New RS Version Almost Upon You
Started by Ash, Jul 15 2005 02:32 PM
29 replies to this topic
#22
Posted 29 July 2005 - 05:12 PM
Hopefuly sooner then Monday I will be leaving on Monday for a week and I really wish I could play it or test it before then, but don't rush it though.
#23
Posted 29 July 2005 - 11:41 PM
Well, I've played yet another enhanced beta.
On the surface, you don't see an overkill of changes, but by God, you notice them when you're playing...
The Freedom League Hellstorm is like a whole new weapon now. Instead of lobbing a shell á la Grand Cannon, it instead packs an instant-hit weapon similar to the TS Titan or the Marauder Tank. The shot cannot be dodged, and so is particularly effective now in halting other League forces' attacks. You'll definitely notice the League's effectiveness in anti-rush. They're incredibly effective at it, which figures because they're also effective in rushing with their light units, too.
Hack Towers are a risky defence now, but one, if used well, that can yield excellent defensive capability. When it captures even a single enemy, it starts to take damage just like the Mastermind does. But, like the Mastermind, it can take as many units as you like before it blows up. I've had entire AI attack forces zapped under my command.
Oh, and it also works on NEXUS infantry too
On the surface, you don't see an overkill of changes, but by God, you notice them when you're playing...
The Freedom League Hellstorm is like a whole new weapon now. Instead of lobbing a shell á la Grand Cannon, it instead packs an instant-hit weapon similar to the TS Titan or the Marauder Tank. The shot cannot be dodged, and so is particularly effective now in halting other League forces' attacks. You'll definitely notice the League's effectiveness in anti-rush. They're incredibly effective at it, which figures because they're also effective in rushing with their light units, too.
Hack Towers are a risky defence now, but one, if used well, that can yield excellent defensive capability. When it captures even a single enemy, it starts to take damage just like the Mastermind does. But, like the Mastermind, it can take as many units as you like before it blows up. I've had entire AI attack forces zapped under my command.
Oh, and it also works on NEXUS infantry too
#24
Posted 31 July 2005 - 10:56 AM
update! expect release in few hours
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#25
Posted 31 July 2005 - 11:01 AM
*drools* cant wait
#26
Posted 31 July 2005 - 11:27 AM
Had 3 games with ash online with this beta and it ROCKS the hell out of any other YR mod i've ever played.
#27
Posted 31 July 2005 - 11:32 AM
Sweet, get it here now Apollo
#28
Posted 31 July 2005 - 12:11 PM
Ok its been a few hours. Where is it?
#29
Posted 31 July 2005 - 12:55 PM
it was only a hour when u ask that xeno...almost there...
edit: done.
edit: done.
Edited by Apollo, 31 July 2005 - 01:53 PM.
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#30
Posted 31 July 2005 - 07:11 PM
You don't realise just how much better this version is than the last. You wonder just how Apollo manages it.
The next beta will concentrate mainly on stolen tech and sound effects. Me and Apollo are now working jointly on the latter (Once I've organised his mod compile folder! )
The next beta will concentrate mainly on stolen tech and sound effects. Me and Apollo are now working jointly on the latter (Once I've organised his mod compile folder! )
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