Hey. I have both KW and TW games. When i play KW online i see that not many ppl are on serwer. Is situation the same in TW online ?
Hey. I have both KW and TW games. When i play KW online i see that not many ppl are on serwer. Is situation the same in TW online ?
No one plays C&C Tiberium Wars 3 online except few.
TW is mainly good for Mods. KW is where u can actually find MP games, though not much.
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
Shame that both TW and KW are dead online.
Its a big lie. Tiberium Wars is played by more people online than KW. In peak hours you will sufficient number of players in both games (in TW up to 200), although I agree both games are pretty much dead.
Because of increased number of factions KW is poorly balanced, but has greater choice of units, upgrades and tactics.
In KW eco is different. Harvs are fragile and refineries build longer and are more expensive. It means one simple bike rush at the beginning often ends it.
In Tw eco is better in my opinion. Here, even after loosing mcv, you still have chance to recover due to faster and cheaper eco.
I played both games online, and I tell you eco in TW feels smooth comparing to KW.
One thing I hate in TW is that damn engie/apc. I feel it is too powerful too early.
If your having trouble with eng/apc then scout and if you see him building up APC's and engineers build rifle foxholes with missiles and snipers in them.
Tiberium Wars
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I like Kane's Wrath better because a GDI predator APC steamroll in TW is too easy and too effective. Just get a huge eco early on make 2 war factories and mass predators and APCs. The KW bike rush is too effective, I agree but it's easy to fend off unless you're scrin in which case you're pretty much screwed. But the TW eco is inferior in the way that an eco-boom is too easy allowing for aforementioned predator/APC push. But a single infantry base defence makes an engie APC rush ineffective, unless again, if you're playing scrin.
I do too, but face it, the game is pretty much dead...
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since when was pred/apc good in tw? lol
apcs are frigging useless (except for the notorious apc engi'ing ofc) and get owned by 9999hp compo rocketmen in tw, or vs nod they just weaken your force vs op avaturrrrds
tw is all compo rocket/rail pred, avatar spam and basecrawling with sonics
tw and kw gameplay are different mostly because (besides the addition of new factions):
- kw adds certain upgrades and units that fix some issues with tw (eg ap ammo vs upgraded rocket inf)
- kw doesnt have 2934234 hp harvesters that cant be harassed (which brings stuff like orcas/bike/pitbulls etc a lot more into the foray)
- kw kills apc engi (engi capture delay, fences etc)
- kw kills basecrawling with its expensive eco and build radius nerfs
- re-balanced tier 3 (weaker avatars, slightly better tripods/mammoths etc, stronger artillery, more upgrades) but epic units dominate anyway
ofcourse, all of these arent necessarily good, like the slower eco detracting from pace and early build options, certain upgrades like ap ammo being overdone (just like the rocket inf upgrades) and owning everything, or lategame completely revolving around epic units etc etc
so kw takes away roughly as much as it adds compared to tw, so it boils down to preference...
my preference is however with kw1.02 over tw1.09 mostly because of the eco harassment dynamics + somewhat more sensible counter system
Last edited by CrazyGDIfan123`; 12-21-2011 at 05:57 PM.