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Command and Conquer 3

Panader0 Vs vOddy

#1Panader0  Dec 18 2007, 17:10 PM -
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#2FuumaMonou  Dec 18 2007, 19:07 PM -
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#3Liang Hu BBB  Dec 18 2007, 19:54 PM -
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Panader,was this today your smurf acc I played on the worst coastline map?
If yes,I am sorry 4 the 3 apcs+engi rush. tongue.gif
#4Anzerion  Dec 18 2007, 20:36 PM -
Replays: 9 Game:
No APCs/pitbulls to counter early venoms, and then nothing to stop the stealth tanks... had the avatars gone through, it would have been a slaughter. I'm not sure where GDI went wrong, but Nod is quite the powerful side -- catalyst missile, stealth tanks, avatars, vapor bomb... seems like everything that was underpowered in Nod is now overpowered. I always laugh when I see the change logs in patches. "Increased 25%" or "increased 50%" -- do they just get bored and say, "Well, our research shows 24% is a pretty good balanced increase... but hell, let's just make all the numbers look nice."

EA has a tendency to take the underpowered sides, boost them up, then take the overpowered sides and bury them. Congratulations, you're back where you started.

Red Alert was mostly Soviets (because spamming Teslas and Mammoth tanks was unstoppable when you have 15 cyards and 15 war factories). Allies could win if they did huge rushes on maps with low resources for long-run. Aftermath was considerably more balanced. In fact, of all the Command & Conquer games, Aftermath is probably the most balanced. And a lot of that is because of Qing and Xing (waypoints and scattering), which no other C&C game has done.

You'd end up with tank battles of 50 vs 50 and it wasn't like it is in C&C3 where players retreat here and there. Hell no, each side stays there till they run out of tanks! If you were really amazing, you could split your forces into two or three groups and simultaneously Q/X all three groups, which effectively means your opponent is never going to hit your tanks, but you're going to hit theirs (light tanks move faster and shoot faster, so they were the best at this, but medium tanks preferred).

Red Alert 2 was pretty damn balanced... though there were things on both sides that were considerably overpowered (prism tanks, dolphins, aircraft carriers for allies) and terror drones were end-all units. Man I loved those things.

You know, Red Alert 2 was a pretty awesome game... and expansion pack arguably unbalanced a lot of things because Yuri's side was very, very powerful, although not everyone could use it to that effect (juggling enemy units with magnetrons and hitting them with gattling tanks for instance). Overall though, it was pretty balanced.

I thought Generals was very balanced as well, and same with Zero Hour. They did a great job with that.

I left out TS, and that's because a lot of people may say it was unbalanced, in favor of GDI's rushes... (orca bombers, disruptor tanks were favorite rushing units). But that's just because practically all Nod players sucked on TS. Nod was overbalanced in the beginning, because of Artillery and Cyborg Commando rushing, but once that got toned down, the sides were pretty even. The key to Nod was defending against air attacks and base crawling until you have the entire map covered.
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