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/vr/ - Retro Games


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5731835 No.5731835 [Reply] [Original]

Isn't it sad that Tiberian Sun always remained in the shadow of Red Alert 2? I love RA2 as much as everyone else, but damn...they really got this dark future setting down with TS and the game got way to less attention for that fact.

>> No.5731838
File: 95 KB, 950x556, 1114393219id12361gol.jpg [View same] [iqdb] [saucenao] [google]
5731838

>> No.5731975

>>5731835
Wasn't it like a really hyped game in 1999?

>> No.5732079

Gameplay VS atmosphere. TS was very atmospheric, but it has many faults. Tanya/Boris has always been a powerhouse unit, but TS went a bit extreme on that side with the Titan being an OP menace and the Cyborg Commando being a 1-unit army. Tiberium poisoning means you need defensive buildings or mechanical units to defend your harvesters, which makes any early game skirmishing an absolute waste of time and resources. Which leaves just one strategy, rushing to the OP unit and using it to lead your forces. That doesn't even cover the single player campaigns which were chock full of those goddamn limited unit missions with only one working strategy. The complaints about concrete are overblown and nowhere near as much as annoyance as people claim, but the limited strategy kills some of the fun.

Each C&C game had it's flaws really. C&C was cool when it came out, but was outdated the moment RA1 arrived with it's lack of screen movement options and clunky interface. RA1 had plenty of the limited strategy missions, and balance was firmly on the side of the soviets except on water maps when allies became unstoppable. RA2's campaigns are painfully easy, allies are insanely OP to the point you can beat most of the campaign and any AI skirmish with just GI's, and Yuri's faction in the expansion is stupidly OP.

>> No.5732089

>>5731835
they are both excellent games. i spent so much time playing tiberian sun when it came out and i still remember going to target to buy red alert 2 when it was new.

neither game is perfect but they are my favorite RTS games.

>> No.5732090

>>5731975
Yes. I was extremely hyped for it but was kinda disappointed by the art style which had nothing to do with Red Alert.

>> No.5732093

https://www.youtube.com/watch?v=MNyfcZgzUH8
Best track

>> No.5732132

>>5731975
When it came out? Maybe. The real hype was KANE LIVES!

>> No.5732783

>>5732090
Well...isn't that the point in the two universes being seperated? Dark SciFi for Tiberian and stupid and "funny" for RA? Sure, RA 1 was a bit more serious, but with that being sad the rest of this universe is almost cartoonish and overdrawn to a point of not to be taken seriously. While Stalin in RA 1 talkes about killing civilians like it's some minor job, RA 2 greats us with Sam the Turtle.

>> No.5733768

FCK GDI

>> No.5733793

>>5731835
Still, the game was atmospheric as fuck. The story, the cutscenes and soundtrack was spot on. Although like others have said - RA2 played better. It was a bit more coherent as well. Even after some time I still don't know what's the point of some units, while in RA2 every unit had a clear function and niche.
Also, compared to RA2, some of the units and buildings looked too samey. A nitpick, but there is that.

Also, a relative nobodies Joe Kucan and Frank Zagarino act circles around Michael Biehn and James Earl Jones. How the fuck is that possible?

>> No.5733960
File: 32 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
5733960

>>5733793
Never got the point of this thing. What's it's real purpose anon?

>> No.5733987

>>5733960
A "fuck you, pay attention" ambushing unit. It's extremaly damaging and cuts through infantry and light tanks like knife through butter. Works better on the defensive, although gets shit done on the offense as well. Especially with a lot of units on attack. The less skilled player will get quickly confused, and by that point half of his units have been BTFO'd by a mirage tank. Work well in tandem with a long range and extremaly squishy prism tanks as a protection unit.

>> No.5733998

>>5732090
Sounds like a (You) problem. I remember my friends and I loving TS and it's art style. All the CG trailers for this game got us super hyped up.

>> No.5734170

>>5731835
I always preferred RA1 and never really got the huge appeal of RA2.

