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Command and Conquer 4

A few of my tips

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# 1(e)1337(e)-Pain Apr 1 2018, 21:02 PM
After all these years I'm starting to lose interest in this game, so I decided to share a few of my tips with you all.

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Tip #1: Picking up a Tiberium crystal that seems to be stuck on a corner

From time to time when a unit with a Tiberium crystal is killed, the crystal becomes stuck on a corner and can't be picked up again. The crystal isn't necessarily lost. Sometimes it's simply not possible to pick it up with a normal tank, but it can still be picked up by a small unit. If that doesn't work, you can try to put a small unit next to the crystal and hit Q twice (selecting all units across the map) and then click onto the crystal. The unit right next to the crystal will then pick it up. Unfortunately, there are sometimes crystals that still can't be picked up no matter what you try.


Tip #2: Making army transitions

If you want to change the composition of your army, never decommission all units at once, because that will not only make you extremely vulnerable but also show your enemy that you are making a transition. Decomission your units one by one instead.
Example: You are a noob and although I told you in no uncertain terms to make Venoms you say, "No, I make Cobras," and then I and the other Nod players realise that you weren't joking and you actually make Cobras. Fast-forward one minute. Good job, you now have your 30 CP of lame-ass Cobras. You feel beads of sweat running down your forehead as it dawns on you that GDI has 1amucki1a, maxandersonne, Bilou59, Bladekilla and MJ221111, all of which are playing Support and making a few Orcas (but not 1amucki1a, he makes Sheppards). You're now about to double-click your little army and hit the Delete key. Don't! You still have only 30 of 50 CP in use, so just take those five Cobras and send them directly over to 1amucki1a and queue up an attack order on all his Sheppards while you start your Venom production. The moment your sixth Venom comes out of your Crawler you decommission one Cobra, then build two Venoms, then decommission one Cobra, and so forth until you have a full Venom spam.


Tip #3: Picking up the blue crate on Disputed Depot with the right unit

As we all know, next to the deploy zones on Disputed Depot there are six green crates and one blue crate.
If you're GDI Offense, make sure to pick up the blue crate with a Hunter, not with a Bulldog, because the upgraded Hunter will inflict more damage while the upgraded Bulldog will only be equipped with a larger magazine.
If you're Nod Offense, make sure to pick up the blue crate with a Raider Buggy, not with an Avenger, because the Raider Buggy will deal approximately three times the standard damage if you manually reload its magazine.


Tip #4: Adjusting the audio settings

I know that many of you have already turned of the background music. Another helpful adjustment is turning up the default SFX volume so that it's louder than language and environment. Especially as Nod Support it's important to hear the sound effect of the Sonic Artillery so that you can help yourself or your team with EMP Countermeasures.


Tip #5: Knowing how the Demoralisation support power works

Demoralisation slows down enemy units and lowers their chance of dodging a projectile.
I'm sorry to be the pool pooper here, but unfortunately it's not possible to slow down something that is already not moving. There is no point in wasting it in a big, static battle (e.g. for the uplink on ISO) when neither side wants to retreat or push.
Furthermore, the negative bonus doesn't add up. I've had to witness how (noob) players were actually using it multiple times on the same enemy army while their Crawlers or units were chased. If you did that and you're now reading this, please just stealth your Crawler or units the next time or heal yourself with Obelisks of Life.


Tip #6: Making a comeback

Whenever you're behind, spamming units (e.g. Stealth Tanks) to the nodes will most certainly not help. You can only make a comeback if you micro-manage your units well (very important), join forces with your teammates and outnumber your opponents. Destroy their armies and then reconquer the nodes.
The mechanics of C&C4 facilitate the most unexpected comebacks. Having 40% of the nodes while the enemy has 60% will still leave you with 0% of the points, not 40%. If you're behind 800 to 3100, you can still win 3500 to 3300 by micro-managing your units properly and watching out not to get overwhelmed in a surprise attack by three or four enemy players.


Tip #7: The repair rates of all units, support powers and abilities

GDI:
12 HP/s ------- Engineer
18 HP/s ------- Dozer
24 HP/s ------- Dozer (upgraded)
15 HP/s ------- Spanner
02 HP/s ------- Conductor's aura
--> 01 HP/s --- 3 CP of a Conductor's aura [Note: The auras of multiple Conductors don't add up.]
40 HP/s ------- Archangel
--> 12 HP/s --- 3 CP of an Archangel
--> 10 HP/s --- one arm of an Archangel [Note: The Archangel can't use all its arms for one target.]

Nod:
12 HP/s ------- Engineer
18 HP/s ------- Slave
24 HP/s ------- Slave (upgraded)
24 HP/s ------- Scalpel
--> 12 HP/s --- 3 CP of a Scalpel

Abilities and support powers:
- GDI's Repair Zone support power repairs 300 HP for 20 support points.
- The Achangel's Reconstruct ability heals 500 HP in 10 seconds and has a cooldown of 120 seconds.
- Nod's Obelisk of Life support power repairs up to 500 HP and lasts for 20 seconds.
[Note: It needs a little time to change between targets and repairs 30 HP less per each target.]
- The Medusa's Solidify Matrix ability repairs 100 HP and has a cooldown of 60 seconds.
- The upgraded Medusa's Solidify Matrix ability repairs 150 HP and has a cooldown of 60 seconds.

General note:
All positive and negative bonuses that work for firepower also work for repair rates and repair abilities. This includes the Hammerhead's and Tyrant's auras, the Archangel's and Scalpel's double-damage abilities, the Overkill and Marked of Kane support powers, and the heroic unit status. While a single Archangel or Scalpel can't boost itself with it's ability, they can boost one another if you have two or more of them.


