Page 5 of 9

Posted: 2007-03-02 01:46am
by Howedar
Yeah? Grenadiers can clear a building out with one shot. I just discovered that.

Posted: 2007-03-02 01:51am
by Stark
Howedar wrote:Yeah? Grenadiers can clear a building out with one shot. I just discovered that.
I hadn't discovered that yet! I had seen a Nod superteam run down a street killing dozens of guy in buildings on both sides with casual shots, though, and after they fought off a tank/infantry attack that was pretty demoralising. :)

Posted: 2007-03-02 02:52am
by Covenant
Yeah. They clear it DEAD. This pretty much removes Nod's garrison advantage. It's hard to garrison offensively, so... ;p

Man, I'm just not seeing Nod's real awesomesauce flavor. They have beams, and beams are totally sweet. And Mechs. But against Mammoth tanks and such? I'm not feelin' it.

I tried again, and I just get my butt kicked by GDI. As GDI I also get my butt kicked by Nod, but less often. I can get into their base with tanks faster than Nod can, and Nod tanks are not very good. Their little raider thingies are, but they're not good at killing structures. They should have bombs in 'em or something.

Nod's beam cannons are pretty sweet, I really like those suckers. Their special power to beef up an Obley is nice but I rarely get to use it.

Posted: 2007-03-02 03:35am
by Howedar
Beam Cannons are in fact the new Prism Tanks.

In terms of mid-tech Nod offensives, Flame Tanks are deceptively good against tanks, and of course they own structures all day long. They've become, in my mind, perhaps the primary mid-tech Nod unit, with Scorpions in a supporting role. They seem not unlike a non-mirage Mirage Tank.

Of course this depends on what an enemy decides to throw at you.

Posted: 2007-03-02 03:51am
by Fingolfin_Noldor
If there's one thing I hate, is heavy micromanaging, and the Nods need heavy micromanaging especially with all the hit and fades as their armour can't take too many salvos from a Mammoth tank with rail guns before exploding. Heck, it took only 3-4 salvos to bring down a harvester.

But that Nod elite infantry is a pain in the ass. They come and go like a bunch of cleaners.

Posted: 2007-03-02 04:24am
by Covenant
Fingolfin_Noldor wrote:If there's one thing I hate, is heavy micromanaging, and the Nods need heavy micromanaging especially with all the hit and fades as their armour can't take too many salvos from a Mammoth tank with rail guns before exploding. Heck, it took only 3-4 salvos to bring down a harvester.

But that Nod elite infantry is a pain in the ass. They come and go like a bunch of cleaners.
Which ones? The Black Hands with the flamers, the Shadows with the gliderjets, or Tanya?

I agree on the micro. It makes me really want a 'all units attack move to this location' function more than ever. Some kind of formations function. Blah! How does one attack move anyway?

One cool thing--the 'move backwards' function to keep stronger front-facing armor facing the enemy as you retreat.

Posted: 2007-03-02 06:21am
by Invictus ChiKen
I have to agree, nod always seems to get the short end of the stick when it comes to firepower...

Posted: 2007-03-02 06:55am
by DarkSilver
Just got around to play Nod against a GDI computer (the Trick to play as Nod works on the comps end to play GDI, just use G instead of N)

I must say....nukey nukey = <3

And Avatar's with beam cannons, cloaks and flamers backed up with stealth tanks...didn't even need infantry support. It was the infantry. No building became safe, and I softened up the base to deal it a radioactive death sentence...

Man..that nuke slowed down my comp! Rise of Nations Nukes didn't slow down my comp, even with 5 of them going off in near tandem on the screen..(what can I say, I love nukes..) but just one C&C3 nuke slowed me down to a crawl....even the Ion Cannon didn't do that!

Posted: 2007-03-02 06:59am
by wautd
Having played the demo, the game is not as bad as I expected. Might be worth a buy.

When you're used to SupCom, the little zoom is a pain tough

Posted: 2007-03-02 07:14am
by Darth Garden Gnome
DarkSilver wrote:Man..that nuke slowed down my comp! Rise of Nations Nukes didn't slow down my comp, even with 5 of them going off in near tandem on the screen..(what can I say, I love nukes..) but just one C&C3 nuke slowed me down to a crawl....even the Ion Cannon didn't do that!
True dat. That bomb turned my computer to molasses.

Am I the only one who finds Black Hands generally worthless? Zone Troopers and any kind of armor own them; even regular fire squads that come dirt cheap can get in a fair amount of damage before the Hands can get in range. Flame Tanks, on the other hand, rock the house.

Also: pissed about the Nods firepower disadvantage? Mammoth Tanks overrunning your base? On word for you, my man: Fanatics.

Posted: 2007-03-02 07:55am
by Ritterin Sophia
DarkSilver wrote:Man..that nuke slowed down my comp! Rise of Nations Nukes didn't slow down my comp, even with 5 of them going off in near tandem on the screen..(what can I say, I love nukes..) but just one C&C3 nuke slowed me down to a crawl....even the Ion Cannon didn't do that!
Cheap Rise of Nation Trick, turn off the apocolypse counter, before researching Artificial Intelligence (Instant Create) get three nuke silos together in the same control group, infinite-toggle nukes, after researching AI=Infinite Nuke launches... I sent at least thirty nukes on one city, didn't scathe my comp, but this fucking Nod Nuke.... I was sitting for five minutes...

Posted: 2007-03-02 09:00am
by Admiral Valdemar
Can you make more than one nuke then? If anything, the original C&C:TD nuke the Brotherhood had was a one shot deal, but damn did it ever fuck up your day. Course, seeing the new ion cannon in action means it's more even anyway now.

