It would be nice to know how intentional was the naming parallel between Battle Tortoise and War Turtle.
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Revora username: Jargalhurts
Rizon IRC username: Vassonx
CncNet username: Ultramegastalin
Kamidogu username: Vengurstaffel
Hive Workshop username: Jargalhurts (I don't go here anymore.)
Posted by Jargalhurts on 16 December 2016 - 07:56 PM
It would be nice to know how intentional was the naming parallel between Battle Tortoise and War Turtle.
Posted by Jargalhurts on 17 December 2014 - 07:25 PM
Hello, fellow prosolytes. I am Directive255, sometimes known as 'Soviet655'. I am a huge fan of Yuri and the Epsilon. (Hail to the Great Yuri!)
I have been playing C&C games since I'm 7. My first C&C game is Red Alert 2 . I also played other games, such as WarCraft III and PvZ.
I also play C&C mods. Like C&C Reloaded by FS-21, Eagle Red and of course Mental Omega 3.0, as well as MO 2.0.
I had created a custom map with slightly modified data for C&C Reloaded.
P.S.
Hive Workshop Account - Soviet655
You're in Hive Workshop? Heh. I used to be a member pretty long time ago. It's nice to have a fellow Hiver. Welcome to Mental Omega, Directive255.
Posted by Jargalhurts on 17 November 2014 - 01:54 PM
Ok, here goes. I'm not saying there are the ones that the mod's creators took the names from, but most of them are probably are. I'm just making a list of name with the artists behind.
Red Dawn Rising - Birdy Nam Nam
Eagle Fly Free - Helloween
Road Trippin' - Red Hot Chili Peppers
Heaven And Hell - Black Sabbath
Bad Apple - Vocaloid
Beautiful Mind - The Verve
Hammer To Fall - Queen
Wrong Side - Cover Drive
Zero Signal - Fear Factory
The Gardener - The Tallest Man On Earth
Panic Cycle - Imperative Reaction
Sunlight - Kevyn Lattau
Bleed Red - Ronnie Dunn
Golden Gate - We Are The Ocean
Happy Birthday - I think everyone knows.
Side Effect - Mariah Carey
Peace Treaty - Peter Tosh
Recharger - Fear Factory
Idle Gossip - Toy Dolls
Death From Above - Anthrax
Road To Nowhere - Talking Heads
The Lunatic - 2Pac
Unshakable - Unshakable
Dragonstorm - Axamenta
Peacekeeper - Fleetwood Mac
Accelerant - Die Sektor
Scrapyard - Skinny Puppy
Shipwrecked - Alestorm
Human Shield - Fear Factory
Landlocked - Chris Pureka
Think Different - Nujabes
Warranty Void - couldn't find any
Killing Fields - Slayer
Focus Shift - Dark Tranquility
Singularity - Northlane
Moonlight - EXO (LULZ)
Posted by Jargalhurts on 12 October 2014 - 08:42 PM
Observing from the discussion above, I salvaged and assembled a suggestion for a new gamemode called Tactical Control. It's basically a gamemode where more focus is on unit management and strategic maneuvers rather than rushing and base building.
In this post, I will thoroughly go through every feature of this gamemode and explain it like a game of its own. It's quite a handful.
1. Command Center
Instead of an MCV, all players start with an Armored Command Vehicle (ACV) that deploys into a Command Center. Players can't train units or build structures, Instead, they can call reinforcements from a number of paradrop support powers once the Command Center is built. The objective of the gamemode is to destroy all enemy Command Centers.
2. Reinforcements
Reinforcement paradrops are the only way for you to acquire more units. Each paradrop power offers a different set of units. The stronger the units are, the more expensive the paradrop would be and the longer it would take for the support power to reload. Here is a list of paradrops I could call as a Pacific Front Player:
Surveillance Squadron Cost: 400$ Recharge Time: 1:00 Units: 3 Attack Dogs Infantry Squadron Cost: 1500$ Recharge Time: 2:00 Units: 6 G.Is, 3 Guardian G.Is, 1 Medic Engineering Squadron Cost: 800$ Recharge Time: 1:00 Units: 3 Engineers Advanced Surveillance Squadron Cost: 1000$ Recharge Time: 2:00 Units: 3 Robot Tanks Vehicle Squadron Cost: 2000$ Recharge Time: 3:00 Units: 4 Tsurugis, 4 Kappa Tanks
Rocketeer Squadron Cost: 2000$ Recharge Time: 4:00 Units: 5 Rocketeers Advanced Infantry Squadron Cost: 3000$ Recharge Time: 5:00 Units: 4 Siege Cadres, 2 Navy SEALs Transport Squadron Cost: 800$ Recharge Time: 2:00 Units: 1 Stallion Transport Amphibious Squadron Cost: 1500$ Recharge Time: 3:00 Units: 2 Voyagers
Spy Squadron Cost: 2000$ Recharge Time: 4:00 Units: 1 Thief, 1 Circuiter, 1 Hacker (see Section 10 for more info) Chrono Squadron Cost: 4000$ Recharge Time: 6:00 Units: 4 Chrono Legionnaires Note: The Chrono Legionnaires are chronoshifted to the battlefield instead of being paradropped. Commando Cost: 2000$ Recharge Time: 6:00 Units: Norio Note: This power will only recharge if your commando isn't present on the battlefield.