Tip #8: Getting support points faster

- When you play Support, you get one support point every 6 seconds. The Crawler upgrade reduces this time to 3 seconds.
- You also get additional support points for destroying units and Crawlers. I think you get 1 per unit kill and 3 per Crawler kill. Don't spam repair units. They don't kill anything and you will therefore have fewer support points to help your team.
- You do not get any additional support points for destroying structures. If you have missile, cannon, gun or laser units, don't waste your firepower on structures. Leave them to your teammates who have units that deal blast damage.
- Support points are also not rewarded for enemy units that were killed by support powers. If you kill something with the Vein Detonation support power, you won't get any support points for it, while a very well-timed MoK can bring you back up to 15/50 support points within seconds (as well as make your units gain veterancy).
If you want to kill a Venom spam with a combination of Conductors and the EMP Mine Drop, immobilise them first with the Conductor's Static Field ability, then weaken them by using the EMP Mine Drop, and finish them with the Conductor's Electrolysis ability. This way you will get a support point for every killed Venom. But if you use Electrolysis first and destroy the Venoms with the EMP Mine Drop, you won't get any additional support points.


Tip #9: Making the right units benefit from blue crates

There are a few units that get an overwhelming boost from blue crates while other units barely get stronger. I don't know all the values and have no idea how to look into the config files of this game. What I remember is:

GDI:
- A Hunter will deal 23% more damage.
- A Titan will deal 110% more damage (because of its second arm plus a slightly higher rate of fire). This is phenomenal. Combined with support powers, an army of upgraded Titans will absolutely annihilate any army on the battlefield, even things that aren't even countered by laser weaponry.
- A Mastodon will deal more damage with its cannon and much, much more with its ability.

Nod:
- A Raider Buggy will empty it's magazine three times as fast. By reloading manually the damage increase can be above 100%.
- An Avenger will probably receive the same damage boost as a Hunter.
- The Nod Commando will deal 100% more damage (through a doubled rate of fire).
- An Avatar will deal approximately 60% or 66.6% more damage (going up from three to five cannons). I'm not entirely sure if the two additional cannons deal the same damage as the three standard cannons or slighly less.
- A Specter will deal more than 50% more damage. I don't remember the exact value, but it's significant.

Any other unit is either too situational (e.g. a Mantis gets a big surface-to-surface missile that can help if you are fighting second-tier GDI Defense with Engi spam) or the unit itself is already bad (Shockwaves deal 80% more damage but they still suck).


Tip #10: Using the Mutant Hovel to your (dis)advantage

Visceroid:
- It's a shitty unit.
- It deals almost no damage, so you'll need several of them even if you only want to kill an Engineer.
- Don't use it to collect Tiberium, because it will automatically blow up whenever an enemy is close to it (unless you put it on hold-fire stance).

Ironback:
- It's a shitty unit.
- It can sometimes help you collect Tiberium.
- You can use its jump ability to jump over cliffs, even if it carries a Tiberium crystal. This can be helpful on Jaded Peaks.
- Do not throw it into the battle if you're behind in a tank fight. Especially not against Hunters. The Ironback won't win in a 1v1 against a Hunter or an Avenger since it has only 675 HP, can't attack from afar, and deals rather low damage. Ironbacks are basically free veterancy for your opponent.

Scrapbus:
- It's not complete shit.
- If you hit the hotkey really quickly in a short time, you can build two Scrapbuses instead of only one (this doesn't work in skirmish mode). When you lose one of them, you can't rebuild it until you lose the other one as well.
- Whenever you are slightly behind in a tank battle, build a Scrapbus and put it to the front of your army. It will serve as a meat shield and absorb projectiles. Since it has heavy armour, it will receive less damage from cannon shells.
- Don't waste time repairing it. It's easier just to decommission it and build a new one as it basically has no build time.


Tip #11: Fooling the stationary cannon

The stationary cannon is not capable of attacking targets that are too close or not in direct line of fire. You can use that to your advantage by deploying your Crawler directly next to the cannon and keeping your army in the Crawler's "shadow". The cannon will remain idle, because your Crawler is too close and your units are on the other side of the Crawler. Of course this works just as well when the cannon on your side, so watch out not to give your opponent an edge by accidentally blocking it with your own Crawler.
If you are defense, you can also place structures very close to the cannon. This will have the same effect.

By the way, on Disputed Depot there are scorch marks on the ground that indicate how far the cannon can actually fire. If you defend your blue Tib, don't build structures within the cannon's range.


Tip #12: Jumping while carrying Tiberium

The GDI Defense infantry units (after having purchased their Assault Packs upgrade), the GDI Commando, and the Forgotten Ironback can jump over obstacles while carrying a crystal if the order to jump is given before the unit picks up the crystal. You need to use waypoint or planning mode for that.
Especially on Afflicted Arena, Jaded Peaks and Frigid Highlands this can help you collect Tiberium when the normal pathways are blocked by enemies.
The upgraded Zone Trooper is also capable of running up and down cliffs while carrying a Tiberium crystal.


Tip #13: Countering Crystal Shields

There are some people who absolutely love freezing Nod Crawlers with Crystal Shields. The best way to counter that is spamming Aftershocks and sending them over to the GDI Defense Crawler. Keep a few Engineers (three or so) to bring Aftershock husks back to life. Don't use Engineers to repair them, simply keep spamming Aftershocks. In addition to that, build Bunkers and dismantle them immediately. Pick up the crates with your Aftershocks. Since one green crate heals 10% of any unit's HP and Aftershocks have the highest HP of all units in the game, they do not only benefit the most from the crates but also become more durable because of the veterancy. Black Hands and Confessors can be countered by GDI Defense and can't destroy Crystal Shields in time, but Aftershocks can't be killed effectively by anything from the GDI Defense arsenal (Focus Beams, Zone Raiders, Zone Lancers).


