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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #249811 is a reply to message #249758] |
Wed, 14 March 2007 10:46 |
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Jerad2142
Messages: 3812 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Quote: | Oh, did I mention that visceroids are back? Corruptors can actually turn infantry into visceroids, yours to control. Visceroids aren’t exactly the tiny blobules from Tiberian Dawn and Tiberian Sun. They actually have legs now, three to be exact, and are still as ugly and oozing as before.
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Legs and you control them, that kind of ruins the point of them and a big strategy I had developed with them (send lots of infantry into a tib field by an enemy base and run them around until they are killed for tib exposer then they combined and attack the base, and the base defenses will not fire back until the visceroids attack them because the visceroids are on a special team).
Quote: | “We’ve been noticing this more and more in the forums. The issue seems to be, that we’ve noticed, two things. One is the CPU overheating. The other is a driver issue with Vista. There are three people on the team who have noticed this issue, and we told them to open their case and clean out the fans, and that fixed the problem.”
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They expect us to fix a problem their game causes.
Visit Jerad's deer sweat shop
[Updated on: Wed, 14 March 2007 10:49] Report message to a moderator
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #249816 is a reply to message #249811] |
Wed, 14 March 2007 11:07 |
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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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Jerad Gray wrote on Wed, 14 March 2007 10:46 |
Quote: | “We’ve been noticing this more and more in the forums. The issue seems to be, that we’ve noticed, two things. One is the CPU overheating. The other is a driver issue with Vista. There are three people on the team who have noticed this issue, and we told them to open their case and clean out the fans, and that fixed the problem.”
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They expect us to fix a problem their game causes.
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Um, if your fan is dirty and not spinning fast enough, and the high CPU usage of the game makes it overheat, then that's not their problem. You expect them to come and clean your fan for you or write software that does it???
I'm the bawss.
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #249831 is a reply to message #246959] |
Wed, 14 March 2007 12:29 |
Jimbo27
Messages: 148 Registered: February 2004 Location: Pittsburgh
Karma: 0
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Recruit |
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GDI v Hard Nod,
won in 8 minutes
best strategy is to expand asap down to one of the other tib fields ,build a tech center as soon as possible and build about 3 or 4 barracks and just spam the shit out of zone troopers and have them rally to the enemy base. zone troopers ftw.
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #249938 is a reply to message #249932] |
Thu, 15 March 2007 06:21 |
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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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Creed3020 wrote on Thu, 15 March 2007 06:54 | They are definatly the best infantry in the game. The one big difference that this game has is that you can't take one elite infantry unit and go and own an enemy base. Like Tanya, or Chronoshifters in RA2.
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Chrono Legionnaires wouldn't own a base unless your opponent was an idiot... any units could beat them, all you needed was to outnumber them.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #249969 is a reply to message #246959] |
Thu, 15 March 2007 13:24 |
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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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I am still having trouble beating hard (I'm not a hugely skilled in RTS so meh)... I tried an interesting tactic of packing up my construction yard and moving to a corner tib field so I only had two sides to defend instead of 3... I actually survived quite a while with it but I was running out of building room and tiberium, and my stupid harvesters kept trying to leave the base and getting pwned. The funny thing is that the AI assumed I was using the default field and never expanded to it.
I'm the bawss.
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #249975 is a reply to message #246959] |
Thu, 15 March 2007 14:00 |
Tunaman
Messages: 1190 Registered: January 2005
Karma: 2
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General (1 Star) |
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I tried that too.. I got owned everytime. Then I played again and just expanded and didn't move my con yard.. And I pretty much owned hard. It seems like they like to send more troops to the expansion field than to your main base so I just built up my defenses there and got the microwave(I don't remember what they're called) turrets asap.
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #249981 is a reply to message #246959] |
Thu, 15 March 2007 14:30 |
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m1a1_abrams
Messages: 375 Registered: August 2003
Karma: 0
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Commander |
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Well Brutal GDI is still owning me, unless I play mirror GDI. Nothing seems to work. Without the Sonic Emitters to hold back their attacks, I can never mass enough units to launch my own attacks. Have to send units to defend, because the Obelisks are too easily overwhelmed.