>> No.5736172

Tiberian Sun, along with Red Alert 2 and Starcraft/BW are my favourite RTS games ever. TS has the clunkiest gameplay, but the most majestic atmosphere.

>> No.5736175

It's kinda interesting that Tiberian Sun was massively improved in Firestorm (Artillery was nerfed for example), while RA2 was screwed badly by Yuri's Revenge. It became a cartoonish joke game.

>> No.5736537

Tiberian Sun had great atmosphere, but the actual gameplay was pretty lackluster. The units move really slowly and you pretty much just mass either Titans or Cyborg Reavers to win.

>> No.5737547

>>5733793
>Kane himself
>nobody

Do you suck dicks!?

>> No.5737764
File: 1.67 MB, 1920x1080, hammerfest base.jpg [View same] [iqdb] [saucenao] [google]
5737764

>>5731975
>Wasn't it like a really hyped game in 1999?
It was extremely hyped and it failed hard due to running like shit, having meh music (I liked it, but most people expected Hell March and Act on Instinct), not delivering half of what it promised (they promised things like directional armour or searchlights being buildable and adding a damage or targeting buff or stealth detection, I don't remember anymore, hunter seekers were supposed to be able to pick targets, etc). They couldn't even do voice recordings for the ingame briefings because they were working on them on the last day before shipping.

If you had 5 tanks on the screen it started running at something like 15 fps, and it wasn't fun in multi because the factions were extremely unbalanced and half the shit in the game was just plain fucking annoying.

Game is not that good to play when out of fucking nowhere a hunter/seeker just flies in and blows up your conyard. Or an underground APC appears and unpacks 5 engies taking out half your base before you can react. Or the other player runs 20 infantry over your blue tib field and now you have to deal with half dozen Visceroids wrecking your base before you even got your war factory up. Or the Nod artillery force firing the ground until your base is a literal crater (no flat area to build on anymore).
The patches fixed some of these but multi was still a clusterfuck. Which is a big fucking issue since it was up against StarCraft.

Single player was fun as fuck though, it was the perfect mix of Sim City with tanks and walkers and aliens and 50s b-movie crap everywhere and the best villain ever put in a videogame. Cross Mad Max with a sci-fi b-movie and you got Tiberian Sun.

>> No.5737778

>>5733960
Damage wise it is a tank sniper (kills Rhino tanks in maybe 3 hits), and in the original RA2 you COULD NOT TARGET IT, your army just fucking blew up when you ran over half a forest. You had to manually force fire every tree.

They were normally targetable in Yuri's Revenge..

>> No.5737783

>>5736175
Tiberian Sun got fixed with the metric button of patches it received even before Firestorm came out.

Firestorm added more units to make it simpler to make outposts, and tweaked the balance so GDI has their own artillery but now Nod has cyborg reapers with quintuple homing rocket launchers, a net to cocoon infantry in, when one dies it leaves half a tiberium field behind, and oh they heal on tiberium so if there's a group and you kill one the rest starts healing.

Limpet Drones were fun as fuck tho.

>> No.5737785

>>5731835
The main gripe from what I remember at the time was that despite a lengthy development time, it was essentially an update rather than a reinvention. More energy was being poured into Renegade at the time

>> No.5737849

>>5732090
Are you retarded? Why would it have anything to do with red alert?

>> No.5738224

>>5732132
Rule of thumb, anon. You can't kill the messiah

>> No.5738272
File: 932 KB, 1000x685, 1425367489016.jpg [View same] [iqdb] [saucenao] [google]
5738272

>>5737764
>having meh music
I can't say about how the game ran back in the day but the music is fucking godly for the atmosphere it helps build, easily one of the strongest points of TS&FS. The biggest fault of the game was simply having it rushed and released as an incomplete game. It's quite obvious they had much more planned for it, not to mention a scrin faction which finally we got in tiberium wars

https://www.youtube.com/watch?v=0PJwiy0l2Yo
https://www.youtube.com/watch?v=z6C8Dlzyv8Q

Exploring all of those tiberium-infested landscapes would've never been as memorable without a soundtrack as great as this

>> No.5738290

>>5738272
>Scrin
I kinda want to see now how Scrin would've looked like when tackled by Westwood. Their look and fucking in C&C3 was so fucking "War of the Worlds" generic.