Tip #14: Hijackers

- Hijackers are only good in 1v1 and perhaps 2v2, and their only purpose is to capture single units that are holding nodes. They're not supposed to run into an army of Hunters.
- Hijackers have only 200 HP (an Engi has 150 HP). They die extremely easily and need repair units to back them up.
- Keep them the fuck away from Kodiaks.
- If they hijack a unit, you will not get any points. But if the GDI player destroys the unit you stole from him, he will get points. From a GDI perspective, Hijackers are free points running around the map. If you're GDI and see a small bunch of Hijackers coming at you, don't decommission your whole army. Let them have a few tanks, destroy the Hijackers and the captured tanks, and replace the units that you've lost. I can guarantee you that it will be a really bad trade for Nod.
- Hijacked units have no upgrades. They will have no Speed, Accuracy, Range, or Refire Boost. Hijacked Juggernauts won't be capable of launching Sticky Bombs. Hijacked Mastodons won't be able to make use of their Dispersion Bays. If you hijack units that inflict low damage like Wolfs and Talons, just instantly decommission it. Keep units that have auras or attack bonuses like Sheppards, Thunderheads and Titans (especially with two arms).
- Units that are commandeered by the GDI Commando can't be hijacked, but do not send your GDI Commando into a unit that is already in the process of being hijacked. The Hijacker will still capture the unit with your Commando inside it.


Tip #15: Minimising your chances of losing your Tiberium

- For the first blue Tiberium crystal, build the slow units before the fast units. If you do it the other way, the fast units won't be able to do much while they're waiting for the Tiberium, and the slow units will arrive late.
- If you have spare units and the Tiberium crystal has not spawned yet, send them forward to scout or block incoming enemy units. You can block your enemies by sending your units in front of the incoming tanks and hitting the S key. Small units (Bulldogs, Raiders) are hard to block. Crawlers can only be blocked by other Crawlers and by structures. Infantry units can't block infantry units.
- Look to Tip #3 for more information on what unit to take a blue crate with.
- Don't ever make Engineers or other repair units at the start. The repair rates are too low to keep alive a unit that is under fire while carrying a Tiberium crystal. Also you'll need firepower in case your enemy picks up the Tiberium crystal before you can do it. The only technically viable repair unit is the Dozer with its pesky EMP Mines, but Spartans or Zone Enforcers would still be a better choice.
- Don't decommission your Crawler when a Tiberium crystal is about to spawn.


Tip #16: Being better in tank fights, especially in 1v1 and 2v2

- Count units. Whenever you see that your enemy has sent off two tanks to capture a node, counter that by sending three or four tanks depending on the veterancy of your own and your enemy's tanks. A heroic tank counts as approximately 1.5 unpromoted tanks. Don't send your whole army. Don't send two or only one tank. Micro-manage these side armies just like your main army. Try to move your tanks in a way that makes them attack the enemy tanks' rear armour while your own tanks absorb the damage with their front armour.
- Put tanks with veterancy to the front of your army. They receive less damage.
- Use the formation-move and attack-move commands to your advantage.
By formation-moving your tanks you can make sure that there are more tanks in the first line of your formation. Tanks from the second line might be unable to attack because the enemy is out of range.
Attack-moving your units can prevent driving too far into the enemy army because units will stand as soon as there is a potential target in range. However, they'll also stand and shoot whenever there is something in range that they're not supposed to attack (e.g. nodes, Crawlers).


Tip #17: Cobras

- Late-game Cobras with their Cloak Module upgrade are a good way to get rid of Juggernauts, especially since at that stage there are usually no more Orcas around.
- Cobras don't really need the Range Boost upgrade. The units that the Cobras are supposed to attack either can't return fire at all (e.g. Hunters, Sheppards) or don't counter medium air units (e.g. Wolfs).
- Stealthed Cobras (and Vertigos) can be repaired by Scalpels by force-firing at them with the Scalpels.
- When you are Nod Support in 3v3, take a look around the map. If there's no Support player on the GDI side, spam Cobras. In 4v4 and 5v5 it's too unlikely that there is no GDI Support. Don't start with Support in 1v1 or 2v2 unless you're insanely good.
- If your Cobras are chased by Orcas and you can't buy the Cloak Module upgrade, use the Cloaking Field support power and send the Cobras away from the Orcas to a different part of the map, where they might be of use to your teammates.


Tip #18: General tips

Both factions:
- All units experience a 10% increase in firepower and/or repair rate once they reach heroic status.
- A long health bar doesn't mean that the unit has many HP. This is especially important for Stealth Tanks (540 HP) and Conductors (450 HP). As someone who regularly spams Avengers, I can say that it's extremely frustrating that so many noob players make the game unnecessarily hard for me by spamming Stealth Tanks into Hunter armies, thus not only giving away points but also veterancy.
- A unit has the same stance that the Crawler had in the moment the unit came out of it.
- Use the W key for good micro. Hitting W will select all similar units of those that you have selected in that moment across the screen (or across the map if you hit W twice). Although this is nearly the same as double-clicking, it's much faster in my experience.
GDI:
(will follow soon)
Nod:
(will follow soon)


