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I don't know if you played Dune 2, but its horrifyingly unbalanced. Basically siege tanks+carryall win all. I gave it a shot with Dune Legacy, and since the AI is more-less decent there, it wipes you within few seconds in deeper missions, simply because unit balance and map design suck. Your base is often placed in very proximity of CPU's, with him becoming no-garbage, he just builds a few harversters and spawns a dozen of tanks right into yer face before you even start massing them.

Cnc 1 was already balanced though.
Post edited October 19, 2015 by Lin545
Red Alert 2 / YR: IFVs + Engineers behind any tanks = fun turtling. I very rarely played multiplayer, I doubt it works as effective though.

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Gnostic: It would be smarter if the devs implement a repair all command, so I would not have to search all over the map for buildings need to be repaired and the damaged units will go to the nearest War factories to be repaired.
Indeed.
Never really noticed C&C being unbalanced but then again I always like it if the enemy is overpowered so that you have to struggle to achieve victory which makes it all the more satisfying. It always gets boring very fast for me when units are too balanced like in SC2.
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DennisLaursen89: @Darvin:
Oh yes, I remember. Already RA2 makes it easier with production queue up to 30 units, and different tabs for buildings, defence buildings (actually makes it possible to build two buildings at the time), infantry and tanks/ships/aircraft (however the last tab could be chaotic too, when both having a war factory, naval yard and air command).
The reason why they created unified building list on your left since CnC1 is because, once your base becomes large enough, there is no way to manage it efficiently. With amount of micromanagement required, even easy AI will defeat human player, because AI would be perfectly capable to watch over harversters, build more if required and produce military for excess credits, at same time doing basic attacks on your units.
This isn't easy for human.
But the outcome is that building got dumbed down, so Blizzard with its maximum unit strategy (which was hidden present in Dune 2) possibly did the right thing.

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Darvin: Both of these games lack, among other things, unit queues. There were no hotkeys for unit production in C&C so you had to actually mouse over to the unit bar, scroll to the unit you wanted, and click it. You had to do this once every 10 seconds or so on faster game speeds. Easy enough on its own, not so easy while doing everything else the game demands of you. Even a slight drop in your production output would cause your army to fall behind, and strategy doesn't count for a lick if you're outnumbered 3:2 because you weren't clicking the "build tank" button fast enough.
+1
Post edited October 19, 2015 by Lin545
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Lin545: I don't know if you played Dune 2, but its horrifyingly unbalanced. Basically siege tanks+carryall win all. I gave it a shot with Dune Legacy, and since the AI is more-less decent there, it wipes you within few seconds in deeper missions, simply because unit balance and map design suck. Your base is often placed in very proximity of CPU's, with him becoming no-garbage, he just builds a few harversters and spawns a dozen of tanks right into yer face before you even start massing them.

Cnc 1 was already balanced though.
I've never played Dune 2 (where to find those early-Westwood games BTW?), but yes, that sounds more extreme than any C&C game.
However, a Mammoth Tank rush in RA1 are also very OP, since Mammoth Tanks in RA1 are both equipped with anti-infantry and anti-air rockets, combined with regular bullets for tanks and buildings, and self-repair below green health.
But my sandbag wall is balanced :o)
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DennisLaursen89: I've never played Dune 2 (where to find those early-Westwood games BTW?), but yes, that sounds more extreme than any C&C game.
However, a Mammoth Tank rush in RA1 are also very OP, since Mammoth Tanks in RA1 are both equipped with anti-infantry and anti-air rockets, combined with regular bullets for tanks and buildings, and self-repair below green health.
A single CnC1 Mammoth is can be fairly easily destroyed by an infantry.
One of the CnC missions has that, I can remember that clearly from my childhood.

I have skipped RA1 completely, so I can't elaborate on how that older (newer) behaves.
In RA2 mammoth (apocalypse) is pretty scary, but a group of 4+ prisma tanks is much more dangerous.

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DennisLaursen89: I've never played Dune 2 (where to find those early-Westwood games BTW?)
On the internets. Westwood is gone.
Post edited October 19, 2015 by Lin545
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DennisLaursen89: However, a Mammoth Tank rush in RA1 are also very OP, since Mammoth Tanks in RA1 are both equipped with anti-infantry and anti-air rockets, combined with regular bullets for tanks and buildings, and self-repair below green health.
Mammoth tanks are extremely overrated. Movement speed is the most important quality of a tank in RA1, and Mammoth tanks positively stink in this regard. You have to be absolutely sure you've got the opponent pinned down before you start investing your cash in something this slow, because your enemy is going to be running circles around your army if you're waiting on these sluggish vehicles.

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Lin545: In RA2 mammoth (apocalypse) is pretty scary, but a group of 4+ prisma tanks is much more dangerous.
Apocalypse tanks are good base-crackers in RA2, but unfortunately they absolutely suck in the expansion pack since so many hard counters were added to them. Allies have battle fortresses, Yuri has mind control, and Soviets have terror drones.

Prism Tanks are dangerous but get beaten easily by Rhino tanks and are so slow they get overrun. The Battle Fortress added in the expansion pack was the real killer, essentially countering the entire Soviet faction.
Post edited October 19, 2015 by Darvin
Thanks for the replies.
Yes, speed/mobility is also an important factor.