Blizzard Squadron Cost: 5000$ Recharge Time: 7:00 Units: 4 Blizzard Tanks Hailstorm Squadron Cost: 6000$ Recharge Time: 8:00 Units: 4 Hailstorms Battle Fortress Squadron Cost: 6000$ Recharge Time: 8:00 Units: 4 Battle Fortresses
3. Gaining Cash
Players start with a set amount of credits they can spend on reinforcements. But to prevent them from permanently depleting cash, their Command Center will gain a certain amount credits every 100 frames (6 ingame seconds). You won't gain cash if your Command Center isn't deployed. You can use Engineers to capture Tech Oil Derricks if you want to boost your credit income.
4. Reinforcement Location
The reinforcements are only dropped around the Command Center; you can't target them anywhere else unless you relocate your Command Center.
I've thought of a way to relocate the Command Center without resetting the paradrop timers. All the support powers would be initially available from an invulnerable and unlocatable building, while the Command Center only provides the power required for the powers to be usable. So whenever the Command Center packs up and moves, the support powers would simply pause and not disappear and reset.
5. Constructing Buildings
Once you built the Command Center, you can only build defensive structures from it. The defenses are selected from the Structures tab to conserve space (if possible). All the defensive structures from the normal gamemode are available in this mode except side-specific ones. The Command Center has a wider build radius than the Construction Yard, so you can build defenses at a larger scale.
6. Power Production
Your Command Centers will provide you with only 800 units of power. which you will spent mostly on defenses. Because of that, you should build sparingly and thoughtfully. If you don't have enough power, defenses will be disabled and you won't be able to call reinforcements! If you would like to gain more power, you can capture Tech Power Plants throughout the map.
7. Radars
Radars are available once the Command Center is deployed. Just like in the normal game mode, they will go offline if you are low on power. Remember that your radar logs off every time you pack up the Command Center.
8. Support Powers
Certain support powers from the normal gamemode are available in the Tactical Control mode. Note that support powers are a lot more expensive in this game mode to keep gameplay elements balanced. However, unit spawning support powers are unavailable because they contradict with the gameplay style. (No Libra Clones, Motor Ambushes, etc.) Instead, they are replaced with new support powers that can actually prove useful.
Allies have a unique branch of support powers in this mode: Airstrike Support Powers. Since they cannot use fixed-wing aircrafts, instead they are granted quick and destructive airstrike powers.
Stormchild Strike Subfaction: United States of America Cost: 1200$ Recharge Time: 4:00 Effect: 4 Stormchild fighters will attack all units and buildings in an area with missiles and lasers. Harrier Strike Subfaction: European Alliance Cost: 1200$ Recharge Time: 4:00 Effect: 4 Harrier fighters will attack all units and buildings in an area with armor piercing bombs. Black Eagle Strike Subfaction: Pacific Front Cost: 1200$ Recharge Time: 4:00 Effect: 4 Black Eagle fighters will attack all units and buildings in an area with cryo bombs. Barracuda Strike Subfaction: All Allies Cost: 2000$ Recharge Time: 8:00 Effect: 4 Barracuda bombers will bombard an area with highly explosive bombs.
9. Superweapons
Support superweapons are available as an ordinary support power for a steep price. Offensive superweapons however, can be only accessed by having them built on the battlefield. Superweapons give a fleeting firepower advantage for the players who build them, but they cost twice as much($10000) and take half of the power(-400) from the Command Center. So you will have to sacrifice defensive capabilities in order to accommodate for it. Command Centers are designed to be shielded from Superweapon attacks, so collaborative superweapon strikes and airstrikes won't be able to destroy them.
10. Infiltration
Infiltration would prove to be an issue since the Command Center does all the important building functions and infiltrators might have an issue trying to do exactly what with the building.
Unlike normal mode, all factions have the same three infiltrator units available at their disposal, all devastating in their own ways. Keeping infiltrators away from your Command Centers is an absolute necessity, because they can cause extremely severe hindrance to your army.
- Thief: Steals up to 10000$ worth of cash from a Command Center(dangerous). Uses the Epsilon Infiltrator SHP.
- Hacker: Resets all paradrop and support power timers and reshrouds radar if it infiltrates a Command Center(extremely dangerous). It is also the only infiltrator unit that can enter a superweapon, which results in it's timer getting resetted(even more dangerous). Uses the Allied Spy SHP.