Tip #19: General Offense tips

Both factions:
- If you spam units that leave a hust, make sure to have Engineers ready to recapture them.
- Manually reload Bulldogs and Raider Buggies.
GDI:
- If your GDI team has no Support and you are Offense, spam Bulldogs. In large numbers Bulldogs can do pretty well against Cobras because of their area damage. If you really want to make Orcas, don't decommission your Crawler before you have secured your blue Tiberium crystal.
- Don't attack Centurions and Black Hands with a Bulldog spam.
Nod:
- If you want to spam Raider Buggies, do it only on maps that have four crate stations (ISO, Hostile Headlands, etc.) or when random crates are on. Raider Buggies really need the blue crates to be of use in the late game.
- A Spanner can be killed in one hit by a Widow with one Spider Tank inside. If the Spanner is ranked up, you can just put more Spider Tanks into the Widow or upgrade them with a blue crate.
- If you have a Widow that you can't save and you don't want the enemy to capture it, burrow it shortly before dies.
- The Stealth Tank's missiles are extremely inaccurate even if both the tank and the target stand still. Against Orcas, and Firehawks it is better to build Mantises.
- You can escape unseen with your Offense Crawler on tier 2 if you build a Stealth Tank, buy it's Stealth Field upgrade and formation-move the two while their are close to each other.
- Be careful when you have a mix of Avengers and Specters. Avengers are more effective if they are constantly moved around, whereas Specters can only fire while standing still. Treat them like two different armies, the above-mentioned W key will help you with that.


Tip #20: General Defense tips (will follow soon)

Both factions:
- Repairing structures is more important than repairing units because structures can't be queued up and have a longer build time.
- Your shields also prevent damage if the enemy is on the inside and your units are on the outside. If Orcas or Venoms fly into your Crawler's shield dome to kill your Engineers, just send your Engineers outside. If the Orcas or Venoms follow, just go back inside.
GDI:
- Flame Columns have a minimum range, whereas Focus Beams don't. Place a Focus Beam always directly next to a Flame Column, so the Flame Column won't automatically return fire.
Nod:
- The Centurion's shield does not only reflect cannon- but also gun- and laser-type weaponry.
- Micro-manage Flame Columns and Incinerators. Both these structures deal area damage, which means that they will damage units even if you shoot at the ground. If the enemy spams Focus Beams, let your Flame Columns shoot at the ground between two Focus Beams that stand close together. This way, both Focus Beams will be damaged rather than just one. Incinerators should preferably target structures or the ground but never at fast-moving units.
- Spam Aftershocks against GDI Defense players who abuse Crystal Shields to freeze you all the time. Rank up and heal your Aftershocks with crates from Bunkers or crate stations. Unpromoted Aftershocks are already about as hard to kill as a Crawler because they have 2700 HP. Zone Raiders and Focus Beams are both countered by Aftershocks, and other GDI Defense units don't really deal a lot of damage to them.
- If GDI players are freezing your Crawler with the Crystal Shield's Stasis over and over and you know they won't stop, decommission your Crawler 11 seconds after the moment you were frozen, so the self-destruction of your Crawler will at least destroy the Crystal Shield's tower and damage nearby units.


Tip #21: General Support tips

Both factions:
- Remember, the name support class stands for "supporting your teammates" and not for "supporting your autistic noob ego by getting the most Crawler kills with a Tyrant spam and MoK while your Offense and Defense teammates are fucking paralysed by EMP support powers". thumb.gif
- If you have a bunch of Spanners and Scalpels, don't use all their abilities at once, but pick only one or two. It's okay, though, to send in all Spanners when the enemy uses MoK because you have to make sure that the MoK bonus is neutralised. Losing a few Spanners while keeping other units that aren't as easy to replace is a good trade.
- Use the Supersonic Thrusters ability of the Firehawk and the Vertigo.
- If you are about to lose your Crawler and you can foresee that there is no way to save it, don't try to heal yourself and delay the Crawler's destruction by three seconds. Utilise your remaining support points to boost your allies by using EMP Countermeasures, Accelerated Construction, Eyes of the People or other support powers.
- If you have 50 support points and there is no big enemy army around, it's absolutely okay not to use a Firehawk or MoK to kill one engineer. You don't have to use all 50 support points, just use 10 or 20.
GDI:
- Always replace your Engineers with Spanners. Spanners are more versatile, harder to kill, and can repair air units. They repair faster, and they have helpful abilities.
- The Basilisk's Spectrum Beam doesn't bounce from air to ground, and it doesn't bounce over large distances. Technically, the best way to minimise their damage potential is by mixing air and ground units of long and short range, e.g. two Zone Raiders, two Titans, two Paladins, one Thunderhead and one Spanner for the abilities (if you have 50 SP). Of course that's impractical since you would have to change the Crawler two times. As Support, a mix of two Thunderheads, four Paladins and two Spanners will be very good, too. Make sure to spread out your Paladins and fly into the Basilisk army with them (instead of lining up in front), so that the Basilisks can't freeze any of the Paladins with the Stasis Field without freezing other Basilisks as well. Basilisks, by the way, have a minimum range, whereas Paladins, Zone Raiders and Titans don't.
- Use the Spy Drone support power for the range boost of 20%. Especially Focus Beams benefit from this since their damage per second is increasing over time and the enemy will have to move 20% further to get out of range while receiving peak damage from the Focus Beam.
- Don't waste support points by dropping Engineers to kill units that are not carrying Tiberium crystals like Nod Defense Engineer spams. Save those points for EMP Artillery or Seismic Disruption instead.
Nod:
- Fly in closely with your Venoms to kill Paladins that are in Anti-Rocket Mode. Logically, over a longer distance the Paladins will have it much easier to shoot down incoming missiles.
- A full Basilisk spam is not good. Use Scalpels, Marauders and Tyrants to heal them and increase their damage output.

This post has been edited by (e)1337(e)-Pain: Jul 18 2018, 19:16 PM

Posts: 279

Game: Command and Conquer 4


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# 2(e)1337(e)-Pain Apr 1 2018, 21:04 PM
My balance suggestions:

I have been playing this game for years on a high level, and -- other than many other people who've made balancing suggestions before -- I don't favour one faction over the other. However, it's patently obvious that GDI is significantly better than Nod. There were numerous games with even teams and with swapping sides after the first match. Usually both games were won by GDI. Many things in the GDI arsenal count as really good or even overpowered in other C&Cs, e.g.:
- the Paladin's missile deflection (ZH's Airforce General),
- the Point Defense Shield (RA3's Empire of the Rising Sun),
- the stasis bubble (KW's Scrin factions),
- the ability to rank up an army without actual fighting.