Nod were also never about firepower. If you wanted to go one-on-one with each unit against their GDI equivalent, you would die. The idea of Nod is to use their stealth and other special skills, just like with the Allies in RA and GLA in Generals. Nothing Nod has can take on the likes of a Mammoth Tank on its own, but there are other ways.

Posted: 2007-03-02 09:03am
by Ritterin Sophia
I don't understand the question, but it's implemented similairly to a single chinese nuclear silo from Generals, it has a recharge and his tied to one of the buildings, but you have to PAY for each missile strike, all the powers cost cash.

Posted: 2007-03-02 09:25am
by Admiral Valdemar
That answers my question perfectly. The nuke you got with the expensive Temple of Nod was the only one you got. In other words, for all the power it had, you couldn't afford to lose it as you'd not get a second chance.

Posted: 2007-03-02 09:56am
by Beowulf
Admiral Valdemar wrote:That answers my question perfectly. The nuke you got with the expensive Temple of Nod was the only one you got. In other words, for all the power it had, you couldn't afford to lose it as you'd not get a second chance.
Eh? I could have sworn that the C&C1 nuke was reusable in MP. It was single shot in singleplayer.

Posted: 2007-03-02 10:41am
by D.Turtle
Covenant wrote:I agree on the micro. It makes me really want a 'all units attack move to this location' function more than ever. Some kind of formations function. Blah! How does one attack move anyway?
You press 'A' and then right-click on an area.

About the demo: Makers of SupCom: This is how you make a demo that gets you additional customers, instead of scaring them off like yours did.

I love Zone Troopers, I love the 'get instant army anywhere' power of the GDI. The Ion cannon finally does damage! YAY!
I thought Mammoth tanks with two cannons were crazy, now they have those walkers with THREE?! Though the artillery barrage anywhere close to snipers is a cool idea.
I like the fact that you have several types of AI enemies (balanced, rusher, etc).

Posted: 2007-03-02 10:58am
by SirNitram
Admiral Valdemar wrote:That answers my question perfectly. The nuke you got with the expensive Temple of Nod was the only one you got. In other words, for all the power it had, you couldn't afford to lose it as you'd not get a second chance.
It recharges, but if used well, it cripples your foe so badly you can sweep in with Tib Vapor Missiles and Catalyst Missiles to finish them.

Posted: 2007-03-02 11:17am
by Fingolfin_Noldor
D.Turtle wrote:
Covenant wrote:I agree on the micro. It makes me really want a 'all units attack move to this location' function more than ever. Some kind of formations function. Blah! How does one attack move anyway?
You press 'A' and then right-click on an area.

About the demo: Makers of SupCom: This is how you make a demo that gets you additional customers, instead of scaring them off like yours did.

I love Zone Troopers, I love the 'get instant army anywhere' power of the GDI. The Ion cannon finally does damage! YAY!
I thought Mammoth tanks with two cannons were crazy, now they have those walkers with THREE?! Though the artillery barrage anywhere close to snipers is a cool idea.
I like the fact that you have several types of AI enemies (balanced, rusher, etc).
It scared me off already. My reaction to the game was "Meh.. it's just another RTS.. and a very... er.. boring one at that?"

The Black Hand Nod infantry kill enemy infantry fast if there's little time for you to react and they pop up right in front of you.

Posted: 2007-03-02 11:20am
by Kamakazie Sith
Beowulf wrote:
Admiral Valdemar wrote:That answers my question perfectly. The nuke you got with the expensive Temple of Nod was the only one you got. In other words, for all the power it had, you couldn't afford to lose it as you'd not get a second chance.
Eh? I could have sworn that the C&C1 nuke was reusable in MP. It was single shot in singleplayer.
You are correct.

Posted: 2007-03-02 11:31am
by Beowulf
Beam Cannons are especially fun when the opponent has no anti-air, in conjunction with Venoms. You can have the Venoms do a relay chain from where your beam cannons are to where your target is. Net result is that you can shoot across the map with a beam cannon, and they recharge pretty fast, so with a decent sized group, you can take down nearly anything ridiculously fast.

Posted: 2007-03-02 01:05pm
by Darth Wong
OK, maybe I'm just too lazy to read instructions or I suck with this interface, but how do you make engineers repair garrisoned buildings?

Posted: 2007-03-02 04:05pm
by Nephtys
Kamakazie Sith wrote:
Beowulf wrote:
Admiral Valdemar wrote:That answers my question perfectly. The nuke you got with the expensive Temple of Nod was the only one you got. In other words, for all the power it had, you couldn't afford to lose it as you'd not get a second chance.
Eh? I could have sworn that the C&C1 nuke was reusable in MP. It was single shot in singleplayer.
You are correct.
The SP nuke was also about ten times more powerful and wiped out a whole screen.

Now, about C&C3.. the Prologue mission having all those TS walls and stuff was cute, but the FMV was just stunningly good. It makes me want to buy the game just to watch those damn things.

Also, Nod's at least more balanced than in TS. Now they have actually useful stealth powers and some units. In TS, they just had the crap-end of everything except that ungodly artillery unit.

Posted: 2007-03-02 04:40pm
by Kamakazie Sith
Darth Wong wrote:OK, maybe I'm just too lazy to read instructions or I suck with this interface, but how do you make engineers repair garrisoned buildings?
I don't believe those buildings can be repaired. You garrison them until they become too damaged to support your units.

Posted: 2007-03-02 04:59pm
by InnocentBystander
I know in the old C&C games you could send an engineer inside one to fix it.

Posted: 2007-03-02 06:44pm
by Stark
D.Turtle wrote:About the demo: Makers of SupCom: This is how you make a demo that gets you additional customers, instead of scaring them off like yours did.
You mean like how I was interested in SupCom and the uninspired demo lowered my opinion of it, and I think C&C is a bit silly but this demo actually makes me want to play it? I've already played more C&C3 than SupCom.