I think that's part of the challenge. Panic Cycle isn't one of the last Allied missions for nothing.
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#122
Posted 12 December 2013 - 11:54 AM
I think that difficulty for some is that. One, I'm sure a few of the very casual players, they never played the original campaigns on higher level then easy or normal. Yet still loved the games do to its themes and good pacing. I myself never played off of normal and find pushing through the campaign hard, but possible at least on easy and some missions are possible for me on normal. It is a great challenge and I love a great challenge. However for some of my friends who only played easy ever might never be able to win.
Two, I think a slightly easier mode would be great as it would allow the casual Red Alert 2 player to play missions over without having to try mission over and over. Which for those would like to try out new strategies in a similar scenario would be good.
As I said it is winnable, but perhaps losses some of its fun by not being very re-playable for the casual guy or gal. Who very well might be like at the end of the mission. "I won, but what a pain that was thank goodness it is over." compared to "lets do this again, but this way maybe I'd be faster.."
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#124
Posted 12 December 2013 - 04:00 PM
You still have a lot of plenty time to even be faster than a convoy
^^ that videos broken instantly skips to the end even on youtube itself
#125
Posted 12 December 2013 - 04:17 PM
No it's not.
FinalOmega: APYR 3.0 Map Editor
Mental Omega mission coder
#126
Posted 12 December 2013 - 09:05 PM
Just finished S12 Dragonstorm today, and I love it so much. We need more missions like that.
Massive meat-grinding assaults with full tech base and no stupid critical unit lost bs are what I like best.
It was bloody hard, but it's no way frustrating. It is true challenging.
Not to mention the awesome taunts from Zerohour, suit it very well
Edited by X1Destroy, 12 December 2013 - 09:06 PM.
"Protecting the land of the Free."
#127
Posted 13 December 2013 - 11:04 PM
Greetings, I'm H3adSh00t
I have a small issue on Epsilon Mission 3:Scrapyard, when the 2 Seawolfs come they don't arrive quick enough to counter or at least damage Warhawks and they level all my forces, even the 2 Tsivil I get. Was it planned to miss them or I need to lead them to Seawolfs?
And yes I have reached that far, 9200 credits but my last Psi-Corps trooper got killed by paradrops.
(Moved this here because I just found the thread, yeah 1 AM here :| )
#128
Posted 15 December 2013 - 07:44 PM
https://www.dropbox....Dragonstorm.png
Finally finished DragonStorm, well it was on easy difficulty, but it was long as hell. Advice I can give you is, build a LOT of Wolfhounds. And don't build Nuke Silo right when you can. It's a clever trap from Mentalmeisters to get yourself into trouble.
How do you make the spoiler window in here ?
Edited by Bobby-Wan Kenobi, 15 December 2013 - 07:55 PM.
#129
Posted 15 December 2013 - 08:30 PM
https://www.dropbox....Dragonstorm.png
Finally finished DragonStorm, well it was on easy difficulty, but it was long as hell. Advice I can give you is, build a LOT of Wolfhounds. And don't build Nuke Silo right when you can. It's a clever trap from Mentalmeisters to get yourself into trouble.
How do you make the spoiler window in here ?
Oh, definitely with the Wolfhounds. I ended up spamming those to high hell in order to punch my way through the enemy lines.
The Nuke Silo, though, that was a surprise to me, the enemy building one of their own inaccessable to my forces. I ended up getting nuked several times (luckily for me, my base was spaced out enough for it to not do too much damage).
And seriously, that whole deal with the Nuke Silo being a trap by the Mentalmeisters? You guys are bastards. Cruel, manipulative bastards, exploiting the lure of nuking one's enemies like that.
I have a Moddb page, if anyone cares to check it out: linky.
I can also be found at the Spacebattles Forums: linky.
#130
Posted 15 December 2013 - 08:38 PM
Did you really expect that you'll be given a Nuke Silo that easily? There is always a catch. In an older version that Nuke Silo wasn't a threat because you could bring down the power of the chinese base so that their nuke silo would become useless. Then I came in and I suggested Speeder to make the Pacific Front army power up the Nuke Silo.
#131
Posted 15 December 2013 - 08:48 PM
Did you really expect that you'll be given a Nuke Silo that easily? There is always a catch. In an older version that Nuke Silo wasn't a threat because you could bring down the power of the chinese base so that their nuke silo would become useless. Then I came in and I suggested Speeder to make the Pacific Front army power up the Nuke Silo.