Don't forget that balancing is a process, not a one-time event. It will never be possible to balance the game for all modes. The Nod Commando is overpowered in 1v1 but rather average in 5v5. Reckoners are good in 4v4 and 5v5 but barely useful in 1v1.

Most importantly, don't listen to fanboys' suggestions. For instance, Zephyre says Reckoners were an exploit, but he can't play Nod Defense and only plays other classes. I have a replay in which he makes Recks and kills exactly one single unit -- a Spanner -- before losing all his Recks to an EMP Mine Drop and a Paladin spam. Another example is roberto19 (he was a good GDI player) who made Hunters, then changed to Support and made Spanners, then ranked up his army to heroic status with Battle Hardening, and then changed to Defense and froze everything with Crystal Shields. And he said Nod were overpowered.
The best example is still me. When I first came to this game I used to play only GDI Support and GDI Offense. I even left the game for a few months in 2011 because I considered several Nod units (the Commando, the nuke missile, Specters, Basilisks) extremely overpowered. These units aren't exactly overpowered, but back then in my eyes the game was unplayable. There are GR threads and replays where I discussed with AsafB, who said that GDI is stronger than Nod. AsafB was right about the unbalance, but he kept giving the wrong reasons. In his opinion, the unbalance is due to the multiple weapons of GDI units, whereas Nod units are more specialised. This is not the right explanation. Firehawks (weaker bombs plus missiles) are not better than Vertigos (stronger bombs); Mammoth Tanks (weaker cannons plus missiles) are not better than Avatars (stronger cannons). Aside from the aspects stated above, GDI is more overpowered mainly because almost all of their units are faster and more versatile than their Nod counterparts and because they have the better support powers. GDI can easily outnumber their enemies and simply run away if the tide is turning. Fast factions can act, slow factions can only react. This is not only the case in C&C4 but also in many other games, where the versatile factions are usually the best factions.

If one day EA will allow the community to make patches for this game, I hope that modders will take into account the suggestions listed below.

Note: I tried to keep the list as short as possible and concentrated on the overpowered elements, not on minor buffs and nerfs. I didn't include any changes for many of those units and support powers that are well known to be underpowered or overpriced, such as the Striker and the Displacement Field.