>> No.5739419

>>5733960
Won't be autofired on until it gets at least a shot off.

>> No.5740889

>>5731835
TS was my favourite, just from an atmosphere perspective. The soundtrack was godlike. I have a personal theory that the Blade Runner game Westwood made a few years earlier (and which Frank Klepacki also composed for) was part of the reason they decided to take this game in a darker and gloomier direction than the rest of the C&C series.

>> No.5743714
File: 1.43 MB, 1271x881, Wasteland.png [View same] [iqdb] [saucenao] [google]
5743714

>> No.5743717

>>5738272
I'm not saying I didn't like the music, just that it was completely different from what people expected. And note that Firestorm had a different, more rock oriented soundtrack. The base songs in TS were all eerie ambient tunes with the exception of Nod Crush.

>> No.5743728

>>5739419
>Won't be autofired on until it gets at least a shot off.

It won't be autofired on AT ALL unless it is moving. And in RA2, you couldn't even fire on it at all, unless you force fired one by one on all the nearby trees.

>> No.5743809

>>5733960
https://youtu.be/DzsYM_Vt5XQ?t=554

>> No.5743834

>>5732093
TS has too many best tracks.
https://www.youtube.com/watch?v=YSzqxercmww

>> No.5743860

>>5737764
>jpg
Screen resolution is too high. Isometry better perceived in the original resolution or with close-up scaling.

>> No.5743890

Did you guys play the Twisted Insurrection mod?

>> No.5743901

>>5743890
I actually haven't. I've heard it's good. Or at the very least the production values are great. And the music is kickass, if somewhat less "gloomy".
https://www.youtube.com/watch?v=Vj6vPy5xtcQ

>> No.5743979

>>5743901
It’s great. It basically rebuilds complete TS, at the moment only con yards retain vanilla graphics, all else has new graphics and new functionality. I very much suck at RTS so I can’t give it a fair go but I like what I see. Also, Klepacki has contributed some tracks as well.

>> No.5744592

>>5743979
I think the army compositions are a little funky and its not quite obvious what role each unit is supposed to play. I know Nod has two artillery units now.

The campaign is kind of interesting since you get to play with a lot of cnc1 tech, but I haven't gone past the first few levels of GDI because they are all non-base missions.

>> No.5744992
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5744992

>>5743860
The game was originally using 800x600 at most, but the engine itself scaled to any resolution just by rewriting the INI values. I've been running it at my monitors max resolution since day one.

So in 1920x1080, the stuff on the map becomes too small. Actually some of the first few maps are so small that they are smaller than the resolution.

>>5743890
>>5743901
I haven't played it but the soundtrack has a handful of nice tracks. The Black Hand song is by far the best. Really makes feel like I want to purify the world in flames.
https://www.youtube.com/watch?v=ryYjNQNo7Ho

>> No.5745119
File: 32 KB, 459x388, soleiltiberium042_180.jpg [View same] [iqdb] [saucenao] [google]
5745119

Why is this the only game where GDI and Nod had great aesthetics

>> No.5745643

good kino and atmosphere but needed better units, given the setting there would be a lot to work with

wish there were fully fleshed mods for it like metnal omega and shit

>> No.5745731

>>5745119
Yeah, the aesthetic was spot on. Nod actually looks like this pseudo-religious technologically advanced army. In TD their aesthetic was kinda 'meh', given the graphical limitations. Also, fuck GDI and their grenade/disc throwers. This unit is too good.

>> No.5745896

>>5732783
This is exactly how i felt about both TS and RA2.
I couldn't take RA2 seriously. Though it was a fun game with diverse units, but it is a bit "arcade like". Which is i figure it was more popular.

To me, TS just fit the story line from TD and makes it more "real/believable" and hence is my favourite of the two.
The mutant faction was a great addition.