...Wait, YOU'RE the one responsible for that misery!? You motherfucker. How many reasons are you going to give me for hating your guts!?
I have a Moddb page, if anyone cares to check it out: linky.
I can also be found at the Spacebattles Forums: linky.
#132
Posted 15 December 2013 - 08:49 PM
Did you really expect that you'll be given a Nuke Silo that easily? There is always a catch. In an older version that Nuke Silo wasn't a threat because you could bring down the power of the chinese base so that their nuke silo would become useless. Then I came in and I suggested Speeder to make the Pacific Front army power up the Nuke Silo.
https://www.youtube....h?v=LzwKwM2gLeU
Edited by Martinoz, 17 December 2013 - 12:10 PM.
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#133
Posted 15 December 2013 - 09:13 PM
Well I was a tester. I have beaten much harder missions than that.
#134
Posted 16 December 2013 - 04:27 PM
Oh, definitely with the Wolfhounds. I ended up spamming those to high hell in order to punch my way through the enemy lines.
The Nuke Silo, though, that was a surprise to me, the enemy building one of their own inaccessable to my forces. I ended up getting nuked several times (luckily for me, my base was spaced out enough for it to not do too much damage).
And seriously, that whole deal with the Nuke Silo being a trap by the Mentalmeisters? You guys are bastards. Cruel, manipulative bastards, exploiting the lure of nuking one's enemies like that.
"You guys are bastards. Cruel, manipulative bastards, exploiting the lure of nuking one's enemies like that." and that's why we love you so much MMs. For making our battles such a pain in the задница.
But yeah, when I saw those Chinese masses between the main base and Volkov and Chitzkoi prison I was like "Fuck that". But then I found their lack of AA defense very disturbing. And built 5 War Factories and build only Wolfhounds. Those few FLAKs they had stood no chance, and then I obliterated pretty much everything else. I got nuked several times, but luckily it hit the most distant power plants at my base. it didn't even turned of my power. But the beginning was hard though.
#135
Posted 16 December 2013 - 06:30 PM
I "sort of finished" M09: zero signal. I had to stop for lunch and unfortunately there is no save option left, but I managed to destroy the nuke (thank god for the spy provided) and after that the time pressure is completely gone. My only question is: If you have destroyed the nuke and taken the radar domes, do the Soviets get any sneaky reeinforcements or is it pretty much Mission Compelte after that?
At any rate, I liked this mission. It has a nice pace and you get not only the right things for the job, but also the diversity to let you finish the mission in several different ways.
As for a strategy (In case someone got stuck). When you get close to the base entrance, stay out of Tesla Coil range, put some Mirage Tanks in a line there, have the provided snipers back them up in such a way that Borillo's cant attack them when they get near and the Soviets will just waste everything on that little group. It works perfectly fine for easy (Oh, put 2 Engineer IFVs next to the Mirage tanks for repairs and keeping attention away from the Snipers).
Then attack from the left with a group of Cavalier tanks.
And Whoo Sigfried outranges Tesla Coils!!!
Edited by Plasma_Wolf, 16 December 2013 - 06:34 PM.
#137
Posted 17 December 2013 - 04:57 PM
TRAITORS !!!
#138
Posted 18 December 2013 - 10:32 PM
Yea I agree that the no safe function REALLY hurts considering there is a ton of commando missions where one fuck up basicly ruins everything...
I have to add I really dont like commando missions (especially those where u have a few buildings but NO DAMN CONSTRUCTION YARD)
A few more base building missions wouldnt have hurt the whole campagn in my eyes.
That said the missions are extremly well designed and catch the athmosphere perfectly. Its a little bit like food you really like but the cook decided it has to be super hot so its hardly enjoyable.
Edited by Acceleratio, 18 December 2013 - 10:32 PM.
#139
Posted 19 December 2013 - 12:19 AM
A few more base building missions wouldnt have hurt the whole campagn in my eyes.
But only half the campaign was released ;_;
FinalOmega: APYR 3.0 Map Editor
Mental Omega mission coder
#140
Posted 19 December 2013 - 08:05 AM
I think that the balance between no base/(part of) a base is fairly good. Yes, a couple of more missions where you just start with an MCV or a deployed base are nice, but the way it is now, is not that bad (There's a long list one page earlier, thanks for that ).
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