- Fix all the bugs.
- Reduce the Crystal Shield's Stasis duration from 20 seconds to 8 seconds. Currently you can permanently disable one Crawler -- sometimes even two -- with this since the build time of the Crystal Shield itself is 20 seconds.
- Reduce the Basilisk's Stasis duration from 10 to 8 seconds.
- Remove the Spanner's Weapon Dampener ability. Nod has no counterpart to this ability that halves the rate of fire. If the Nod player has a Scalpel (6 CP), and the GDI player has two Spanners (6 CP), the Scalpel could neutralise the first Weapon Dampener with System Restore, but then the other Spanner could come in and use another Weapon Dampener while the Scalpel's System Restore would have to recharge. Alternatively, give a similar ability to the Hijacker. Since Hijackers are already rather weak and not too useful, an ability to lower their enemies' chances of killing the Hijacker before it can enter a vehicle would give it a slight buff.
- Lower the Spanner's repair rate to 10 HP per second. It's already the fastest repair unit, it's cheaper and more durable than the Scalpel, it's airborne and can be ranked up with Battle Hardening. It shouldn't be the most efficient repair unit after Dozers and Slaves.
- Increase the Scalpel's HP or make it an upgradable stealth unit like the Cobra and the Vertigo.
- Make Battle Hardening cost 50 support points and only raise the veterancy by one rank, not two ranks.
- Make the Point Defense Shield weaker. Currently it grants the affected units around 600 HP in a large radius. Something between 250 and 150 HP would be fair, so that this support power becomes comparable to the Decoy Army. It also shouldn't be able to absorb the damage of a nuke missile.
- Increase the minimum and maximum charge times of the Ion Cannon to the value of the Temple of Nod. Adjust the damage. From what I know, the Ion Cannon has shorter minimum and maximum charge times, inflicts more damage than the nuke missile on all stages of charge, stuns enemies even on the lower stages of charge, and adds an EMP effect to the Zone Captain's attack. In return, the Temple of Nod is built five seconds faster (which is barely an advantage), and its special ability is to slightly damage nearby enemy units upon its own destruction. It would be nicer if its special ability were of use while the Temple of Nod is up and running. The Tiberium corrosion effect from the nuke missile comes into play only on higher stages of charge and is not even lasting very long. No Nod unit is buffed by the Temple of Nod's mere presence.
- Lower the Kodiak's HP from 1500 to 1200 and don't make them benefit from their own armour bonus. Currently a heroic Kodiak with it's ability enabled has somewhere between 4000 and 6000 HP, and the Nod laser units, which are supposed to counter Kodiaks, can't even fire on the move.
- Increase the HP of the Medusa and the Archangel from 600 to 1000.
- Make the Titan's damage output increase by around 40% from picking up a blue crate, not 110%.
- If possible, adjust the shield energy of shields structures downwards, depending on the game mode. Shield spam isn't exactly a game element that adds a lot of fun. It also makes a huge difference whether you have 50 CP or 90 CP to crack a newly built Crystal Shield or Disruption Tower with 1500 shield energy every 20 seconds. In 5v5 this value shouldn't be above 1000.
- Reduce the damage of the EMP Mine Drop from 300 to 200. The mines themselves are already good. Especially GDI Support lovers are often whining about Reckoners, but for a Nod Defense player there's no point in building any other unit than Recks before tier 3, considering a complete Nod infantry army can be wiped out with a single EMP Mine Drop, which is very easy to use and costs only 30 support points.
- Make EMP a bonus that can be neutralised by Scapels. That would buff Conductors (because Scalpels can't neutralise their EMP charge every few seconds) and weaken the overpowered EMP support powers. EMP Countermeasures should cost 10 support points and last maybe 20 seconds.
- Nerf the GDI Offense Crawler's anti-tank cannon and the Nod Offense Crawler's flamethrower.
- Reduce the Juggernaut's HP to maybe 840. Increase the Underminer's HP to around 1250. Currently the Juggernaut has 960 HP at 6 CP (160 HP per 1 CP), and every 60 seconds it can fire 3 Sticky Bombs, each of which inflicts about 100 damage. It's Nod Defense counterpart, the Underminer, has 1000 HP (only 100 HP per 1 CP) and no abilities.
- Change the Paladin's ability in a way that the Paladin won't be able to deflect all incoming rockets permanently. It would be much better if it were like this: After activating the ability the Paladin will deflect rockets the way it currently does, but only for 10 seconds. Then it will switch back to its normal mode while the rocket deflection has to cool down for 50 seconds. This way a Paladin spam could still flee from a Stealth Tank surprise attack, but it wouldn't be possible any more to passive-aggressively nullify a full Salamander or Mantis spam (which are actually supposed to counter Paladins).
- Lower the legless Nod Command's HP. Especially in 1v1 it's almost impossible to kill. Instead of 600 HP with legs and 600 HP without legs it should have 750 HP with legs (like the GDI Commando) and 300 HP without legs.
- Make Reckoners slightly weaker. A slight reduction in their HP really is enough. They're basically very expensive mobile bunkers.
Many noobs think Reckoners were overpowered, even though they don't understand the counter system at all. I kill Reckoners most of the time, and I only encounter problems in 5v5 since eight Hunters alone don't have enough firepower. It's still possible to kill them with combined armies. Reckoners aren't as much of a game changer as many people think. Over four years ago, LuckyCat uploaded a replay (the ID is 293278) wherein this fact is perfectly demonstrated.
Another good way to illustrate this is comparing them to GDI units. 3 Reckoners (filled with 2 Engineers and 1 Devout each) versus 5 Wolfs with 5 Spanners, both armies fully upgraded and each with a total cost of 45 CP.
Who has more HP to absorb fire? 3 x 1350 HP = 4050 HP vs. 5 x 900 = 4500 HP
Who can repair faster? 6 x 12 HP/s = 72 HP/s vs. 5 x 15 HP/s = 75 HP/s
Who can deal more gun damage? 3 Devouts vs. 5 Wolfs
In addition, the shitty GDI composition is faster, can be produced on tier 1, and has the Weapon Dampener ability and the Status Reboot ability to neutralise MoK, whereas the Reckoners by themselves can't neutralise EMP.
- Allow the Leviathan's gun drones to target air units. Leviathans aren't nearly as good and spammable as Kodiaks, because Kodiaks can always fly away, but Leviathans can't. They are very vulnerable to Paladins. Enabling their gun drones to target air units would make it possible to take down Spanners (which have stealth detection), so that the Leviathan could escape with the Cloaking Field support power.
- Make the Subterranean Strike deal normal (instead of double) damage to shielded GDI Defense Crawlers.

This post has been edited by (e)1337(e)-Pain: Jul 17 2018, 22:01 PM

Posts: 279

Game: Command and Conquer 4


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# 3(e)1337(e)-Pain Apr 1 2018, 21:06 PM
List of bugs that I know of:

Note: A few of these bugs have been mentioned in the past by other people. I tried to keep this list full of things that either are vital for a better balance or have never before been pointed out. Perhaps one day a diligent modder can fix them.
This list is not complete. There are bugs which I'm not going to post here because they're (mildly) game-breaking -- e.g. shield destruction from the outside, revealing of stealth units, and unit teleport -- and I don't want them to be abused. There are also a few mysterious bugs which have occurred to me in one or two out of more than ten thousand games. I've recorded a few of them in replay files. However, their reoccurrence is too unlikely, so I decided against elaborating on them here.


Game mechanics:
- New personas created in the login window can have 16 characters, whereas new personas created in the game can only have 15 characters.
- There are never more than four bonuses indicated above a unit's healthbar, even if the unit is affected by five bonuses.
- If you try to use a support power or an ability while you have several units selected, the support power or ability is unselected when one of the units dies.
- Engineers sometimes forget their move order after jumping up or down a cliff (especially on Lost Valley). They jump the cliff and then just stand although they were supposed to move much further.
- When the Support Crawler of either faction is decommission in the air, the self-destruction blast affects ground instead of air units.
- If a Crawler is decommissioned withing a Basilisk's or a Crystal Shield's Stasis Field, the self-destruction blast is not contained by the stasis and damages nearby enemy units.
- A unit that stands directly next to a Tiberium crystal sometimes doesn't want pick it up if an a teammate's unit that is far away was given the same order beforehand.
- If a support power button is clicked twice in close succession, it is used twice and therefore costs two times the support points. For instance, this can happen with Eyes of the People and EMP Countermeasures if the player has more than 20 or 40 support points respectively.
- Units can't take orders in the very moment of jumping up or down a cliff. This was probably implemented with the reasonable intention to stop a unit from changing its direction in mid-air. It would be nice, though, if it were at least possible to issue waypoint orders while the unit is jumping since waypoint commands are only affecting its future movement.