>> No.5745910

>>5745896
Am I the only one, or is Kane from TS and Kane from TD two completely different characters, personality-wise? Kane in TD was less of a "mad prophet" that rambles about Tiberium future and more of a sarcastic "mafia mob boss". Or my memory is failing me.

>> No.5746889

>>5745910
I figured Kane was a time traveller. In one of the endings in TD or TS you see him vanish before his temple is blown up by GDI (via the ion cannon if my memory serves me).
The actor that plays Kane also appears in RA1. I think he was un-named and he says a line or two that suggests he might be Kane. I've read around he internet that theorize that too.
But it could be that they were recycling the actor. Because he was a director at Westwood at the time. Joseph Kucan.

Hmm this makes me want to play the games again.

>> No.5747798

>>5746889
RA1 "advisor" is absolutely Kane. In the Soviet ending Nadia (or whatever her name is) even admits to be a Nod member before Kane shoots her for running her mouth.
Apparently, Kane was supposed to be an immortal, ancient alien stuck on Earth according to C&C4. Which is kind of a cop-out. I kinda liked it more when it was a mystery. Also, the Nod ending to Firestorm shows an army of inert Kane clones suggesting that he might be body-hopping throughout centuries, so make of that what you will.

>> No.5747861

>>5747798
Kane was so cool in TD.
the whole alien angle ruined him.

>> No.5748046

>>5747798
I haven't played C&C3 or 4 because....EA....
Making Kane an alien doesn't surprise me....EA....

>> No.5748062

>>5748046
C&C3 wasn't that bad. Generic looking, but fun to play anyway. The one thing I HATED were the cutscenes. They sucked donkey balls compared to the kino of TS. I've never seen such cheap looking FMVs. And this "blue aesthetic" for GDI looked hideous. Somehow TD "talking heads" cutscenes looked more stylish, meaty and imaginative.
We do not talk about C&C4.

>> No.5748109

>>5747861
It's the entire Kane's motivation that makes it REALLY stupid. It is literally a plot from E.T., but instead of phoning home, E.T started a death cult for no fucking reason.

>> No.5748517

>>5748046
>>5748062
There is no C&C4 LALALALALALALALALA CAN'T HEAR YOU LALALALALALALALAL

>> No.5748786

Tiberian Sun, along with Red Alert 2 and Starcraft was the best RTS ever made. The genre died when vomit inducing muh 3D was introduced.

>> No.5749112

Am I the only one who thinks the NOD missions are rudiculously easy and short compared to GDI? The only hard one was the early mission when you had to destroy the radar in an ion storm. After that, it was a complete pushover.

>> No.5749127

>>5749112
Kinda? They still provide a decent challenge. And some of the missions are on the "fuck you player" side.
I think it was the opposite in Tiberian Dawn - GDI missions were quite easy, while Nod ones were quite punishing - mostly due to balance issues. GDI grenadiers and heavy tanks murdered the everloving fuck out of everything, while Nod missile infantry was painfully inept.

>> No.5749137

>>5748786
Finally a person with class

>> No.5749143

>>5748786
Still, there are some pretty decent 3D strategies.
Spellforce, Etherlords, Earth 2150.

>> No.5749184

>>5745731
>Also, fuck GDI and their grenade/disc throwers. This unit is too good.

Until you run the most up to date patched version of the game, where if they explode, they'll take half the squad down to half HP.

>> No.5749214

>>5746889
>I figured Kane was a time traveller.

No, he is just either immortal, naturally lives for thousands of years, or can prolong his life with Tiberium (iirc the lore is that he is a scrin outcast or something like that, and no, that's not C&C4 lore, Westwood said this before).

Regardless of which one: he is also *the* Cain from biblical times. The first killer. And Nod has been around since written history.

>But it could be that they were recycling the actor. Because he was a director at Westwood at the time. Joseph Kucan.

