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C&C3: TIBERIUM WARS
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squiggy
Stooge Two


Joined: 09 Mar 2004
Posts: 3007
Location: Messing with the fabric of Video Game realities. I'll summon Shiva on you! I SWEAR!

PostWed May 02, 2007 11:05 am    C&C3: TIBERIUM WARS

This apparently was also released for the 360, however I personally prefer the PC version.
I've noticed that whenever a C&C game makes it onto a video game console, it's sales are horrifying((C&C for n64 is an EXCELLENT example. There are STILL unsold copies in the factories somewhere.))
They really made a beauty this time.
Rather then a sequel to generals((Which may have been difficult)), or the still-unreleased RA3, EA Games continued it's Tiberium struggle line.
Personally, I think this is the best of the bunch, because Turtles actually have a shot at this game.
The interesting concept is that EA added a THIRD team into this game, however, unlike Yuri's Revenge, this team is not grossly overpowered, or incredibly cheap.
Far from it, in my opinion, it's probably the most pathetic alien invasion((with the exception of the Anhilator Tripod, and the intergalactic carrier)) that I have EVER seen in a video game.
The storylines are... definetely not only C&C Cannon, but more importantly, captivating.
C&C Has((Bless EA's collective souls)) brought back cut scenes done by real actors, including House, MD's beautiful Jennifer Morrison((<3)), and the dude who plays Lando from the star wars series. Quite a few familiar faces, however, the most familiar one to point out, of course, is the returning actor playing Kane.
Complete with over 35 single player missions, practically limitless multiplayer action, techniques, and a unique combination of Red Alert/Tiberium sun sidebar playing with Generals multi-build slots, this game is absolutely astonishing.
There are literally thousands of dirty strategies available, notably abusing nasty little chaps like the Juggernaut, the scrin tripod, and the Avatar, The return of the Mammoth tanks, perhaps in thier best glory yet, the annoying single-person APCs((Which have thier uses)), and multi-side commandos.
An interesting point to be made is that the technology lines... are oddly enough an almost mirror of Yuri's Revenge.
GDI has very soviet like setups, excluding the nuclear missile, with limited-target base defences, overly powerful tanks/aircraft, and male commandos, however the Soviets have the advantages of the Iron curtain, and an APC that can carry MORE then 1 person. GDI counters this, of course, with the Juggernaut, and the Rig, which is possibly the most unique unit I've ever seen.((Portable defences/repair yard, which can be REPAIRED at a war factory, or can be repaired while deployed using the "repair" button.))
NOD has very ALLIED like setups, excluding the fact that NOD has nuclear missiles. They both can hide thier bases from opposing radar((however, NOD actually makes thier base invisible, Allies just obscure the radar)), both use large laser towers that do INCREDIBLE damage, and can be charged up by other units((beam cannon)), both have incorporated this technology into TANKS, and both have lite aircraft abilities((Although I personally think the Venom ousts the raptors)), and of course, Female commandos. Personality wise, I miss Tanya's abrasive "You got an order", but listening to the NOD female commando as you watch her waste hordes of enemy infantry(("I like that one")) can be rather amusing. It should, however, be pointed out that the NOD commando has a significantly slower and weaker attack rate. Then of course you get the ever dirty hidden tanks. Allies had the Mirage tank, possibly one of thier dirtiest weapons, while NOD has a stealth tank, which can be used up by the Avatar to give the thing a cloaking device... very dirty.
Then you get to the scrin, who are very Yuri-like, and very un-yuri like at the same time. Rather then having a mutating or mind controlling super-weapon, they just suck it all into outerspace. However, the swarms of powerful, and cheap infantry are rather devastating, much like the Initiates of Yuri's army. Defence wise, Yuri was slightly better off, however. The scrin's "Buzzer hives" don't have much on EITHER the psychic tower or the gattling cannon, and neither do the photon cannon or the plasma disk launcher. However, Scrin has this beautifully exploitable thing called a galactic air force. From storm riders, which have increased efficiency in Ion storms((even if they aren't an allied ion storm)), and having no requirement to return to base, except to repair, these things are excellent for early harvester harassment, and would definetely own Yuri's UFO's. They also aren't limited to ONE aircraft. The scrin also have Intergalactic carriers, which are VERY dirty, as they sit kinda idle outside an opponents base, as it's little babies go to destroy things, and if one of them dies, the carrier just has more babies. And they also have a Devastator warship... which is so incredibly overpowered, it isn't close to funny, and the Scrin Mothership, which is expensive, but well worth it.
