GPS too OP?
I don't think its that much of an issue, its kinda your fault for not having stealth detectors nearby, and don't rely on infantry if thats gonna be the case obviously.
GPS too OP?
I don't think its that much of an issue, its kinda your fault for not having stealth detectors nearby, and don't rely on infantry if thats gonna be the case obviously.
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. '
C&C 1-3 game mechanics operated with stealth ground vehicles from start, in Generals were available only from ZH, which is imo why is ZH only C&C in which game mechanics don't work as much sensible with stealth as in other C&C games...
Beign balanced or not wasn't point of previous post...
Imagination is limited only by our knowledge.
-Ionor Rea
Generals 2 concept ideas
http://www.commandandconquer.com/for...l=1#post100583
I can see both points of view on the stealth units. I remember my first online game I was owned by a stealth rush and had no idea how to counter it. I learnt my lesson very quickly and was never without detection from then on. It was my fault for not having it and could see how new players struggled with it. I wouldn't mind if the game mechanic allowed units to see stealth by proxy as long as they don’t take away the dedicated detector units.
Unit unlocks are a must.
Thanks Frish ^
// Generals 2 FTW \\
I hated the game but some of the support powers from C&C 4 was pretty awesome and useful. i.e Repair obelisk, Supply drop, Sonic artillery, Battle hardening, Elite hijacker, Recon drones, Tech support, Marked of kane/Overkill, etc). As usually Tank Paradrop/Paradrop is very useful. Cash bounty, Airstrike.
I would like to see upgrades work for support powers as well. Say if you have napalm artillery strike and you purchase the black napalm upgrade for your flame tanks. That would work for your Napalm strike. Another one could be say if aI call in an airstrike and the upgrades I have for aircraft and units are countermeasures, Joint Air-to ground missiles, and aircraft hardpoints. That airstrike would have countermeasures for defeating 25-50% rocket attacks, heavier ground pounding missiles that deal 25-33% more damage and extra missiles. Also, say if you have mine drop of some kind and you have an upgrade to make your mines EMP or neutron based that would work. Recon drone support power could have missile attachment. these are some ideas. i always loved the Spectre Gunship but in all honesty I would prefer that to be a expensive unit for EU like 3800 credits.
I think tons of upgrades are useful because they can make the basic infantry still useful in a late game battle. it just take time to reach that level of technology.
EU-
Infantry Drop
Hum-vee Drop
Carpet Bombing
A10 Warthog Strafing Run
Daisy Cutter
GLA-
Covert Infantry (Either basic or covert infantry appear wherever selected)
Anthrax Bomb
Glider Bombing Run (like the Carpet Bombing, but lighter and smaller)
Mine Drop (Gliders drop land mines)
Special Tunnel Entrance
A tech 4 building to buy upgrades for support powers?
i.e FAB -> MOAB.
Thanks Frish ^
// Generals 2 FTW \\
Instead of having paratrooper's have a orbital drop pod (One big one if the do squads but a few small ones if just singular Infatry) because it is set in the future so anything is possible
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. '
How about the G.L.A get a power where they can select a target and get a kamazi plane that does damage like the A-10 thunderbirds in Generals. Then you could upgrade them so that they could be more powerful.