Thread #2296016 | Image & Video Expansion | Click to Play
File: cncRA.jpg (90.9 KB)
90.9 KB JPG
Watcha
>playan
>listnan
>unit favan
For me it's the RA allied campaign, TD's Depth Charge and I love the artillery, I just think it's neat.
96 RepliesView Thread
>>
>>
>>
File: file.png (157.3 KB)
157.3 KB PNG
>playan
rescue hammerfest base
>listnan
https://www.youtube.com/watch?v=RPTsD_Y8LXM
>unit favan
pic related
it's summer 2002 again, right?
>>
>>
>>
>>
>>
>>
>>
>>
>>2298675
>Left-clicking to move
Not an issue for anyone I knew, including some hardcore Warcraft 2 vets. What was an issue that it felt sluggish and somewhat simplistic after playing Starcraft, and a lot of concepts ended up looking better on paper (which is why RA2 had to streamline or outright abandon many of them).
>>
>>
>>
>>
>>
>>
>>2298060
I still want C&C:TD redone in Company of Heroes engine. I don't think you could carry over everything one to one, but I think the various units having more permanence on the battlefield and being better defined would really help shape the game's combat better.
Even something as basic as GDI having NATO-like squads of soldiers vs NOD having mercenaries and militants would help set the tone, not even mentioning what things would feel like with a combined arms force with a flame tank or mammoth right next them being backed up by Orca support.
>>
So, I seem to be retarded:
I started playing TD on OpenRA.
Just some light skirmishes against Cabal AI (no fucking idea if that is a strong or weak one).
When playing GDI, I basically dominate the battlefield.
Sure, I might lose some dudes in the beginning, but I quickly push back and through.
Now I tried NOD because I wanted to see what I can do with them, and as it turns out, I SUCK at NOD.
Yesterday I had a 40 minute match with the very same AI that led to me getting obliterated in the end.
Today I had another 40 minute match where I managed to verrrry slowly push forward, but it was a proper pyrrhic victory, as I actually lost more units.
tl;dr: how do I into Nod?
>>
File: 1646963869529.jpg (607.9 KB)
607.9 KB JPG
>>2299783
>>2299853
im gonna fucking cum
>>
>>
>>2300638
>tl;dr: how do I into Nod?
The rocket troopers and trucks that turn into bunkers are a great way to overtime make a passive anti air defense and safe and defensive corridor.
Venom spam is greasy but having 6 hot keyed will usually fuck up most infantry spam to the point you only lose one or two. You can, in the vast majority of times sneak them in and around behind then enemy base and hollow out a few buildings before their killed, this can be used to draw units home, but you will always lose them.
The laser artillery is great, in groups of 3, but far enough away from eachother you have two groups of three. Hard to defend and lost easily, but if done right with micro its a game changer to have two sets.
You want to get used to the tactic of sending engineers in transport to grab and recover walkers and then sending them back to your war factory., keep a few in plain sight behind the Frontline just chillin, AI always targets them first though. Late game this is a huge deciding factor in if you get crushed or they make you stronger.
With GDI you do the same but heal them by the 2500 APC they have.
Flame tank is OP, but expensive and easy to lose if you dont send them in after enemy units are already engaged.
Sending a bunch on aggressive into a city after a diversion wave of attack bikes set to way point around the place (alt+click?) Is how you clear entrenched areas easily.
>>
>>2300638
Also with nod you have more AA options, but if you balance them correctly you have more resources for troops, versus the GDI expensive airforce and expensive dedicated AA unit.
Having a "mix" of units is more important as NOD, yiu cant just APC rocket trooper + sniper spam and drop minefields on the path the AI takes.
A few attack bikes and Iirc one of the upgrades gives a unit AA capabilities.
If your doing the bunker trick, once they gain experience I usually send them to the home base and/or a static defense somewhere behind the front lines to act as a hail Mary AA that gets you on your way home.
>effective with experienced AA infantry.
Bomb the fuck out of their harvesters until you get gud. Then it's second nature.
If you use an airforce make sure it's set to defend the area right before your units engage it, so that the timing of getting bombed is right before it enters your units range.
Never keep air units at home, and always hotkey them in groups of 4, but set them out to defend individually and spaced out so your bombing run is random, resupply is random.
I personally dont use the airforce for much except to scout and randomly bomb hidden areas of the map. Venoms are greasy when massed, but easily destroyed by rocket based splash damage to the point its not a viable tactic simply because they group up.
Sending them in small groups to distract while ground troops move in is a good use for them.
They are good for hunting harvesters that you see unguarded or in the first 30sec of them doing a base expansion.
>>
>>
>>
File: Dogma day afternoon.jpg (53.7 KB)
53.7 KB JPG
>>2296518
>playan
Currently stuck on ''Dogma Day Afternoon'' mission. The whole firestorm expansion is really fucking dark for some reason. Right of the bat we learn that GDI victory Tib Sun didn't mean shit. NOD is still there despite Kane's ''death'', Kodiak gets destroyed in a cutscene. Mcneil dies (In the Westwood canon, not the EA retcon) Chandra dies, Brink dies. Umagon turns insane, and Tratos gets assassinated three missions in.
