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Posted: 05 Apr 2007, 17:28
by Zoombie
In real life tanks have machine guns to help them deal with infantry, don't they?
Posted: 05 Apr 2007, 18:08
by j5mello
yes. however this realism discussion is irrelevant... i mean c'mon people, the tanks-suck-vs-inf has been a staple part of this series since its inception, so move on for the love of NOD
how the hell did the Gen infantry require micro... besides their rediculous little abilites like the MD's Laser lock or the Tank hunter's TNT attack (both of which meant little against a smart player) their was no reason to micro infantry... hell there wasn't even a reason to have them. ZH made em no less ineffective except for the minigunner and teh hacker. im sure somone will make a single infantry mod whenever EA gets around to releasin some mod software, speaking of which...
...don't get all excited about the moddability of CC3. from the ZH modding forums i peruse it looks like the idiots at EA haven't made the engine that much more flexible...
honestly i think im just gonna wait and get CC3 when its inevitable expansion pack comes out and hope to god that it doesn't completely fuck up the game when it's released (not that Mammoth spam sounds that fun to me right now

)
Posted: 05 Apr 2007, 19:18
by 1v0ry_k1ng
infantry no use! lies!
Posted: 05 Apr 2007, 20:07
by knorke
infantry in generals worked good. it rewarded micro.
squads are dumbing down. making the game simpler for noobs.
+overninethousand.
Also, in Tiberian Sun the tiberium was spread around in nice random pattern.
In C&C3 its usually in perfect round circles which looks stupid.
I also dont like how after some minutes you have so many countdown-stuff to use, like paratroopers, orca attack or whatever.
To me, it seems like it is more about using the correct "spells" or right unit than real strategy.
And the defensive/offensive switch on units seems to be a toggle for stupid/smart behaviour.
Posted: 05 Apr 2007, 20:14
by rattle
I hate to micro the shit out of my units...
Posted: 05 Apr 2007, 22:18
by Fanger
Im tired of the whole mirco = more skilled argument..
Posted: 06 Apr 2007, 10:09
by KingRaptor
MD's Laser lock...which meant little against a smart player
hell there wasn't even a reason to have [infantry]
Micro obviously shouldn't be the end-all of a good RTS game, but there needs to be some reward for doing it well, namely being more effective in a fight.
Posted: 06 Apr 2007, 11:25
by 1v0ry_k1ng
its not micro = more skilled
its less units and less control over units and so less to do = less skilled
Posted: 06 Apr 2007, 12:50
by PicassoCT
If you have to manyUnits, all of them in a Group just turn into simple Monster Unit in a Zoomed outview- who have all Abilitys by Percentage (how they are composed from other Units) -> Micro is then just a boost for one of those Units. If one is equally skilled in Makro Economics of BigSize Things it won`t help you...
Back to CC me likes the NodTowers, the ZoneTroopers and the Mammoth going over small Tanks. And you don`t have a Chance as Nod if you don`t use Infantry... Fanatics are your best clean up tool
But Nods best is to built up some Cranes, built a forward Outpost and have then several Obelisks of Light, Samtowers and Hidegenerators ready. Nods Base defense is Best! If you use the following Attention of the Enemy to have some Fun with Shadows in his Base - Voila!
Posted: 06 Apr 2007, 18:09
by Snipawolf
This game is pretty good (my bro bought it for 40$ USD from one of his teachers, and we both play it at the same time {You only need teh cd for start up}) but I don't like how commandos die so easily before they get a few chevrons, and the same with zone troopers...
Posted: 06 Apr 2007, 18:40
by PicassoCT
By the way, does somebody remember the Celebrations of your Troops when you won a Battle ? Would be cool if Spring had such a Thing - just Fireworks, or something Rewardlike

ending triump sound
Posted: 07 Apr 2007, 00:48
by Daan
a sound could be fun or better a part of the battle screen randomly,
The two most gay things of 3n3 E the end sound smooth like a silk worm and the non outzooom botton.
Posted: 07 Apr 2007, 01:01
by knorke
how does the audiocomment for replays work?
i check the [x] add comment option, my microphone is working with the testmode from the optionsmenu but the saved replays are only ~700kb and have no audio when played.
How do I do this correct?

Posted: 07 Apr 2007, 01:05
by Zoombie
PicassoCT wrote:By the way, does somebody remember the Celebrations of your Troops when you won a Battle ?
I love that bit. It strikes me as awsome.
Posted: 08 Apr 2007, 03:18
by Zpock
Zoombie wrote:PicassoCT wrote:By the way, does somebody remember the Celebrations of your Troops when you won a Battle ?
I love that bit. It strikes me as awsome.
Always thought they did this best in Emperor:BattleForDune.
Posted: 08 Apr 2007, 03:19
by Zoombie
Yeah, with the whole cheering and gun firing into air thingy? It was also really good in BFME.
Posted: 08 Apr 2007, 03:22
by Zpock
Yes, I always thought EBFD had the most awesome infantry.
Well, I guess it could kind of be done in spring by putting it in RestoreAfterDelay(), although they will be celebrating at funny times in some cases.
Posted: 08 Apr 2007, 04:41
by rattle
I'd let a seperate function run as endless loop to control idle animations in general and simply set a var in a FireWeapon function to allow cheering. Also the unit shouldn't be aiming and it needs to be randomized to some degree so it doesn't cheer after each successful attack.
Posted: 08 Apr 2007, 05:03
by Zoombie
Is it just me, or did Commandos get way more awsome now?
Also why can't their rail guns blow up tanks?
Posted: 08 Apr 2007, 05:08
by j5mello
i thought the commando had an assualt rifle a la the militia not a rail gun???