The slow moving thing((which looks slightly similar to DS9 )) can destroy buildings at an alarming 1 shot, and has an INCREDIBLE amount of hitpoints. In addition to all this scrin dirtyness, with the exception of the mothership and the storm rider, the ENTIRE SCRIN AIR FORCE can be upgraded with a forcefield generator which DOUBLES it's hit points.
Then of course, the Scrin get the mastermind... which is essentially a Yuri Prime. Can only take over one building/unit at a time. Except this thing also has a nasty little plasma rifle, which will take out whatever it doesn't want to mind control... very dirty of them.
Superweapon wise, I like what EA has done with this game. The Ion cannon((GDI)) is no longer a single-target superweapon, and has a rather pretty, and impressive attack pattern. the SEVEN minute timer is something that needs adjustment, as this game is INCREDIBLY fast paced, and by the time you get an Ion Cannon control center up, of the 7 minutes left, in most multiplayer online games it will likely be over in 5. Not to mention the nifty addition that the computers WARN you when your opponent begins BUILDING a superweapon((Not once it's detected)), so you get the real benefit of harassing thier harvesters, and killing thier power to slow production. NOD's Nuclear missile is perhaps the most under-rated superweapon, as it comes with a few side-bonuses, including being able to counter EMP attacks with master computer measures. The Nuclear missile, as a nuke would, has a rather large attack range, but it's nothing as pretty as the Ion cannon firing off. Scrin's Rift...is rather boring. Actually. Useful, well ranged, but boring. A little black hole pops up, and things get sucked into it. Not as pretty as the Ion cannon, but certainly just as effective.
The real beauty in this game is ADAPTIVE ARTIFICIAL INTELLIGENCE players. Not just your boring "IF this happens, DO this" programmed computers, computer players keep a "profile" of your known strategies, and after about 5 or 6 skirmishes, you will find your "usual" anti-computer strategies getting harder and harder to use, forcing you to become INCREDIBLY versatile to handle them, PLUS you can tell them they have to play to a certain STYLE. Balanced is essentially, the computer will analyze your likely strategies, and pull as many dirty, blunt, and defencive tricks as they can, while it also has several other styles, such as Turtle((build pretty bases )), Rusher((I warn you, having 60 tanks in your base 5 minutes into the game feels a little overwhelming if you haven't been preparing)), Guerilla((Small annoyingly devastating attacks. Watch out for the bloody commandos, they love to abuse them. Notably Scrin players using Masterminds...)), and Steamroller((which...you don't hear from them for about 9/10 of the game. The last 10 percent they are literally steamrolling over your base with this MASSIVE collection of units... defendable, but it's expensive. Usually, this should be a first target... as left unattended, they get VERY nasty.)). Plus if you play team games where you level the sides 2 easy computers + 1 human, and 2 easy computers + 1 brutal computer((which is a pretty even match. You'll see it.)), you start noticing amusing easy computer antics((Notably TURTLE computers)). I had one team-mate notice that I was sending in 9 juggernauts, and it deployed an MCV into my brutal opponents base, built a Rift Generator, 3 refineries, and some defencive units, just to distract my opponent. What makes this whole thing really incredible, is that unlike Yuri's Revenge, for example, the computers actually UNDERSTAND the use of each unit/building/superweapon, and abuse them just as dirty as most human players out there. They neglect a few types, notably the walkers((although I've seen turtle computers pull out 7 walkers and completely wash out opponents...EASY turtle computers washing out BRUTAL computer players.)), and they have an affinity for aircraft.((Notably scrin players and storm riders.))
All in all, it is a rather... impressive game. However, it has alot of people who disagree with it.
Some say it's not "balanced" enough((which is BS. GDI gets blunt power, NOD gets stealth, and dirty tricks, and the Scrin is somewhere in the middle, and everyone has a relatively equal air force, and a relatively over-powering strength, and an easy to over-power weakness.)), but the one part that I DO disagree with is the lack of a NAVAL FLEET! That's right people, no more destroyers, or air craft carriers((although the Tiberium series isn't well known for it's naval battles.... that's more of a Red Alert type thing.))
Probably the most fascinating part of the whole game is learning how to handle the computer players after you play over 100 games... They learn YOUR dirty tricks, and start employing them, and incredible defences against them... it doesn't take very long before YOU are learning from EASY computers.
Personally, I believe this is one of the most thought-out C&C games ever released, and a very large amount better then Yuri's Revenge((which is shocking, cause I love Yuri.))


