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Pierwszy dodatek do C&C3 w drodze

35 postów w tym temacie

Ostatnio zarzuciłem demko C&C TW i muszę przyznać, że gra całkiem całkiem.Jakoś do tej pory nigdy nie grałem w żadnego Commanda może już czas zacząć, First Decade kosztuje już 7dych(a to około 12 gier) żeby jeszcze TW staniało bo jak na razie cena utrzymuje się na zabójczym poziomie.

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Jak dla mnie to trzecia część to było Command Crap 3 :) Przegrał z Dawn of War już na starcie, nawet pomimo różnicy czasu pomiędzy premierami tych gier...

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Dnia 14.08.2007 o 22:42, Bartezzik napisał:

Mam pytanie - o co chodzi z tymi sub-frakcjami? Chodzi o takie frakcje, jakie były w Zero Hour''re
do Generalsów jak np. spec od laserów czy lotnictwa?

Tak, prawdopodobnie chodzi o wyspecjalizowane armie, które posiadają dodatkowe lub ulepszone jednostki kosztem niektórych dostępnych w armii uśrednionej.

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Zastanawiam się, jakie cuda wprowadzi EA w dodatku by uratować tą grę. Bo jak na razie ludzie są zniesmaczeni nią.

Pozwolę sobie zacytować pewien post z pewnego forum, wszyscy którzy zastanawiają się czy warto zakupic cnc3 powinni to przeczytać.
"------------------------------------------------------------
QUOTE
With less units, micro would become more efficient

This is what I''ve been saying for ages, but it''s not as simple as that.

QUOTE
you need to amount of resources to start producing it and you pay instantly

That won''t really fix anything I don''t think. It will make macro a little harder as you can''t have 50 units queued up at once, but you''ll still be able to produce tons of units if the economy doesn''t change.

The issue with all of this is that micromanaging units is NOT effective for two reasons

1. You have too many of them for it to matter whether you micro one or two really well
2. Units are linear in behavior. All of the micro in the world is not going to let units magically become exponentially effective the more control you give them.

Let''s look at a simple example from ZH: the technical.

The technical is a light anti-infantry vehicle. However, in terms of anti-infantry capability, its weapon is quite poor. Its best asset is its ability to run over infantry because of how fast it is.

Ordinarily if you use a technical to shoot at infantry (out of the box point and click behavior) it won''t really do much more damage than its worth. However if you use it in a different way other than its standard point and click behavior, you can make it do 6 times its worth in damage. How?

You hide it behind buildings to let persuing rocket soldiers bunch up in a line as they try and get around the building. Then you whip around the building with the technical and run them all over like bowling pins. If you tried going up against that group of 10 rocket soldiers with your main weapon, you''d kill maybe one or two of them before the technical died (that''s an even trade in terms of cost). However if you think, and micro correctly, you''ll kill all 10 of those rocket soldiers without losing the technical.

There is NOTHING in C&C 3 that is even remotely like this. You can use the same principle with a scorpion tank, but it''s not the same as what I''m talking about.

In 99% of the cases, a unit will only do as much or LESS damage than it is worth because of the linear nature. There are no units that can kite aside from anti-infantry vehicles vs disintegrators.

Every single facet of unit micro game is shallow and thus does not reward careful control of units.

* Units are linear and cannot be micromanaged to become uber effective (technical running over 10 times its cost in infantry anyone?).

* Where are the unit abilities that MATTER? (laser lock?)

* Where are the dual behavior modes (ECM blocking missiles OR disabling vehicles?) ECM vs ECM micro was as fun as magnetron fights in YR where you''re trying to Jackie Chan your opponent''s magnetrons faster than he''s trying to Jackie Chan yours.

* Where is the XP system for the special powers? All you have to do is build the structure you ordinarily need to tech up and you get the powers as an added side bonus wacko.gif

* Where is the detailed precision micro of units? Ask yourself if directional armor even matters in this game? I''ve seen top level games where the players INTENTIONALY drive backwards or sideways at or near their opponent even though it makes them more vulnerable, yet it has no effect because there are so many tanks it just doesn''t matter.

* Where are the area effect weapons? Vertigos and Firehawks are rarely used because what is the point when one can''t even kill one of 40 tanks? If maybe one Vertigo could kill off 5 tanks then it would be worth it, but it can''t even kill off ONE wacko.gif

* Where are the kitable units? How come I can''t use stealth tanks to kite Mammoths or devourers to kite predators? (rocket buggies, vees, nuke overlords, and battle busses, even helixes and combat chinooks could be used to kite). Sure you can kite disintegrators with a couple APCs/raider buggies, but big deal. That''s no where near half as intense as relying on a single humvee to kite a trooper crawler full of two chev minigunners.

* Where are the infantry transports? How come I can''t drop off a bunch of rocket soldiers in a fast transport and fuck up a crane, load them back up and run away? How ownage would it be if Nod had the ability to transport fanatics somehow? But that won''t happen thanks to SQUADS and EA''s unwillingness to put more than one infantry unit inside a transport for concerns over "realism"....

* Where is the area effect mobile healing to allow you to retreat a bit, but maintain pressure? Also serves as a tactical target (remove the unit providing area effect healing first and your job will be easier throughout the fight)

* Why don''t units display their veterancy unless you show health bars?

* Where are the unit function changing upgrades? The only useful one is buggy EMP.

* Why are most unit abilities worthless? Orca sensor pods? Jump packs for zone troopers? Blink packs for shock troopers? Some really cool things there which again, could be used jackie chan/jet li/matrix style, by aren''t.

Units need to do more damage to everything overall, and they need to have ways to micro them. If you simply put less units on the battlefield without making them more fun/interesting to use, the gameplay will be even MORE boring than it is now post-13661-1143531603.gif

There is no single change which will "save" C&C 3. C&C 3 doesn''t even need saving because many C&C players PREFER this mindless shallow combat and hate depth and micro like in SC."

Jak widać, nie wygląda to za dobrze :/

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Ten długaśny post jest troszkę przesadzony, a gra się bardzo przyjemnie , tylko armie są trochę niezbalansowane (na początku jest fajnie, ale kiedy już dochodzi do użycia potężnych jednostek, Nod daje dupci :/)...

A jak ktoś chce RTSa, gdzie potrzeba dużo micro, to może se kupić WarCrafta 3 :P

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Hm... Trza będzie chyba odświeżyć nieco TW :) Co do poprzedniego posta - masz racje Nod ma spooore problemy z dobrymi jednostakmi w późniejszej fazie gry. Chociaż zabawa pięcioma Avatarami którzy mają na maxa uzbrojenie mi się bardzo podobała :D

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@Smash-PL: Na Warcrafta3 i Dawn of War jest więcej narzekań, jeżeli chodzi o tryb multiplayer. I czy kogoś to tak naprawdę obchodzi? :)

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