Maps:
- Fusty showed me a spot on Afflicted Arena where units can get stuck. If a Conductor gets stuck there, it can use its abilities against any target on the bottom half and the left half of the map, which can be devastating for Venoms or for Nod armies that are trying to flee from a fight. The spot is a few centimeters to the right of the upper GDI Tunnel System. On the ledge between the plateau with the two Focus Beams and the excavation with the pipeline there's a grey-green container. The said spot is like one centimeter to the (top-)right of that container.
- There are problems with the pathing near the right corner of the GDI deploy zone on Jaded Peaks. Units that want to leave the deploy zone to go to the right blue Tiberium try to go down the cliff, which they can't. There is a similar pathing problem with the cliff on the left corner of Nod's deploy zone that affects the units that want to bring home the blue Tiberium from the left side.
- Neutral structures are repaired extremely fast if they are within the repair aura of a Crawler. Offense and Support Crawlers make them regain 10 HP per second, Defense Crawlers with the Enhance Repair upgrade make them regain 40 HP per second.
- The time between firing and impact is constant for the shells of several artillery units (Juggernaut, Specter, Skystrike, Rhino), which means that a projectile fired at nearby target travels much more slowly than one fired at a faraway target. That's completely illogical. The speed of artillery projectiles should be constant, so that artillery projectiles hit a nearby target sooner than a faraway target.

GDI in general:
- nothing so far

GDI Offense:
- The Crawler becomes invisible if decommissioned while in the process of packing up.
- The damage dealt by multiple Shockwaves doesn't add up properly. Two Shockwaves attacking the same target deal less than two times the damage of a single Shockwave.
- Mammoth Tanks receive twice the damage (at least from explosions, maybe also from other damage types) after purchasing the Mirror Plating upgrade.

GDI Defense:
- Dropped Spartan Tank cannons and Bunkers don't disappear when the commanding player disconnects. They become neutral and can be destroyed for crates.
- The Range Boost upgrade doesn't increase the Dozers range.
- The Zone Trooper can walk up and down cliffs while carrying Tiberium crystals.
- While sprinting, the infantry units receive a dodge bonus that is not indicated above the healthbar.
- Zone Captains sometimes don't automatically attack nearby enemies.
- The Juggernaut's Sticky Bomb ability has to recharge if the target location is out of range and the Juggernaut is given a different order before actually launching the Sticky Bombs.
- The Rhino doesn't seem to be declared as an artillery unit in the code. Normal artillery units can shoot over obstacles while non-artillery units need line of sight. The Rhino appears to belong to the latter.

GDI Support:
- Kodiaks sometimes don't fire all their cannons although they're technically capable of doing so. The cannon that is not firing often even points in the right direction but remains idle.
- The Kodiak itself receives a higher armour boost from its ability than the units within its aura. Affected units' armour increases by 33% while the Kodiak's armour increases by 75% or 100%.
- The Spy drone has a dodge bonus that is not indicated above the healthbar.
- The Status Reboost support power is always automatically used two times, unless the player has exactly 10/50 support points. From 11/50 to 20/50 support points it will always be used twice and use up all the support points. At 21/50 support points and above it will also be used twice and cost 20 support points.
- The Repair Zone support power raises the health of affected units by much more than the usual 300 HP if the support power is used while they're frozen by the Basilisk's Stasis Field (and maybe also by the Crystal Shield's Stasis Field). The units get 600 or 900 HP or even more.

Nod in general:
- GDI players can detect stealthed Nod Crawlers and structures by using their own Crawler's "Unpack Crawler at location" function. The GDI player can scroll around the whole map and simply look where he cannot unpack the Crawler because of an invisible, perfectly rectangular object.
- Stealth units don't regain their dodge bonus after having it removed by the Spanner's System Restore ability. Only the Stealth Tank regains the dodge bonus because of its aura. Simply giving all stealth units a very small aura is no viable fix since auras can't be removed at all. It's all right that the dodge bonus is removable; it's just not all right that the removal is permanent.
- Burrowed units receive an armour bonus that is not indicated above the healthbar.
- Nod units that are stunned after having driven onto EMP Mines can't be given any new orders, so that as soon as the EMP wears off they will proceed with their old move order and drive even further onto the EMP Mine field.

Nod Offense:
- The Raider Buggy is the only unit that becomes slower when it's in heavy-damage mode. It should keep its normal speed for balance reasons.
- The Nod Commando can attack units that are not in its range by changing the attack order from a target in range to any other target that is not behind an obstacle like a node or a ridge.
- A Specter's projectile will hit its target even though the target has changed its position. The projectiles act like missiles, not like artillery shells.

Nod Defense:
- The Range Boost upgrade doesn't increase the Slaves range.
- Underminers don't actually undermine anything. "Penetrator burrowblast" sounds an awful lot like a projectile that passes under shields.
- The Aftershock can "fire" while it is under a stealth aura. All other Nod units are automatically revealed as soon as they do that.
- Aftershocks are not affected by the Tyrant's aura.
- Disruption Towers, upgraded Outposts and upgraded Tunnel Systems don't cover Nod air units with their stealth and dodge auras, but their GDI counterparts' shields do cover GDI air units.
- The missile from the Temple of Nod counts as a unit and can be paralysed shortly before impact by EMP abilities and the Conductor's Static Field. It literally stops in the air a few centimetres above the ground, which is not logical.