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squiggy
Stooge Two


Joined: 09 Mar 2004
Posts: 3007
Location: Messing with the fabric of Video Game realities. I'll summon Shiva on you! I SWEAR!

PostSun May 27, 2007 8:37 pm    

Okay... there comes a sad day when you get owned by an easy computer.
Today was that day for me.
I'm playing with my friend online, and we have it set up me and him vs. 3 teams of two easy computers each.
Sounds fair right?
Most of our opponents are using nod or gdi, with only one scrin opponent.
I'm playing Scrin, my friend is playing Nod.
He cloaked both of our bases, and I put alot of anti-infantry stuff in his base.
And we got owned.
BY MY TRICK.
The "easy" scrin "turtle" built a nearly inpenetrable defence((which I think I may have taught it)), and SIX bloody airfields. That's 24 storm riders, again a trick I abuse. See, storm riders take little damage, and don't need to land and refuel.
More annoyingly of the two scrin anti-air defence towers((I use a combination of the two)), one of those towers creates an ION STORM which(get this) will increase the efficiency of ANY ATTACKING OR DEFENDING SCRIN AIR VEHICLE.
So these 36 little airships pretty much...washed through my base.
My "secondary" base((every good player has one.)) then got hit by a GDI opponent's ARTILLERY STRIKE... again, a trick I taught it. You build a bunch of juggernauts to defend your base, paradrop a couple of sharpshooter teams, and call in repeated artillery strikes from your juggernauts.
My team-mate goes "Oh that's clever".
Then he falls victim to my dirtiest trick ever pulled using a nod side.
This seems expensive. It is. This seems stupid. It's not.
Most people would understand most of this strategy, but I'll explain it anyways.
You build 6 walkers, and bulk 'em up as much as possible.
Then you build an MCV.
You drive the mcv slowly along, deploying STEALTH GENERATORS along the way to confuse your opponent, while keeping the walkers in your base.
Gaurd the stealth generators with the big laser tower thingys.
Watch your opponent blow up the mcv, and cheer and holler.
This is the clincher.
You expect 6 walkers right?
PSH.
The 6 walkers never leave the base. EVER. They can handle any air/land attack comming at them, notably the 36 stormrider assault due to the rocket-buggy rocket launcher it thiefed.
Insead...
You unload 150 mixed militant squads/rocket militant squads from the cloaked path.
Your opponent's base, which falls quickly, is left in confusion and dis-array.
((Especially effective against human players. The computer ones will actually pose a threat, notably turtle computer nods who enjoy overflowing their base with shredder turrets for some perverse reason or another.))
This is NOT the kind of half-thought out computer strategy you would expect.
Especially from an EASY TURTLE computer.
As a fair warning after over 700 melee games, most computers, regardless of restricted "type" will learn tips and tricks which they will abuse because YOU WON'T EXPECT THEM.
Be wary. Be careful.


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Captain Dappet
Forum Revolutionist


Joined: 06 Feb 2002
Posts: 16756
Location: On my supersonic rocket ship.

PostTue Sep 04, 2007 12:50 pm    

Got totally owned by an easy turtle too. Played as GDI vs. Scrin, ended up with me with no tiberium source left, cornered and surrounded my base with a *beep* of defense turrets, and well...eventually...yeh. Got owned.