11. Tech Structures
Certain Tech structures are either not available or modified in this mode because they don't fit the gameplay style of this mode. The following are the tech structures unavailable or modified in Tactical Control:
- Tech Secret Lab: Players have no access to factories, which makes this structure useless. Offers a special unit paradrop power instead.
Posted by Jargalhurts on 13 July 2014 - 10:02 PM
Posted by Jargalhurts on 12 July 2014 - 01:38 PM
Seeing how everyone was suddenly talking about land mines, I figured I would contribute to the least.
Soviet Tier 2 Vehicle:
Sleeper Drone
Cost: $ 300
Speed: Medium/Slow
Hitpoints: Weak
Armor Class: Light
Prerequisite: Soviet War Factory, Radar Tower
Purpose: Anti-Armor
Weapon: Explosive Ordinance
Additional Information:
- Deploy to burrow underground and act as a land mine
- Is invisible while burrowed
- Transport slot space: 1
Description: Neglecting the old methods of delivering mines, the Soviets decided to up their game with their latest contraption. The Sleeper Drone is the explosive brother of the infamous Terror Drone. Once ordered, the Sleeper Drone burrows underground and readies the explosives it is carrying inside. Once a hostile subject gets in proximity to the Sleeper Drone, the Drone detonates, dealing considerable amount of damage to all that is near. Sleeper Drones are extremely light, taking only one space in a transport. Soviet Halftracks, Borillos and other transports can serve as a secondary mine carrier because of the Sleeper Drone's weight. However, a large amount of armor and speed had to be subtracted from the Sleeper Drone in order to reach it's transport versatilty, rendering it's armor extremely weak and it's movement rather bulky.
Posted by Jargalhurts on 10 June 2014 - 07:35 AM
" Tyrant is now subterranean just like Driller, price increased from $1300 to $1400, explodes with several toxin bombs similar to old Molebomb's debris "
This will make SC a nightmare to play against and might be a little OP.
Why can't you see things from the bright side?
See it as "This will make SC a much better faction to play as."
Posted by Jargalhurts on 08 June 2014 - 09:48 AM
There was a time that a large number people actually believed Speeder was a girl due to some kind of misunderstanding...
Maybe it was related to his avatar?
It was some kind of a naked pic incident I will choose not to delve further into.
Posted by Jargalhurts on 20 May 2014 - 06:13 PM
I was thinking of a new gamemode, much like AoE2 or Stronghold Crusader, You would start with an MCV and your fraction's hero, and you'd win by killing the enemy's hero. Needless to say, they would not be trainable in this gamemode.
Also, I just tested it, and adding Prerequisite.Negative=<normal MCV's prerequisites> to the stolen MCVs effectively fixes the problem that they can become redundant.
Sounds like Norio's favorite game mode.
Posted by Jargalhurts on 13 May 2014 - 03:14 PM
Tesla adept as the same of psi commando that can mind control units and infantries but it can destroy buildings using electricity . The units that immune in psychic like attack dogs and adepts he attack using his tesla power.
Phalanx -anti-air weapon. replace in patriot missile. range is just like gattling cannon but most powerful in 3 aa weapon because of better size of bullets.
Stingray- you can change the color to become perfect in soviet. it replace in zubr. in mo the stingray has gun like zubr.
Im not sure but maybe its okay if has a same units but different body just like between aircraft carrier in ra2 and in mo.
Yes right cryo commando is a cryo legionair. i was wrong about that.
Younger posters may not get the reference but it seems General Recon is back!!!
Posted by Jargalhurts on 06 May 2014 - 12:25 PM
Posted by Jargalhurts on 18 January 2014 - 09:20 AM
I wonder if Basswave's projectile could damage everything in it's way instead of just damaging a singular unit, kinda like Rahn. It doesn't make sense for a sonic weapon to only affect a single infantry out of a crowd.
Also, I think naval battles do need a slightly more improvement. I especially frown at the fact that Epsilon gets access to naval AA at T1 while the others gain access to it at T2. Aegis Cruisers and Seawolves ought to be available on T1, while T2 would give access to new ships that serves a supportive, special role in naval skirmishes. Like a repair ship for Allies since they don't have any naval repair units, or a demolition boat for Soviets, etc.
Posted by Jargalhurts on 16 December 2013 - 10:27 AM
Seeing how adding Stealth Detection on each of these units would prove very hard to balance for both, I suggest giving stealth detection to an entirely new unit instead. Perhaps the Repair Drone or an entirely new unit. My opinion is that Terror Drones that have detection would ruin Ghost Miners and Borillos already fill so many purposes and stealth is just making it more powerful. So I guess, I attach it to the Repair Drone, perhaps. It is T1 and it's amphibious.
Posted by Jargalhurts on 29 September 2012 - 10:31 AM