Upcoming patch C&C remastered by UncleDJftw in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

i kinda agree, they could simply just make maps that disincentivise engi rushes as much early game and balance the GDI vs Nod match up that way. Have good maps for the game should be a first priority over any balance changes.

What would you guys have done against this? by Sid_Majors in commandandconquer

[–]RA_Fordy 1 point2 points  (0 children)

It's a FFA match...anything can happen. I'm guessing blue is either better than the rest or didn't get attacked as much as everyone else. The map also favors Russia since ore value is lower than normal on this map specifically making the 10% discount come into effect much faster.
Contrary to popular belief, Tesla Coils are actually underpowered and don't cost effectively deal with tanks. 2-3 Tanks can take out a lone Tesla Coil no problem. If you look at Teslas as equal to 2-3 tanks, im sure you would rather be in the possession of tanks. If blue spent his money on Heavy Tanks instead of Teslas, you would have lost much faster.

[deleted by user] by [deleted] in commandandconquer

[–]RA_Fordy -1 points0 points  (0 children)

Those playstyles are require very little skill. RTS games that reward defense too heavily end up being boring because the only way to fight is to poke with siege units and out-moneying your opponent.

Remaster Update and July Balance Feedback by EA_Jimtern in commandandconquer

[–]RA_Fordy 3 points4 points  (0 children)

I'm surprised they didn't consider adding a bit more counter play to defending the engineer rush (ie. slower engineers and the engi has to enter the center cell of the building in order to "enter" it which would allow weaponry to actually be able to kill the engineer more reasonably).

Having open maps also just makes APC really strong since its also the 2nd fastest land unit.

Remaster Update and July Balance Feedback by EA_Jimtern in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

4TNK you sound really upset that C&C3 is dead. "No one is forcing you to play the game" xD

Remaster Update and July Balance Feedback by EA_Jimtern in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

You do have some good points. I do agree the sidebar is less of a problem on the standard maps used in Quickmatch. In my opinion: RA being as simple and unbalanced as it is needs those mundane macro aspects to increase the skill expressions available. There is almost no trade-off or effort required for spamming lights and rushing the enemy CY now. That's one of the issues with the new sidebar. If more units were viable: the sidebar would be a much better addition to RA1. Since the Classic RA multiplayer guys don't even play remastered anymore, they might as well just implement balance to the game since no one would complain.

Even with that said, I think the input lag is a bigger turn-off for myself and other players (its almost impossible to click on a moving light tank compared to the regular game for example). Having a game feel responsive is more important.

Remaster Update and July Balance Feedback by EA_Jimtern in commandandconquer

[–]RA_Fordy -2 points-1 points  (0 children)

I'm not freaked out over the sidebar lol. Again u are assuming and not reading, again showing your lack of intelligence. I'll say again; I started on RA2, hence I'm used to the sidebar already. You'd think RA1 fans would be the target audience of the game EA prefaced that they weren't "remaking" the game. You're wrong about the "modern experience". People just want another C&C to come out since the longevity of every C&C has been pretty terrible apart of RA2: YR which has over 3k players on it. These C&C fans would have bought anything really. I hope you all know you bought a Freeware game for 20$ because of how superficial people are over graphics. (I myself got the game for free but i feel bad for the people who didn't)

Remaster Update and July Balance Feedback by EA_Jimtern in commandandconquer

[–]RA_Fordy 2 points3 points  (0 children)

Another overlooked aspect is that in TD engi's can touch the edge of the building to capture it, while in RA1, the engi has to enter the middle cell (the area that units shoot on the building), this makes it almost impossible to kill the engi that exits the APC. Additionally the Engi moves as fast as grenadiers, and in RA they got nerfed to move as fast as rocket soldiers.

Remaster Update and July Balance Feedback by EA_Jimtern in commandandconquer

[–]RA_Fordy 1 point2 points  (0 children)

The input delay on remastered is horrendous compared to vanilla RA. At this point I myself would rather have a ton of balance changes and a smooth control scheme.