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Kyle Reese
Cadet Gunnery Sergeant


Joined: 21 Apr 2003
Posts: 5672
Location: The United States of America

PostSun Sep 09, 2007 7:33 pm    

Hm, could someone here explain just what this game is about?

I've been playing C&C Generals along with its expansion pack Zero Hour for years, but I've never tried any of the other C&C titles. Apparently, they're completely different, but that's about all I know.


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Tuvok8917
Dutchie


Joined: 15 May 2004
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Location: On my way back home

PostTue Dec 18, 2007 6:27 am    

I always use Infantery and Tanks. Last week I was playing a game against an Easy opponent Guerilla GDI.. That filthy bastard used my favourite!

First send two tanks towards the enemy base. They get destroyed. Keep sending two tanks each time, while building a huge infantery. Then send 10 tanks.. watch them destroy a lil bit of the base and then send in the Infantery.. I was so surprised, to see him using my trick.. lucky that I had enough defence to kill off his units, then I tank rushed and destroyed his base... Still, I was surprised he used the advantage of Infantery...

Note: I was also GDI, but sometimes I use this with NOD aswell..


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borgslayer
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Joined: 27 Aug 2003
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PostTue May 27, 2008 9:43 pm    

Im playing both kanes wrath and tiberium wars but anyways the easy strategy is building lots and lots of missile defenders. Missile defenders can defend a base real well against air attacks as well as powerful ground attack units like marvs, scrin tripods, and others.

Now if your playing brutal mode in skirmish, its almost impossible to win unless you have another partner to back you up. But the best strategy is copy the enemies strategy which is simply build less base defenses and more ground and air units for defense and attack. Now if you are facing scrin there is no way to win the game in brutal mode 1 on 1.


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squiggy
Stooge Two


Joined: 09 Mar 2004
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Location: Messing with the fabric of Video Game realities. I'll summon Shiva on you! I SWEAR!

PostMon Jun 02, 2008 7:18 pm    

borgslayer wrote:
Im playing both kanes wrath and tiberium wars but anyways the easy strategy is building lots and lots of missile defenders. Missile defenders can defend a base real well against air attacks as well as powerful ground attack units like marvs, scrin tripods, and others.

Now if your playing brutal mode in skirmish, its almost impossible to win unless you have another partner to back you up. But the best strategy is copy the enemies strategy which is simply build less base defenses and more ground and air units for defense and attack. Now if you are facing scrin there is no way to win the game in brutal mode 1 on 1.

I've done it. It's not hard, actually.
I built:
1 x con yard
1 x refinery
1 x power plant
5 x barracks

That was my base.
I spent the rest of my cash building missile defenders, as you suggested.
And I mean like... thousands of them. And flooded my base with them, as well as the routes my harvesters took.
You wanna see a frustrated computer player?

This typically works best with GDI because their' missile dudes are pretty powerful, and don't need to be upgraded*cough*nod*cough*.
Not to mention that playing as the scrin against the scrin is USUALLY a bad situation to begin with because you both fricking OWN with air attacks, but have *beep* air defence.

Kyle Reese:
It's not quite possible to describe, but I suggest that before you play C&C 3, that you play it's predecessors; Command and Conquer(( the original )), C&C Tiberium Dawn, as well as Tiberium sun, just to get a feel for the NOD vs. GDI storylines.
When picking sides:
If you liked the Americans, pick GDI.((Same superweapon, and you get a few new quirks to play with. Notably "Mammoth tanks" - GDI is like the americans with a few chinese tanks thrown in.))

If you liked China, pick NOD((Same Superweapon, and you get alot niftier tanks, including several stealth tanks, and you can cloak most of your base. You also get an added bonus of some rather nifty money-generating abillities, as well as amusing harvester harassers called "Venom" aircraft.))

If you liked GLA..... you suck. And there really isn't anything in this game you will find appealing. However, picking the GDI isn't a bad idea, because they have a strong tank setup, but a slightly weaker than average base defence tower, somewhat similar to the GLA. But believe me, once you play C&C3 as the GDI, playing as the GLA becomes too.. boring.

ALSO!!!
COMMAND AND CONQUER RED ALERT THREE COMES OUT LATER THIS YEAR!!!!!


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