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SarahNautili

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Posts posted by SarahNautili

  1. remake fjord imo

     

    i miss it.

     

    the imperial age version of it might be worth drawing some inspiration from, with its tunnels and extra route across the chasm; a second dam. although itd probably look better / make more sense as a bridge.

    also wrt that tall castle pic from einstein's pic dump: was that like, a helms deep map? i think i remember one.

     

    damn this is making me nostalgic. we should get a 9935 server going for a weekend event

  2. Seamist could do with an excuse for the allies to do something besides sit in the safety of their base or dead outside it, not really having to risk their vehicles at all since a friendly mech or the SD is so close. Maybe some sort of side objective to protect that buys the soviets more time if not protected?

  3. I'd honestly love to see more objective based maps like Seamist. Maybe even with side objectives to allow the attackers to buy more time, at the risk of wasting too much time if they fail to complete them quickly enough.

     

    Honestly, something based on the RA underground facility missions would be p.awesome.

  4. I keep seeing references to a TCW, and it apparently being bad. ?

     

    I went googling and found a site for it but apparently the place is a ghost town, and screw downloading another near gig w3d client to find out what's wrong with it :v


    I mean knowing Zunnie I can already imagine, but fill me in anyway

  5. Honestly, I could see the Phase and Chronotank fufilling different roles pretty easily. Setup the Chrono as the superior anti-armor tank, and better armored, in exchange for it being a hell of a lot slower (only slightly faster than a mammoth), and a lot more specialized - so less powerful at killing infantry than the Phase. And that better anti-tank ability and armor comes with the cost of once you're committed, you're only coming out if you have friends to cover your butt, or you win... preferrably both, with the lesser ability to deal with infantry threats.

  6.  

    please open spoiler

     

     

    Alongside plenty of old technologies commonly seen in the cutscenes, like piston-engine planes, grainy black-and-white photography, etc.

    Ehm... I fail to see what this argument is trying to prove. Old things are used constantly. If things work, they work. And if the soldiers in the field/whoever, have not been issued anything better, then sure, it will pop up. Why fix it when it's not broken? That can be said for a lot of old things. Especially if they do the job well enough. Plus the fact that GDI and Nod are inherently going to have smaller arsenals. GDI is essentially a UN mandated international COIN force that has very little governance of it's own equipment until the first Tiberium War broke out. Nod is an insurgent/terrorist organization that is funded by the black market and the impoverished nations that support it. Meanwhile the Allied and Soviet forces are in the middle of an Arms Race at the outset of the GWWII meaning that the all of the technology we see in RA is mostly new in comparison. GDI didn't develop the new mammoth tank until late in the war, same for the stealth tank and Nod. Meanwhile, advanced technologies such as the Gap Generator and Tesla coil are already being field tested in Red Alert.

     

    Personally I follow the old lore of RA being the prequel to TD, with RA2 being a separate off-shoot resulting from a change in the series of events during or following RA. This being the case, we're naturally going to disagree on a lot of things. :v

    As always, we disagree. That will never change. :v However, I think that it's safe to assume that, considering that we're comparing the two games and their factions, we'll be limited to what's actually cannon and found in the game. The RA connection to TD will have to be considered fan-fiction at this point. (However, I do - gasp - agree that the RA > TD connection would make for a better and more interesting story.) Well, according to the multiverse theory, both are true.

     

    Even if a lot of advanced technologies appeared early in the conflict, it's logical to assume that these were early versions and/or prototypes, and that these would be further developed over the course of the war. Take heat-seeking missiles for example; In all likelihood, their capabilities were probably very limited at the start due to being an immature technology, but were steadily improved over time and were much more effective by the end of the war, but due to the simplicity of early C&C games (no upgrade system yet), this was too impractical to show in-game unless you want a cluttered sidebar. The same goes for all aspects of technology, like tanks (late-war heavy tanks being better-armed and armoured than their early-war versions, etc.), but again, this would have been impractical to show in-game due to simplistic gameplay.

    You don't mass-field prototype technology. If it works, you field it en-massed. If not, then you'll limit it to only a few elite regiments. Heat-seeking missiles, for example, function throughout the game. Sometimes, they do fail to function, but I blame that more on human error and battlefield conditions than failure of technology. And yes, it is impractical to show in-game, thus limiting us to what's in the game. :v

    Oh, and to prove my point that it's not Korean-era tech, the first guided MANPADs, as seen in the game, didn't come into existance until our late 1960s. (Just one example.) And the CH47, AH64, M72 Law, etc.

     

    Also the only jet plane seen at the start is the Tu-16 Badger, which in our timeline first flew in 1952, a difference of only a couple years at most; easily achievable even if RA's tech was only slightly more advanced than ours at the time. MiG's on the other hand weren't seen in the Soviet campaign until later missions, implying that such technology was not available at the start.

    While migs are indeed not under your command from the start, the highly advanced spy plane, however, is available pretty early on, specifically Soviet mission 4. (Funnily enough, this is also when gap generators are introduced for the allied enemies.) If such an advanced high-speed spy plane is available for just about anyone, then I'm pretty sure that the normal mig fighter and the badger aren't that high tech either. In effect, it means that this kind of technology was available from the start. Like I've stated before, it's based on what's under your command at the time. You may start out as only an infantry company commander, who ends up becoming the commander of an entire Corps.

     

     

    tl;dr, I agree with nodlied. He made good posts.

     

    that green is eyeblinding and gave me a headache trying to read it

  7. There's a hell of a lot of difference between a gun and a tank. Let's not compare apples to oranges here, let's look at just an apples to apples comparison:

     

    Look at the Abrams, which went from "just" composite armor to composite armor reinforced with depleted uranium, and had its effective protection near doubled, and went from a 105mm gun firing usually HEAT at armored targets to a 120mm gun normally using APFSDS, all within the first decade of its service. And just that APFSDS shell has gone through several revisions, with each iteration increasing penetration power.

  8. Well, after you get done stealing credits as a thief, you can steal vehicles as it has similar logic to the spy in that it ignores the cooldown vehicles get when they exit the war factory.

    are hinds supposed to have a similar cooldown? because I learned the other day that no, they do not. Either that or it disappears if the person who bought it gets killed before they can get in :|

  9. Oh hey, nice MCT.

     

    Although I will say one thing that bugs me about both the current and that new MCT are the legs. they feel too... bare, too perfect. Kinda seems like there'd need to be some kind of panel or something allowing access to the wiring and stuff inside them. And I'm not talking about those tiny vents on the sides of the current one.

  10. The problem in my opinion simply lies in too excessive 'drifting' caused by the poor ability to turn while moving of Allied ships (I lost ships due to not being able to come back out of a map border zone a few times already), as well as submarines going backwards too fast which makes them able to outrun Allied ships while still facing and firing at them.

     

    Yeah, this is the big issue. Gunboats can barely keep up with a sub, for gods sake, which makes the whole depth charge thing useless for them too. And the allied ships just feel... crappy. The handling sucks, they feel like they're sliding on ice, not water, there's no acceleration. In short they're painful and unfun to captain.

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