No, RA1 was meant to be the prequel to C&C. Kane pulls the strings to have the soviets start a war they will lose. Since WW2 did not happen but the soviet war was far more catastrophic, the UN created in its wake is far more aggressive. They have a black ops military team whose job is to assassinate political instigators. Then they botch up Desert Storm and Kane leaks their details to the media; the UN formally ratifies them as a public peacekeeping military unit to avoid backslash, renaming them Global Defense Initiative (GDI). It is also how they end up with Mammoth tanks (they stole the soviets tech after they won the war).
Also, since WW2 did not happen, the US is much less of a force in global politics while Europe is much more weakened and exhausted due to the soviet war (which happened in the 50s). Both of these allow Nod to get into power easier. It's an entirely different 1900s timeline.

RA2 is where the timeline branches: after the events of Tiberian Sun, a Nod acolyte with psychic enhancements founds a ruined but still working Chronosphere. He uses that to travel into the 60s/70s, and turns Romanov into his puppet and starts the second soviet war. This was Yuri's supposed origin in a planned upcoming game before Westwood got the axe.

EA just turned c&c into three branches of unrelated game stories, tiberium, red alert, and generals.

>> No.5749235

>>5749112
Depends which game we are talking about. TD had some Nod missions where you started with maybe 1 engineer and you had to take out an entire maps worth of GDI troops. Or there was a mission where you had to steal the orca to kill civilians to make GDI look bad; but you had so little troops that you had to edge the single rocket trooper to kill the GDI turrets one at a time as it outranged them - anything else was suicidal.

TS has Salvage Operation which was a bitch unless you knew the exact route to take, and even then you had to run away from most incoming units to make it to the end. And maybe the other spy missions where you started with a mutant hijacker and that was it.

C&C3 had Operation Stiletto, getting that done with all side objectives was a bitch.

>> No.5749285

>>5749235
Is it me, or does Tiberian Dawn have some INSANELY aggressive AI? The minute the AI spots you it will try to throw everything it has on you. So the best tactic seems to be sitting quietly in the corner of a map preparing your army. Because once AI starts the offensive it never stops.

>> No.5749843

>>5731838
That's the first GDI mission! I still remember it.

>> No.5749928

>>5749214
Thank mate. Man, got to play them now!
So chronological order of the tibierium story:
RA1 -> TD -> Renegade -> TS and FS -> #3 + expansions -> #4 + expansions.

RA story branches from RA1.

I don't count Generals as a C&C game. No similarity what so ever. But it is a good game to play.

>> No.5750298

>>5749928
RA2?

>> No.5750346
File: 62 KB, 600x790, command_conquer_kane_time_person_of_the_year.jpg [View same] [iqdb] [saucenao] [google]
5750346

I remember unpatched TS originally being very unbalanced but then I replayed TS + Firestorm a couple years ago and I think with Firestorm it's actually a fairly balanced game. Faction-wise it was rather decent in terms of win-rate. What a lot of early C&C had trouble with was unit viability; e.g. there are a number of units in TS that were literally never used except by beginners, namely the medic and cyborg.

>> No.5750351

Oh God, you guys remember all those early 2000s C&C-centric websites? Like RADEN, CNCDEN, the official C&C forums, CNCNZ, etc. I used to spend shit loads of time lurking in those forums back then (don't think I ever actively participated in discussions). Good times, good times. I think the only one that still survives to this day is CNCNZ.

The most recent thing I remember about the C&C forums would be the overwhelming negative comments and bashing that were done to Sam Bass when C&C4 was being developed; posters used to mock him for always bringing up "preorder C&C4 today!" and make mean fanart and shit. It was so bad iirc the official C&C forum put out a public notice saying that C&C 4 is the work of a team and they don't want unnecessary hostility aimed directly at Sam Bass.

>> No.5750409

>>5750298
RA2 and RA3 branched off from RA1 on an alternate time line.

>> No.5750448

I'm replaying vanilla Starcraft, and honestky it isn't any better than Tiberian Sun. Both games are very pleasing aesthetic and atmosphere wise, gameplay can be boring though. The Overmind zerg campaign is like spawning mutalisks and rush the enemy base. TS GDI is more of the same, except with titans.

>> No.5750459

>>5748046
Not to say EA didn't butcher 4, but the Imortal alien thing was allready being hinted at before Westwood got disolved.