>listnan
https://www.youtube.com/watch?v=KvNKLwhzkK0&list=RDKvNKLwhzkK0&start_r adio=1
This one is fucking great, especially from 1:58 onward.
>unit favan
Cyborg Commando. I allways loved to use him to obliterate every single GDI base on the map in ''Villianess In distress'' mission.
>it's summer 2002 again, right?
Oh god, why are you doing this to me?
>>
>>
>>
File: steam tank.jpg (21.6 KB)
21.6 KB JPG
>>2296016
I tried to play Warcraft III skirmishes against AI and came to the conclusion that I hate skirmishes in Warcraft III.
I should've sticked to the campaigns.
>>
>>
>>
>>
>>
>>
>>
File: 1759182252523481.png (3.1 MB)
3.1 MB PNG
>have fun making custom maps in the older games
>AI's too dumb to play them to their fullest
>>
>>
>>2296016
The campaign on hard depends 100% on luck and RNG instead of skill and it's insanely frustrating.
Update: I have now completed all 81 missions on hard. It was SO BAD.
Every mission was a WHAT WERE THEY THINKING moment. These are insane puzzles that require you to cheese and savescum like you have never cheesed and savescummed before. Awful AI and pathing, no build missions are pure torture because there's so much RNG and micro is almost impossible in this 1995 game.
It was nonetheless pretty satisfying when you slowly figure out how to sandbag into the enemy's base and destroy them from within. Do not be ashamed of sandbagging, believe me the game deserves much worse abuse and I would cheese more if I could. Music is fine. I really like the atmosphere too. A side note is you should always play on fastest because normal speed causes the enemy air strike to be much less frequent and makes the game easier, or so I heard.
When it comes to Red Alert, although a lot more people prefer this expansion, I find it much more boring than the base game. The puzzle element is no longer there. The pace is much faster. You can no longer chill behind the safety of sandbags, and now it's just tanks tanks tanks. The enemy can hoard army indefinitely and only attack with free spawns, and because of resource limit you can head into a dead end if you don't win fast enough. And again, tanks beat everything every game so it was just boring. The atmosphere is pretty boring too and I much prefer the original's sci and mystery element.
>>
>>2312365
Of course you couldn't micro on fastest dumbass
Sandbagging is also not required.
Air strikes are already harder in the remaster too because the behaviour got fixed and will now target your most valuable assets instead of whatever you have closest to the top left corner.
Instead of sandbag slop you should just break a section of their base and cap their construction yard and eco
>>
Been playing Dawn of the Tiberium Age. Pretty fun but man, some of those missions are ball bustingly hard.Ashamed to say I had to cheat on a couple of them.
>>2312365
Yeah, hard mode has some stupid bullshit modifiers that make the enemy way stronger than you. The Remaster team didn't make any accommodation for this and it shows. Best to just play on normal, as was intended.
>>
File: 1739037132180718.png (286 KB)
286 KB PNG
is this worth it? whats the best way to play cnc these days?
>>
>>
>>
>>
>>2296016
>playan
dawn of the tiberium age
>listnan
face the enemy 1
>unit favan
heavy tank
>>2299853
are you chinese? if yes, you'll love it.
>>2312811
its 6 euros bro, what do you have to lose?
ra2, yr, tib sun are still played on cncnet.
mp. openra if you want to play td, or ra1. the OG games, they're balanced like shit since theyre from 199*. tib sun too desu.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>2315694
>There is shareware copies that are full games for CnC1 and Red Alert (maybe Tiberian Sun too?).
Freeware. Yes, all of those games are available legally free of charge now. It's great for modding since the mods can distribute the game and the mod as one package. EA should do the same for RA2 as RA2 mods are annoying to get going.
>>
>>
>>
File: 1760015736709366.png (455.2 KB)
455.2 KB PNG
>>2321816
>The CoH formula is fantastic
>stuff like Iron Harvest is too abstract
>>
>>
>>2321853
NTA, but it's really not. CoH for example has functional vehicles that has at least some synergy with the infantry mechanics, Iron Harvest has mechs with barely any functionality that do not synergize at all with infantry. And somehow mechs are the selling point.
>>
>>
>>
>>2321983
what do you mean? Some mechs can garrison infantry, some mechs spam bombs/artillery to clear areas for infantry, some mechs destroy walls and buildings to make way for infantry. Sure they don't exactly provide mobile cover for infantry but that's because they're on legs up in the air, the games are functionally the same down to capturing flag points on the map for score victory
>>
>>
>>2296016
>playan
nothin
>listnan
nothin
>unit favan
prism tank, build a dozen and slowly advance them, they'll wipe out anything that isn't airborne or far out at sea
>>
I have played CC1 and RA1 recently, had some fun and started Tiberian Sun but the GDI campaign is such a dogshit miserable experience. Half of the missions are some stealth bullshit. Maps are enormous but unit sight range is 10cm. 30m timers that last only 10min. Artillery everywhere that can snipe you from across the map and invisble enemy bases. Now I'm at Destroy Prototype Facility mission but air units just come to rape my units and I can do nothing about this.
