Wait, does this mean that there will be a new Soviet Act 2 mission we didn't know about yet?
Actually Speeder answered on Twitter:
"Yes, another mission between 'Earthrise' and 'Death's Hand' will be added in the future update."
Posted 12 June 2017 - 02:16 PM
Wait, does this mean that there will be a new Soviet Act 2 mission we didn't know about yet?
Actually Speeder answered on Twitter:
"Yes, another mission between 'Earthrise' and 'Death's Hand' will be added in the future update."
Posted 12 June 2017 - 10:23 PM
Perhaps some battle-walker solo level? Centurion definitely deserves presence in the campaign, (one way or another ).
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
Posted 13 June 2017 - 05:18 AM
Oh nice, new missions, cool.
Games -
Command and Conquer Red Alert 2/3 and Yuri's Revenge
Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun
Command and Conquer Generals and Zero hour
Posted 13 June 2017 - 06:58 AM
Waiting for Foehn Mission Be like....
Posted 13 June 2017 - 09:43 PM
First things first... This is ridiculously misleading...
To get to the point, these guys need a decent buff, to be honest. Range advantage isn't gonna help much when they are helpless against almost everything else except for dogs/spooks. At least give them some anti-infantry damage buff or just render them immune to T1-2 vehicle crushing... There's way too many times they couldn't even do their job properly because their damage is way too low and then they will just get crushed by almost any MBTs/miners which doesn't even need to fire at them or people just used T1 infantry to mow them down effortlessly.
For comparison's sake:
Lancers have immunity to dogs/spooks and T1-2 vehicle crushing + Anti-Vehicle/Structure capability + High Health
Pyros have Anti-Infantry/Structure splash damage + Lower Cost
Duneriders have similar range + immunity to T1-2 vehicle crushing + Anti-Infantry/Structure splash damage + Amphibious capability + Higher Speed
P.S.: By the way, they cost $500 each and yet they can't even do what they (are only supposed to) specialise in, which is... well... Anti-Structure? Hello?
Edited by GuardianGI, 13 June 2017 - 10:12 PM.
Don't mind me, I'm just pretty broke nowadays...
Posted 14 June 2017 - 12:35 AM
Range advantage isn't a bad thing
Surfers are too good right now but there is a price nerf in 3.3.2 (+100) and foehn T1... well you know it is foehn
That line is highly misleading tho
You are supposed to use ggis to avoid tank crush. But they could use that change
They also need an HP buff (something around 10-15%) but maybe they are fine cause medics
They are quite fast
Their damage against infantry is fine, they are highly specialized building killers, you have seal/seal ifv for anti infantry. Don't expect to build tons of this guys and do well, but having some is quite handy in an assault.
In my eyes ggis are a bit too good at killing buildings and that is why siege cadre is quite underused
Posted 14 June 2017 - 11:15 PM
I have a big, a really big... suggestion
Remove the ability to use support powers on allies
This would help to have less broken stuff in team games
I have another suggestion about team games: Restrict things like Chimera chore, Gap generator, Sensor Tower, Signal Inhibitor, Nanocoat Regulator and Iron Guard to be buildable only in a large radius around your own MCV and nothing else. The ability to support your allies using those can make the game incredibly slow and campy. As team play element, it is quite bland honestly. And more often ends preventing true interesting team plays -No need for actual moves.
Of course, there is a work around in the game options
But being able to build things near your allies and help them is quite important in team games -something like hiding your tech in another base, build defenses to repel a rush, help them to expand and so on
Both changes point to one direction: more emphasis on classic gameplay and individual value.
Those are my thoughts, thanks
Posted 14 June 2017 - 11:46 PM
Of course, there is a work around in the game options
But being able to build things near your allies and help them is quite important in team games -something like hiding your tech in another base, build defenses to repel a rush, help them to expand and so on
I don't think this logic holds up. You can't defend one while saying the other has to stay in. And it can't, because lovely engine won't allow it to happen.
Posted 15 June 2017 - 12:14 AM
Well, defenses are quite similar across factions. And these other things are retarded combos. But no need for a better argument if it can't be done
Posted 15 June 2017 - 02:34 AM
I +1 the Seige Cadre change.
Games -
Command and Conquer Red Alert 2/3 and Yuri's Revenge
Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun
Command and Conquer Generals and Zero hour
Posted 15 June 2017 - 11:25 PM
What? briefings announced? where?
Games -
Command and Conquer Red Alert 2/3 and Yuri's Revenge
Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun
Command and Conquer Generals and Zero hour
Posted 15 June 2017 - 11:53 PM
* fixed: improved "Modified files detected! This person could be cheating!" red message reliability, pay attention to it!!
yeah
can't wait to see it
Posted 16 June 2017 - 02:08 AM
What? briefings announced? where?
It's in the change log, just do a ctrl+f search for "briefings". I've gotten a good portion done, but they're not all finished yet! They should, however, be in 3.3.2 when done.
Posted 16 June 2017 - 07:39 AM
Posted 16 June 2017 - 01:02 PM
What? briefings announced? where?
It's in the change log, just do a ctrl+f search for "briefings". I've gotten a good portion done, but they're not all finished yet! They should, however, be in 3.3.2 when done.
GG.
Games -
Command and Conquer Red Alert 2/3 and Yuri's Revenge
Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun
Command and Conquer Generals and Zero hour
Posted 16 June 2017 - 01:14 PM
Some of tje earlier act 2 missions have briefings
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
Posted 16 June 2017 - 02:05 PM
- nerf: Target Painter armor decrease changed from 25% to 20%, but duration was 'increased' to 12 seconds
but the website says the duration is 40 seconds. What's the actual duration?
Edited by pikachu11, 16 June 2017 - 02:06 PM.
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