it fast paced so those "boring" 2 hour games can no longer happen and after your 11 minute battle you can say: "Remember 5 minutes and 30 seconds into the game, you had that one harvester and I blew it up." And they will say "No, because I was watching your infantry and dealing with about 50 other things."
Quote: |
We also felt that Generals was pioneering this awesome macro ability. Now instead of being able to tell each unit what to do individually, you can control whole squads of infantry with a single click!
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Yes lets make it so if a tank comes along it can run them all over instead of them being able to scatter, so you just lose all you money at once, and don't forget the splash damage.
Quote: | ob kinda tends to fire slow, although i think its good how they Balanced Base Defenses now, GDI has a building at same power as a obelisk now although ob tends to fire slowly, Tib Sun Sound...
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Why would the base defenses be more powerful than the other teams base defenses, it adds more "strategy" (EA thinks: "what the heck does that word mean") to the game. And after all its only a strategy game why have strategy.
Quote: |
Is there a way to change the mouse selection back to the C&C default?
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When does EA give us options.
Speaking of options the actual game better have an options screen that looks something like this:
or they better get a patch done quick.
I bet C&C3's "rules.ini" file will be called "EARules.duh" and it will allow you to change the volume of sound effects and music.
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Attachment: options.png
(Size: 4.08KB, Downloaded 402 times)
Visit Jerad's deer sweat shop
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #247280 is a reply to message #247266] |
Tue, 27 February 2007 15:26 |
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Crimson
Messages: 7429 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (5 Stars) ADMINISTRATOR |
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Demolition man wrote on Tue, 27 February 2007 14:41 | Also GDI was to blue if you ask me.
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I think that was just the "team colors" feature. When you set up your skirmish you can pick a different color, like a light yellow. That feature allows for easier unit identification when you're playing something like GDIvsGDI or more in a multi-player map.
I'm the bawss.
[Updated on: Tue, 27 February 2007 15:26] Report message to a moderator
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #247281 is a reply to message #246959] |
Tue, 27 February 2007 15:30 |
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NukeIt15
Messages: 987 Registered: February 2003 Location: Out to lunch
Karma: 0
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Colonel |
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My first impressions (the bad):
- Structures die way too easily, especially base defenses. A handful of basic-level tanks and infantry can wipe the floor with three or four defense towers before said towers can make as many as two or three kills combined.
- On the other side of the coin, structures build too quickly. Building a base feels like TS at speed 6.
- I do not like the way the game handles mission updates in SP. It does not merely focus the normal camera on a point of interest, it focuses in on it then bounces. It is possible to skip this bit, but it is annoying to me just because it is something getting between me and my game. On a similar note, is it really necessary to deselect everything the player has selected every fucking time the mission status updates? It interferes with the player's ability to play, and is not a good feature.
- A note on infantry selection: when you have a big crowd of infantry, it is stupidly annoying to pick out which soldier belongs to which squad, as they have a tendency to mingle with one another and each individual soldier does not have a health bar of his own. This problem could be solved either by pinning a little health bar/selection dot/something over the head of each individual squad member, or by having squad members not wander off from their squad leaders. It doesn't need to be that much of a pain to pick out who's who.
- The Ion Cannon seems stupidly powerful. This is a disturbing trend in the superweapons that EA puts into their RTS titles. The Ion Cannon in TD and TS was a precision weapon that could take out a key structure (A key structure) in preparation for a follow-up attack. It shouldn't be a nuke-beam that fries the entire core of a base on its own. Honestly, anything that can take out one, two, or three structures in one shot is powerful enough and then some, and anything which can cause more damage than that needs to be limited to a single shot ala the Nod nuke in TD.
- Units take a little too much personal initiative when enemy units come calling. So far I've had infantry squads run off to attack enemies that aren't even in my field of vision yet, which is a bit annoying. I don't mind them firing from where they are or moving when enemies get into firing range, but I'd like it better if they wouldn't actively try to get into firing range before I give them orders to do so.
First Impressions (the good):
- Good job on the cutscenes. It is nice to see Kane's face again, and I think Mike Ironside is a good pick for GDI brass. That reporter seemed a bit wooden, but that's forgivable IMHO.
- Vehicles handle nicely. The temporary hulks of dead vehicles are a nice touch, as one could conceivably stall a big formation of tanks by destroying its leading units and forcing the rest of the column to maneuver around or wait for the hulks to go away. That has some nice potential for ambushes and defensive tactics.
- Unit balance (vs. units) in general seems about right. I didn't get a chance to test drive the Juggernaut, but the Medium and Mammoth tanks seem to balance out nicely with infantry (thankfully, infantry units aren't pushovers... unless you literally push them over). It is nice to see that groups of dissimilar units will move at the same speed when moved together; infantry and armor can be moved up without the tracks getting too far ahead of their squishy support.
Prolly more later...
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