>> No.5750482

>>5750459
It falls apart in execution. Before the "big reveal" Kane seemed like this mastermind that plays 4D chess with everyone and has some nefarious goal in mind that involves Tiberium. In the Nod ending to TS he pretty much covers the entire Earth in Tiberium. C&C 4 explains that he just wants to go home and really doesn't have any ulterior motive behind that. So all this planning, creation of Nod, CABAL and Tiberium research was just so he can get the fuck out of Earth and really has no goal beyond that. He doesn't want to wipe humanity, take over the world or anything. He even leaves humanity a knowledge how to harness Tiberium properly, so they can prosper in the future. It's so... anticlimactic. And it could've been solved by a simple conversation with GDI.

>> No.5750570

>>5750448
Oh I agree. Despite Brood War being in my top 10 RTS of all time, vanilla Starcraft is honestly not a very good game. Faction balance was bad, unit balance was bad, pathfinding was even worse than its contemporaries. It was after Brood War and all the multiple patches afterwards that SC1 became a great and very balanced game.

>> No.5750683

>>5750570
Red Alert 2 was the only RTS which became worse with its addon. Yuri's Revenge was corny as shit, and balance was screwed.

>> No.5750747

>>5750683
Yuri's Revenge balance was admittedly shit, but I feel like they could have tried to make it more balanced if they were willing to spend more time to patch it. I assume the Westwood-EA reorganisation at the time probably interferred with any plans for patches, if any were planned to begin with.

>> No.5750769
File: 2.33 MB, 1293x859, 1548964278553.png [View same] [iqdb] [saucenao] [google]
5750769

I actually like the atmosphere so much, I like to prioritize it
Sort of like "nomad mode" in AoE2
>No bases
>Short-game off
>Crates on
>$2500
>Max life forms, ion storms on, max vein holes
>10 starting units

You basically start with only a scouting force of 10 guys. Usually you get one big unit like a titan or reaper
If you want to survive, you have to find a crate that gives you an MCV
You'll run into mutant hounds, viceroids, floaters, vein fields. And they usually see you by the time you see them, so scouting is dangerous business
Most tiberian fields are assured to have critters in or around them
Crates may only give you another unit, rank, cloak. They might even blow up the unit, but it's a gamble you have to take
Otherwise the ion storms will whittle down your group, so you also can't mill about. The goal at this stage is to simply survive, scavenge crates, and skirmish enemy parties

When you eventually DO get a crate with an MCV you only have enough for 1 plant and 1 refinery
It gives the remaining surviving players time to potentially scout you before teching/massing, as well as time to continue finding their own crates
Once you've got a base going you can either go out on the hunt, or hunker down and try to out-survive them from the environment. Even something as simple as building a radar becomes a huge deal
But there are also scenarios where no MCV pops up, and crates just continue yielding rank, money, extra units
These ones get interesting if the vein-holes are allowed to grow unchecked long enough

When I first started the game I used to be all about fleets of bombers, walls gates and pavement, the whole maximum-force approach
But playing on this mode I felt put more emphasis on being in a wasteland, and environmental danger is something many other RTS simply avoided, but I found the variety it added enjoyable. In other RTS, environment is just for looks
It makes each unit feel incredibly valuable and really adds emphasis to their roles

>> No.5750770

>>5750769
That's a copy paste from a CnC thread on /v/ a while back, but it's seriously a pretty fun custom gamemode.

>> No.5750772

Something I like about Tiberian Sun is that neither side has the standard tank unit that dominates every other CnC game.

>> No.5750774

>>5750772
Oh, I assume you mean the typical tank with treads + barrel? Like how the Titan, despite being a main battle "tank", is really just a walker?

>> No.5750782

>>5750769
>>5750770
That actually sounds like a really interesting way to play TS. Honestly never thought about it. Though I gotta ask, since the chance of an MCV in a crate is very minimal, I assume almost every game would actually end without any bases at all? Also I guess you kinda have to play on small/medium maps if it's a 1vs1. Scouting a large map with very little units in a 1vs1 sounds very time consuming.