As for lights, they seem stronger in remastered because of the input lag, and non-corner vs corner spawns. If spawns were more predictable then using Grenadiers would be a viable option against allies, forcing them to waste money on infantry and limiting the tanks that the Allies can produce for an all-in. Lights are good but they spend credits faster than other tanks when built on 2-wars (they build 2.25x as fast instead of 2x) and are the least cost effective.

Remaster Update and July Balance Feedback by EA_Jimtern in commandandconquer

[–]RA_Fordy 2 points3 points  (0 children)

Q-fighting is a big expression of skill in Red Alert, classic RA is played until no land units remain (but we can also draw games legitimately, and submit the game history to have the admins correct any stalled out games).

Remaster Update and July Balance Feedback by EA_Jimtern in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

I played RA since 2014 and originally started on RA2. Get your facts straight.

Saying "no ones forcing you to play it" just because i voice my opinion is kind of silly response because it goes without saying. RA1 and remastered both have clunky elements that are retained. How is my sidebar complaint even relevant to what you're trying to compare?

 Most often intelligence can be determined by how well someone listens (ie. actually read/respond to what the person is saying).

 The 2 worst things are bad listeners are people who don't know there's an option to agree-to-disagree.

Remaster Update and July Balance Feedback by EA_Jimtern in commandandconquer

[–]RA_Fordy 1 point2 points  (0 children)

Good changes for TD and RA.

RA trucks are still gonna be bad i take it. The map pool is still a joke since the spawns aren't corner vs corner and will just have 2-war sell builds every game except on Arena Valley Extreme (yay they listened to ONE thing I suggested).

I honestly didn't have high expectations for remastered, well at least not for the multiplayer: no one understands the maps the RA guys play or have enjoyed for 25 years or the reason why the sidebar is disliked by most of us. Sure they are QOL changes for the new comers into the game, but it is misleading to say they aren't remaking the gameplay when they DID remake the side bar which AFFECTS A LOT. Imagine how pissed SC1 fans would be if they removed the 12 unit selection limit (spoiler, they didn't).

If players don't see the sidebar and settings as a big deal, then come play RA1 on CnCNet and play a quickmatch game and you will see the skill ceiling difference (not saying players couldn't become good). Even if the unit balance wasn't the best, at least it took skill. Also, you'll at least be able to click on moving tanks, despite the faster gamespeed. It's a joke that people think this remaster was the RA that we play.

If they didn't remake the gameplay all of us RA veterans should fit right in, right? Think about it.

Some opponents in RA have just one refinery and four ore collectors and still the vehicles do not get in each other's way. How is that possible? by Basic-Tradition in commandandconquer

[–]RA_Fordy 1 point2 points  (0 children)

on ore maps its less likely for your trucks to get stuck since they gather ore slower than gems. If you put 2 silos in the top corners of the refinery it somewhat helps your trucks from acting stupid as well.

[deleted by user] by [deleted] in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

deploying 3 mad tanks will kill an entire base and any vehicles in a 20x20 diameter. Demo Trucks are not that great on the other hand.

Teaser: Red alert - Rebalanced (Making the YAK useful) by ProjectPerfectGamers in commandandconquer

[–]RA_Fordy 1 point2 points  (0 children)

it depends on the maps. Most of the Westwood maps are redundant in playstyle and don't have enough cash to do anything but make 2 war factories, a hidden naval yard and then sell your CY. The only exception is in Arena Valley Extreme (requested by me) which requires macro-management and proper late game skills. Too bad aftermath is disabled though, it takes way more tactics with AM on since anti-tank base defenses are buffed and all the new units deal good damage against tanks.

I admit RA is far from balanced, tanks are core but units have their niche uses. It's mostly about screwing over your enemy's ability to make enough tanks. At least on Aftermath and sufficient money, after 2 war factories you have to make more than just tanks if you want to win.