I think they made a big mistake in removing walls, because you could build your Nod defenses behind them. GDI wouldn't be able to do the same, because their cannon/sonic turrets couldn't fire over their own walls... so it would justify them being stronger than Nod. Also, if you were charging your Obelisks with the Beam Cannon, walls would stop that expensive unit being wasted immediately by focus fire (it has to be pretty close to charge). Not to mention that the Shredder/Laser Turrets seem to be designed completely with walls in mind. These "professional gamers" they hired must be very narrow minded if they can't spot building the Nod defenses behind walls as being a good tactic. If they weren't using them in the games they played, then maybe they just weren't inventive enough... or maybe the walls were priced too high to be competitive. Removing them was not the answer.
Edit: Also, I doubt that static defenses are going to be a staple of the most competitive games anyway, walls or not... so I guess they should have lobbied for the removal of all defenses too.
[Updated on: Thu, 15 March 2007 14:38] Report message to a moderator
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #249987 is a reply to message #246959] |
Thu, 15 March 2007 14:56 |
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m1a1_abrams
Messages: 375 Registered: August 2003
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Commander |
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Yeah I know, that's what I mean. They designed it so you could do that, then they listened to the "pro gamers". The Shredders and Lasers are now just a gimmick in multiplayer, because you can just shoot the hub straight away.
The ability to place them anywhere within a cirle around the hub isn't so hot, because you need them in overlapping fire arcs to get the best out of them (i.e. pretty much in the same place). Building the hub behind walls would have been the real advantage of those things. It's cool that it's still in single player, but we could have been doing that online and in skirmish too. It would have helped particularly against the hard/brutal AI settings. All we can hope is that enough people make a fuss about it, so they patch it back into multiplayer.
And it really gimps the Obelisk, if you're going to use it at all. It has this big advantage that it can fire *over* walls, unlike the Sonic Emitter, except it doesn't have any walls to fire over. And it doesn't damage multiple targets at once. So I'm not really sure what advantages the MP Obelisk has at all.
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #249992 is a reply to message #249969] |
Thu, 15 March 2007 15:50 |
Jimbo27
Messages: 148 Registered: February 2004 Location: Pittsburgh
Karma: 0
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Recruit |
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Crimson wrote on Thu, 15 March 2007 15:24 | I am still having trouble beating hard (I'm not a hugely skilled in RTS so meh)... I tried an interesting tactic of packing up my construction yard and moving to a corner tib field so I only had two sides to defend instead of 3... I actually survived quite a while with it but I was running out of building room and tiberium, and my stupid harvesters kept trying to leave the base and getting pwned. The funny thing is that the AI assumed I was using the default field and never expanded to it.
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Key is to expand to two tib fields, build lots of rocket men and gun towers while you tech up (tech center til you can get mammies and zone troops) and then just beef 'em.
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #250022 is a reply to message #250000] |
Fri, 16 March 2007 00:34 |
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Goztow
Messages: 9738 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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Jerad Gray wrote on Fri, 16 March 2007 01:02 | I noticed that pieces of tiberium that are alone don't grow, whats up with that.
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AFAIK Tib only grows in red zones.
Obelisk seems underpowered compared to sonic emitor, allthough u can power it up with beam cannons. Worst thing is that it doesn't kill a predator, it leaves it with a couple HP of health, so it needs to fire twice to kill one tank (unless powered up). That makes it useless.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: C&C3 Demo and C&C3 Official Website discussion (merged) [message #250076 is a reply to message #250000] |
Fri, 16 March 2007 10:04 |
Chronojam
Messages: 688 Registered: March 2003
Karma: 0
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Colonel |
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Jerad Gray wrote on Thu, 15 March 2007 19:02 | I noticed that pieces of tiberium that are alone don't grow, whats up with that.
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C&C tradition dictates that tiberium that is isolated will grow slower than tiberium that is in a patch, hence the optimal harvesting strategy is to collect in a checkerboard pattern. A lone chunk often has trouble spreading far, but the bigger a field is, the quicker it replenishes. Sometimes I wonder if EA is forgetting C&C or if the fans are XD
Goztow, try mixing together different kinds of base defense-- put lesser turrets with your Obelisk to handle clean-up and defend against infantry rushes. Forcing an Obelisk to waste shots is a classic C&C maneuver.
Crane, surveyor, Power-refref-barracks, surveyor, crane, ref wf defenses, tanks, techup. Cockwalleting optional, but gives a 50% boost to odds of winning.
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