>> No.5750857

>>5750774
The Titan is the most similar to the basic tank, but even then it's too slow to micro like grizzlies and rhinos in RA2 and has the gimmick of being able to shoot over walls so it still ends up feeling very different to a tank.

>> No.5750872
File: 209 KB, 1162x850, C&C_2.jpg [View same] [iqdb] [saucenao] [google]
5750872

I remember Jump Jet Infantries being entirely useless in vanilla Tib Sun. But then in Firestorm they increased the flight speed, increased their armour, and gave them a small radius stealth detection and now they are actually somewhat useful. Still not a main battle force you'd amass, but they have their niche as a scouting party in certain maps (Forest Fires, River Runs Through, etc.) or against opponents who are very good at anti-scouting and killing your foot infantry before they could get in the enemies' base. And once you get to mid game Jump Jets are surprisingly useful as a base/harvester harrasser. Weak as they were, they deal *just* enough damage to force the enemy to respond and relocate their attention away. I recall in a group of 5 or 6, JJ's could actually take down low-health buildings like Power Plants unexpectedly fast.

>> No.5750904

>>5750872
Which begs the question of why they never bothered trying to fix the medic going from vanilla TS to Firestorm.

>> No.5750910

>>5750872
Firestorm also gave the jumpjet infantry a ridiculously fast running speed. Seriously they run faster than they fly.

>> No.5751115

Red Alert 2 missions were too easy. Allies have a pretty hard mission with Liberty (the Pentagon one surrounded with prism tower), and the Hawaii one after that, but mission 8 to 10 are ridiculous. Mission 11, the Florida level offered some challenge, but that's it.

>> No.5751858

An interesting vid on pathfinding in TS.
https://m.youtube.com/watch?v=S-VAL7Epn3o

>> No.5751984

>>5751115
I remember enjoying the challenge in the Soviet's penultimate mission, the one you have to destroy the Kremlin.

>> No.5752037

Uhhh I remember my friend raving about tiberian sun long before I even knew ra2 existed

>> No.5752094

>>5744992
Still Alone is a great remix of the Lone Trooper song.
https://www.youtube.com/watch?v=pnZV7lbYpNw

>> No.5752171

I kinda feel as if all the old C&C games were bad. There's not a one of them where scouts into tank spam is not the be optimal strategy.

>> No.5752232

>>5752171
Funny you should post that in a Tib Sun thread. I think among all the Westwood-era C&C, Tib Sun is the least tank spammy. C&C1 and RA1 were admittedly pretty bad with its lack of viable strategy variety. But I personally don't actually mind the tank spammy nature of RA2 specifically. RA2's tank spam required more skill in its execution (especially compared to C&C1 and RA1) than simple "build and destroy". Take the tradiitonal Allies vs Soviet matchup:
>Soviet builds Rhinos, allieds build grizzlies
>both mix in dogs to "tank" the tank shots
>Soviet throws in a couple desolators to kill dogs and control territory with the AoE "desolation field"
>Allied builds rocketeers to counter desolators
>Soviet builds flak tracks to counter rocketeers
And then it reaches lategame where the allied builds prisms and mirages and can control chokes more easily, so now the soviet has to be smarter and include apocs and iron curtains etc. It's honestly much better than C&C1 and RA1's. And I do think for RA2 a lot of the balance comes from the map. Bad maps make tank spams too predominant. The best maps are the ones that makes navy also viable. That's why some of my favourite maps are the ones where there's a lake/river in the middle bit to allow naval strategies. The boring old island maps are also bad.

>> No.5753090

>>5751984
That was an exceptionally hard mission comsidering everything prior was pretty easy. The chrono defense mission was pretty cool as well.

>> No.5753094

>>5752232
RA1 allied missions are built for Longbow rushes.

>> No.5753168

>>5750351
I remember the old TiberiumSun.com site, plus all those modding forums full of voxels and SHPs. It's been twenty years and still no one has figured out how to make Orca Transports player-controllable!

>> No.5753242

>>5753168
>TiberiumSun.com
Oh man that brings back memories. Nearly forgot about that one. There's probably a dozen more or so of those early C&C sites that I used to frequent 15 years ago.

