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Posted: 2008-04-06 03:28pm
by Vertigo1
Darth Wong wrote:C&C's rejection of walls (or even barbed-wire fences) and watchtowers is really annoying. They want NOD to be able to sneak stealthed units into your base without anyone knowing, so you're supposed to build anti-stealth structures or place anti-stealth units all throughout your base in order to stop them. As if GDI has somehow lost barbed-wire technology.
You know what's funny? Walls were supposed to be in the retail game! However, they were left out because "it would alter the balance of gameplay". (paraphrased from one of the devs) Nevermind the fact that they worked just fucking fine in Red Alert 2.

I guess they didn't want them in because it would effectively make the suicide bombers
worthless rather than annoying as fuck!
Posted: 2008-04-07 03:02am
by Illuminatus Primus
Vympel wrote:Darth Wong wrote:
The campaign is just like any other C&C campaign, despite the occasional lapse in time where decades supposedly pass. In the early period, you get "purifiers", which look just like avatars but can't be upgraded. In the late period, you get avatars. Ooooh.
That's exactly the kind of cheap-ass, unimaginative shit ploy I was hoping they wouldn't try.
The Black Hand sub-faction are supposedly supposed to be the degenerated, post-Tib War II/CABAL Conflict Nod remnant, and then the Marked of Kane are clearly supposed to basically be the emergent Nod in the aftermath of their Tib War III/Scrin Invasion purge. But they nerfed it into Generals-esque subfactions which aren't interesting. Its clear the Steel Talons are basically the Tiberian Sun-era GDI transitioning to the Tiberium Wars-GDI, but it got nerfed too. They should've just gone out and if they were to add factions, had an "old GDI" faction (transitioning from TS to TW), an "old Nod" faction (transitioning from TS to TW), and then a future GDI and future Nod faction for the post-war missions. And then the extra Scrin faction could've been holdouts from after the end of the war. But they shouldn't have nerfed them. Given them TS-era vehicles and structures in some cases.
Posted: 2008-04-07 03:05am
by Illuminatus Primus
Vertigo1 wrote:Zor wrote:Nephtys wrote:Turrets have gotten nerfed. You can only build them from the Con yard, and not the cranes. .
That is something they did in Tib Wars with one of the Early Pacthes, its not something new to Kane's Wrath.
Zor
Specifically the 1.05 patch, which is why when I played I did not go past 1.04. Fuck you EA for radically changing the gameplay to suit the Generals fanboys with every fucking patch!
I just hope they don't pull shit shit again with Red Alert 3.
How is that General fanboy-pleasing?
I knew everything was going to shit when I first heard about Generals (though I had an inkling when they turned Red Alert into a B-movie satire).
Posted: 2008-04-07 04:11pm
by Nephtys
Infantry across the board are overpowered now. I rarely ever build standard tanks, since rocket soldiers are incredible. Except Zones and Shocks. They're worthless now. A zone squad die against two rifle squads badly. Black Hand are especially nasty, since black flamethrowers do anti-vehicle damage as well as flame infantry instantly, a flame soldier gets attatched to every squad, and etc. Even anti-infy vehicles have massive issues dealing with them.
Posted: 2008-04-07 06:02pm
by Sephirius
TC Pilot wrote:He's been "killed" twice, once at the end of C&C when he was vaporized by the ion cannon, and again when he was run through by McNeil at the end of Tiberian Sun.
Whereas C&C3 was a step back in the right direction after Generals, previews of Kane's Wrath make it seem more like Zero Hour (subfactions) rather than good expansion packs like Firestorm or Yuri's Revenge.
Yuri's Revenge? Good?
AUGH
DOES NOT COMPUTE.
Best C&C expansion was RA:Aftermath.
MAD TANK DEPLOYED
Posted: 2008-04-07 11:31pm
by Andrew_Fireborn
YR was only good because Yuri's side was so over the top and over powered that they were fun to mess around with for a while.
(Plus you know, ultimate showdown on the moon...)