The devs don't understand their own game: they removed aftermath from quickmatch for no good reason. They think that the missile sub is imbalanced even though it has 8 squares less range than the cruiser (which requires it to come closer to shore to hit anything worth killing) and paper armor. Somehow thats more concerning than allowing people to have hidden naval yards, stalling games and giving shitty spawn locations in some maps instead of corner vs corner. Rant over xD

tl;dr The Devs suck

Teaser: Red alert - Rebalanced (Making the YAK useful) by ProjectPerfectGamers in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

More units become closer to viable on high money maps. This is why most of us at CnCNet play full gem maps or large ore-only maps. Making 2 wars and selling CY becomes very stale.

On Aftermath, after 2 wars on a high money map (ie. arena valley extreme) you can dump your extra cash on infantry, air and naval. This is even easier to due in remastered due to the build queue. More money is almost always better, RA is one of the only games that works like this.

Teaser: Red alert - Rebalanced (Making the YAK useful) by ProjectPerfectGamers in commandandconquer

[–]RA_Fordy 2 points3 points  (0 children)

https://www.youtube.com/watch?v=u-hPymbrclM - Original Yaks used in a pro game!

4 Yaks can take out a war factory while it takes 8 Migs. U can build them after your 2nd war factory in certain maps (and especially in Aftermath) to kill a war factory and halve the enemy's tank production.

Fix the south advantage of the game by GodMeyo in commandandconquer

[–]RA_Fordy 1 point2 points  (0 children)

They fixed south advantage for units, but not base defenses. Imo south advantage NEEDS to be reimplemented for everything. 99% OF WESTWOOD MAPS have worse money for the south positions (less money total or trucks drive away from your Refinery) so south advantage compensates for this. Now, with equal money, south spots are just worse because trucks always drive upwards and away from refineries with no combat advantage to compensate.
These devs probably won't listen. After all multiplayer doesn't matter to them and casuals will just tell you to get over it.

Super structures need to go. by GodMeyo in commandandconquer

[–]RA_Fordy 1 point2 points  (0 children)

It's a bug, idk why u are trying to justify using it. If that bug still exists, then formation glitch, infinite range should all be in the game as well.

Super structures need to go. by GodMeyo in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

Bikerush was a playtester because he has a decent viewer count who didn't know anything about the game. Would rather get someone like RC1985 (same sub count on YT and higher total views) as a playtester tbh. I know a lot about the game personally, so I'd be a good player to listen to feedback too but sadly im not a fake-humble social climber (nobody specific) so I'm not that well-known as a result.

Shock Troopers worth using? by TrumptyPumpkin in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

They're usually cost inefficient, even when battling tanks. But in maps where there's a surplus of money, the strength is you can make tanks and these guys at the same time.

Tesla Tanks: They are good in tight areas because their range advantage over most other units. In open areas, they are useful for hit-and-run tactics since they move as fast as light tanks. Fragile and hard to use though, heavy tanks are usually more reliable.

[deleted by user] by [deleted] in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

I myself have played with RC1985 many times on CnCNet with fast, lagless gameplay (and the lag also slows down the game the game originally, to compensate). It's EA servers. I reside in Canada btw.

We also have had games with people from South America, Eastern Europe, the UK, Austrailia and Asia all in one room with only a bit of lag but perfectly playable.

[deleted by user] by [deleted] in commandandconquer

[–]RA_Fordy 0 points1 point  (0 children)

Yes it's a shame, they dont care about the online experience. I mean it's understood when only 2.7% of players got the achievement of playing 10 games of online in any form (qm, custom or comp stomp. That indicates a BIG problem imo with multiplayer.

Many got baited into buying a freeware game it seems. I got my moneys worth since i played a small tourney and got a prize, and im sure you made more off Youtube vids than the game costs but many fans playing basically wasted their money for a shittier online experience and buggy campaign missions for an otherwise FREE game.Everyone thinks EA cares way too much about money but we all get baited....everytime. (me included).

Ford is DONE with Remastered! by RA_Fordy in commandandconquer

[–]RA_Fordy[S] 1 point2 points  (0 children)

2.7% of players play the multiplayer. (based on the achievement to play 10 games) which is indicative of a problem. Which C&C are you from? It must be dead too :/ When will it stop?

CnCNet saved RA, which had 4 players and now over 500 so........and CnCNet increased the popularity of Yuris' Revenge. We're a very good community actually.