>> No.5753291

I remember being dissapointed by it. It was pretty, but the balance was completely fucked, and I mainly played these games in LAN. What were they thinking with the Cyborg commando and NOD artillery units?

>> No.5753302

>>5753291
Artillery were nerfed greatly in Firestorm. Less damage, slower non-homing projectiles (i.e. less accurate shots). Not so sure about Cyborg Commando though, it might've been nerfed slightly?

>> No.5753580

So, what's your go-to faction: Nod or GDI? And why?
For me it's GDI. I dunno why, but I love their down to earth militaristic aesthetic compared to completely over-the-top Nod.

>> No.5753629
File: 912 KB, 1082x1200, POWER OF NOD.jpg [View same] [iqdb] [saucenao] [google]
5753629

>>5748517
>>5748046
Witness the power of NOD.

>> No.5753801

>>5753291
Artillery was bugged in the vanilla game, were there any patches of FS Artillery for vanilla campaign?

>> No.5753853

>>5750346
>namely the medic and cyborg.

In skirmish games I usually put 5-10 cyborgs on guard move on the Cyborg Commando and have them act as a hit squad. It works awesome because the AI doesn't use air against them.

>> No.5753856
File: 171 KB, 600x450, gogoo.jpg [View same] [iqdb] [saucenao] [google]
5753856

>>5750351
I remember when they revealed the new Cyborg Commando design of C&C4.

Also the original Yuri's Revenge website had the sweetest sidebar ever. It was flash but it was so beautifully animated. You could do it with stylesheets today; but in 2001 there was nothing else like it.

>> No.5753864

>>5750747
>>5750683
Yuri's Revenge multi balance is actually fine other than Yuri being stupid overpowered and Soviets only having one useful faction (the one with Desolators). Most online matches I see, the allies get owned by tank spam and Yuri is usually banned.

>> No.5753870

>>5752094
Yup, and it's by the same person who did the Black Hand theme. Easily the two best tunes in the soundtrack. Twisted March is also good.

>> No.5753876
File: 212 KB, 1280x960, 524a39315c704340209b1de659650a07.jpg [View same] [iqdb] [saucenao] [google]
5753876

>>5753291
>>5753302
Nod Artillery was fixed in the patches, they even got a different sound effect, and they did not carve craters into the base.

Also, Nod is not all uppercase. GDI is because it is an abbreviation, but Nod is just Nod (read the bible). The Brotherhood of Nod.

>>5753580
Nod, always. Peace through power.

>> No.5754226

>>5743979
I actually gave the mod a try and now I kinda wish to play TS with Twisted Insurrection graphics. Are there any graphical mods that change the units/buildings to be more "distinct"? God knows the samey basic unit designs for Nod and GDI annoy me.

>> No.5754452

>>5753629
>that irritated scowl on the cyborg's face
It's like he wants me to be impressed. And let's not forget squiggly worm engineer, or crayola arms avatar (before they changed the design because of fan outcry).

>> No.5754882

>>5753291
>>5753801
>>5753876
The problem with NOD artillery was that it was flagged to have perfect accuracy, and that was rightfully patched. The change to shell type from HE to that itty bitty explosion was overkill though, Firestorm had some missions where the artillery had its old projectiles and it worked just fine.
Terrain deformation was a neat idea, but it was too finicky and random to be worth it.
Also I nominate juggernauts for worst gun sound effects in a video game. Especially when the AI builds like 10 of them around its war factory and every time you attack all you can hear is BRR BRR BRR, BRR BRR BRR

>> No.5757046

Didn't Tib Sun originally had plans for naval warfare?

>> No.5757618

>>5731835
Im terrible at RTS games, TibSun was the only one i really liked. the atmosphere, story and setting are wonderful even if the game isnt the most balanced.

still listen to the soundtrack from time to time.

>> No.5758115

>Steam-/Origin-/Epic-plebs will never know the thrill of stopping/starting a nuclear rocket-launch by entering the serial-code
With great power comes great responsibility.