>>
>>2323645
I think many of the stealth missions are optional, but yes, they're bullshit if you expect to complete them on the first try even if you know how the mission goes.
>air units just come to rape my units and I can do nothing about this
I'm a hover MLRS enjoyer. Honestly I feel like they're really slept on. The mobility is great for micro and many missions are designed so that water is the enemy's weakness.
The missions I dislike are the ones where Nod has a missile silo as super weapons can make the ground unbuildable if you don't make a concrete foundation.
>>
>>2323769
Just finished GDI campaign. Played only for the story but in the end I barely understood it because of the bad audio and lack of subtitles. It was also such a pain in the ass searching for every unit and having to destroy every building, even the electric fences, for missions to end. At least in previous games when the AI couldn't do anything anymore it sold everything and rushed your base so it was easier to clean up.
>>
File: Yuri_red_alert.png (682.4 KB)
682.4 KB PNG
>>2322590
>they'll wipe out anything
Lol? A couple of grizzly's Rhinno's would mop the floor with them.
>Now I'm at Destroy Prototype Facility mission but air units just come to rape my units and I can do nothing about this.
Let me guess. NOD Harpys just murder the fuck out of Umagon as soon as you get close to the main enemy base? The best strat is to capture the sub-terrain APC stationed in a small nod outpost, and then fleeing in it as soon as you discover the prototype facility (You will have to use your regular Mutant troopers as cannon fodder to reveal Banshee fighters). Hope this helps.
>>
>>2323769
>The missions I dislike are the ones where Nod has a missile silo as super weapons can make the ground unbuildable if you don't make a concrete foundation
Sooo... only a final mission. Because in other 2 missions with super weapons NOD only has a chemical missile.
>>
>>2323645
Westwood never really "figured out" level design. It's like they were just philosophically opposed to anything besides you having one base vs one enemy base with a couple token outposts. Hope you can get in before you run out of resources! It took till Yuri's Revenge to really get experimental with things, but even then they just locked down every base with Gatling Guns and Psychic Towers.
>>
>>
>>
File: Warcraft 3 - into the eternal kingdom.jpg (90.1 KB)
90.1 KB JPG
>>2325321
>Westwood never really "figured out" level design
The hell are you even on about? There was nothing to ''figure out'' because it was them who created this fucking genre. It was westwood who set the rules.
>Hope you can get in before you run out of resources!
The only westwood game where this is the problem is Dune II. Every next RTS game has revavable resources. Funny thing is, that Blizzard copied Spice patches from Dune II and turned them into goldmines in Wc1. They then stuck to the ''non-renevable resources'' formula to the end, with fucking Warcraft III.
>>
>>
>>
>>
Currently playing through RA2 Allied campaign, something which I have never done before.
I have reached now what seems to be the last mission, and after Washington the game seems to have become a lot easier.
Usually there's one bigger onslaught at the start, and after that you're basically free to build up and blob into the enemy bases.
Also, air units are fucking useless with the range on the soviet AA
>>
>>
>>
>>2327719
nta but it could be any, a single laser fence post or a SAM site could hold back winning the mission, also there's one mission where there's a stealth power plant base in the corner of the map that's easy to miss
that's just how westwood made these mission, it's highly unlikely the mission glitched out
>>
>>
>>2328945
>air units are fucking useless with the range on the soviet AA
just split your units and also overwhelm the AA. Flak just hits instantly, missiles have to reach their destination and that's why you have this feeling
>>
>>
>>
>>
>>
>>
>>2330257
Try the latest cnc-ddraw: https://github.com/FunkyFr3sh/cnc-ddraw/releases
There is a vsync option but I would only recommend it as the last resort as it adds quite a bit of input lag. I'd try maxfps, windowed, and swapping between opengl/directx first. I have the vsync off and no tearing so something else is applying it.
>>
File: Screenshot 2026-02-01 180803.png (157.5 KB)
157.5 KB PNG
>playan
X-COM UFO Defense
>listnan
https://youtu.be/SbeF4FZiolc?si=6QKR5N9mz44Wk8D6
>unit favan
picrel
>>
File: TDR_Mammoth_Tank_Cameo.png (170.3 KB)
170.3 KB PNG
https://static1.squarespace.com/static/5cb8811d5239585cb782f0e0/5ce6de 5ceef1a1421222ecbc/5ce9e54ce4966b60 0dc6ef9c/1558832987273/06+Killing+M achine.mp3
For me, it will always be the undefeated Mammoth Tank
>>
File: 12345.gif (3.8 MB)
3.8 MB GIF
>>2296518
BAAAAAASEEEEED
https://youtu.be/IBp0Pu3NeOo?si=HbPbhK4v_p-DJDa7
https://youtu.be/4IB79iNCeb0?si=-grfLTYbSZEKDd-d
>>
>>
I just discovered https://github.com/TheAssemblyArmada/Vanilla-Conquer
It's a sourceport for the original games, but unlike OpenRA, which is more of a modding and MP framework by now.
Has anyone used it and can give an assessment?
>>