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Zee Hypnotist

Is A New C&C Game In Development?

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Disc throwers are useless. The disc travel time is way too high vs someone who spreads out and micros, light infantry is a lot more cost efficient. (Similar issue in TD, though the Grenadiers at least do more damage when they hit something). A Cyborg Commando has only 4x the health and can only kill 1 light infantry unit at a time. It fires once each 3.3 seconds. It needs ~50s to kill all of them. Assuming 16 light infantries (with money left over) do 128 dps, it would take them about 5 seconds to kill the Cyborg Commando. So even a few dying, coming late to the party, or whatever would overwhelm a Cyborg Commando with ease. In TS all units in a higher tech level have this issue. Sure they do more damage and have more health, but they also cost quite a lot more to produce. Additionally the time and credits invested in tech invested in more inf/rax/hon increases that discrepancy. Tanks that can crush them in TS are also not fast enough to crush enough of them.

Cyborg Commando's do splash damage, they do not only damage one infantryman at a time. Same applies to disc throwers, sure you can mico to avoid them, but they can also be microed themselves for better range etc and they will most of the time hit a bunch of charging light infantry. The reason I brought them up is because if they are used right they are a decent multi purpose unit and are often used to support light infantry.

Sure you can spend all your money on light inf, but if they meet a wall of Titans alone there isn't much they can do. I'm not saying light inf are useless as I said they are great if you manage to surprise the enemy and even as units to support higher tier units. Any decent player will be expecting an infantry rush and will have infantry there to counter them.

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In TS, there's a stupid mechanic which allows you to sell your Tech Center but retain all the units and buildings it allows you to build. Not sure if it applies if the Tech Center is destroyed forcibly...

This applies not only to tech centers, but every building that unlocks any tech in games pre-RA2. Tech is only lost if tech structures are gone and every production facility of a type is gone.

As for anything I said about ZH it is based upon very fuzzy memories from ages ago, but I do remember the hum-vee thing too and something about quad cannons having insane DPS. TS is a bit fuzzy too. The C&C game I have played the most online is C&C1.

and no I do not play "no rush" games.

Edited by Tore

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8 hours ago, Lauren said:

Oh no, SW Gen builds a SW and then has to wait 4 mins to do something with that. For that cash you can just crush the SW player esp as all units are more expensive.

While others get only one superweapon for $5000, she gets two for that price. Stacking superweapons isn't easy to pull off with low eco, but since Alexis is a defence-oriented general and doesn't waste much cash on vehicles, and considering how devastating only one Particle Cannon is (particularly against GLA), I believe you underestimate her.

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Well if you let an SW happen that player deserves to win. SWs in Generals were really poor in performance, as that difference in unit/eco spending was huge in Gens/ZH, even for Alexis.

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IDK why are we still comparing the balancing between C&C games.

As I said earlier (in my early posts), Generals/Zero Hour still has the most flawed balancing in all of C&C. The balancing becomes significantly better with community-based mods. It's one of the least-played C&C games I have ever played. Where's the fun in Generals/Zero Hour when bugs and balancing are at their worst?

Edited by PurpleGaga27

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20 hours ago, Lauren said:

SWs in Generals were really poor in performance

Chinese nukes were poor against the GLA with the longest recharge and not being able to take out holes. But the Scud Storm was great against pretty much anything, it was even borderline cheap in the hands of the Demolition General and Toxin General as they could take out enemy superweapons in one strike. 

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You still have to defend it for 5 minutes. In that time the game could easily be over.

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Same could be said for any C&C  game. The match ending in 5 minutes is down to player skill/tactics (and luck if you wish), not the performance of the Superweapons. 

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On 13/11/2017 at 10:09 PM, PurpleGaga27 said:

As I said earlier (in my early posts), Generals/Zero Hour still has the most flawed balancing in all of C&C. The balancing becomes significantly better with community-based mods. It's one of the least-played C&C games I have ever played. Where's the fun in Generals/Zero Hour when bugs and balancing are at their worst?

Ask the community of players that are still playing it competitively over at https://www.gamereplays.org/cnczerohour/

It's a lot more balanced than Tiberian Sun, for example.

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I advise you to do the same. The ZH players are fully aware of the imbalances of 1.04, and how Humvees trump everything, and how certain generals aren't viable. They are all aware of 1.06, but for some reason they don't use it.

Just because something is played competitively doesn't mean it's balanced. Case in point: domination of the Black Hand subfaction in the Kane's Wrath meta.

Source: I've been staff at GameReplays and C&C:Online in the formative years of the latter.

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On 16/11/2017 at 10:58 AM, Plokite_Wolf said:

Just because something is played competitively doesn't mean it's balanced. Case in point: domination of the Black Hand subfaction in the Kane's Wrath meta.

I never said that. I just pointed out that it's more balanced than Tiberian Sun.

My point to ask the people still playing it competitively was an answer to the question "Where's the fun in Generals/Zero Hour when bugs and balancing are at their worst?"

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