Nod Support:
- Scalpels sometimes don't automatically repair nearby units.
- Scalpels can only repair stealthed Cobras, Vertigos and Crawlers with the force-fire command.
- Scalpels can't repair stealth units from other classes. I'm not sure if they can repair burrowed units.
- If the Leviathan is not given an attack command, its gun drones occasionally attack nearby air units and deal minor damage. However, the gun drones can't be given an order to attack air units.
- The Eyes of the People support power grants Nod units a range boost that is not indicated above the healthbar.
- EMP Countermeasures doesn't work against a highly charged Ion Cannon strike.
- The Firestorm Ignition support power does nothing. If anything, it makes flame units even weaker.
- The Decoy Army support power already uses up 30 support points after only selecting the units that should be copied. These 30 support points are not restored if the player doesn't "paste" the first selection.
- The fake projectile of a Decoy Army artillery unit turns into real projectile in the very moment the Decoy Army unit despawns (or is destroyed). If a decoy Specter shoots at something and despawns (or is destroyed) while the projectile is still in mid-air, the Specter's target will take real damage once the projectile hits it.
- The Subterranean Strike support power deals twice the damage to GDI Defense Crawlers that have their shield enabled.

I might expand this list when I have the time.

This post has been edited by (e)1337(e)-Pain: Jul 17 2018, 22:01 PM

Posts: 279

Game: Command and Conquer 4


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# 4dominik12 Apr 2 2018, 15:20 PM
lol who is gonna use them if 80 percent dont even have an gr acc and the 90 percent stuck on their skill lvl for multiple years now no matter how many times u tell them to do somthing the just ignore it and do what they ever do

Posts: 214

Game: Battle for Middle Earth


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# 5(e)1337(e)-Pain Apr 2 2018, 17:45 PM
Maybe one day a new player will come, read this, and after only three days of playing be more pro than 95% of the community. They will say that he must be a highly skilled smurf because he:
- killed slightly more units than he lost,
- knew where to bring the Tiberium,
- didn't use an earthquake support power against air units.
Then they'll kick him and he will uninstall the game. I will have saved that dude hours, perhaps even days, of his life.

This post has been edited by (e)1337(e)-Pain: Apr 2 2018, 17:49 PM

Posts: 279

Game: Command and Conquer 4


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# 6dominik12 Apr 3 2018, 11:32 AM
QUOTE((e)1337(e)-Pain @ Apr 2 2018, 19:45 PM) *


- didn't use an earthquake support power against air units.



this one had me laughing so hard .. but when i thought about it its acutally sad that its true

Posts: 214

Game: Battle for Middle Earth


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# 7KiR2RuN4FuN Apr 3 2018, 19:37 PM
Just saying that you can not to bother yourself with even running the game during work-weeks' evenings, Finn : you won't find anything but noob trash-games there. That's an absolute waste.
The only hope is at week-end games and only if you host. I seriously think of breaking up with the game now. It's a dead-end. At least, most of the time, there's not even a single point to join multiplayer.

Posts: 236

Game: Command and Conquer 4


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# 8dominik12 Apr 3 2018, 21:51 PM
QUOTE(KiR2RuN4FuN @ Apr 3 2018, 21:37 PM) *

Just saying that you can not to bother yourself with even running the game during work-weeks' evenings, Finn : you won't find anything but noob trash-games there. That's an absolute waste.
The only hope is at week-end games and only if you host. I seriously think of breaking up with the game now. It's a dead-end. At least, most of the time, there's not even a single point to join multiplayer.


is that gonna be the fifth retirement ?

Posts: 214

Game: Battle for Middle Earth


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# 9KiR2RuN4FuN Apr 4 2018, 15:06 PM
Yeah, you can laugh all you want. In the end, you're the wisest person here. wink.gif
P.S. Lol, did you really count that? I feel sorry for you then...

Posts: 236

Game: Command and Conquer 4


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# 10(e)1337(e)-Pain Apr 4 2018, 16:44 PM
To be fair, in the past there were at least a few reasons to return to the game. The matches were not full of pros but mediocre or decent, and the players knew what to do.
Nowadays there's no more game that doesn't have Conquest, Bladekilla, MJ221111, djalmababy, J53L, Thorstencundc4 or Siete in it. They even considered letting Bilou play just to have a 5v5 instead of a 4v4 or 4v5. They ask me to host a private game and then still want me to let those noobs play (because 3v3 is too difficult). I basically regret every single match I play, and I almost always feel worse after playing compared to before playing. post-13661-1143531603.gif

Posts: 279

Game: Command and Conquer 4


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# 11dominik12 Apr 4 2018, 17:35 PM
QUOTE(KiR2RuN4FuN @ Apr 4 2018, 17:06 PM) *

Yeah, you can laugh all you want. In the end, you're the wisest person here. wink.gif
P.S. Lol, did you really count that? I feel sorry for you then...


as if i would be that bored to count how many times u said u will quit the game and still came back .. at least i am not the one sitting in the lobby for hours asking if someone wants to play coop lol

Posts: 214

Game: Battle for Middle Earth


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# 12Bears1 Apr 8 2018, 07:49 AM
QUOTE((e)1337(e)-Pain @ Apr 1 2018, 21:06 PM) *

List of bugs that I know of:

Note: A few of these bugs have been mentioned in the past by other people. I tried to keep this list full of things that either are vital for a better balance or have never before been pointed out. Perhaps one day a diligent modder can fix them.
This list is not complete. There are bugs which I'm not going to post here because they're (mildly) game-breaking -- e.g. shield destruction from the outside, revealing of stealth units, and unit teleport -- and I don't want them to be abused. There are also a few mysterious bugs which have occurred to me in one or two out of more than ten thousand games. I've recorded a few of them in replay files. However, their reoccurrence is too unlikely, so I decided against elaborating on them here.


Game mechanics:
- New personas created in the login window can have 16 characters whereas new personas created in the game can only have 15 characters.
- There are never more than four bonuses indicated above a unit's healthbar, even if the unit is affected by five bonuses.
- If you try to use a support power or an ability while you have several units selected, the support power or ability is unselected when one of the units dies.
- Engineers sometimes forget their move order after jumping up or down a cliff (especially on Lost Valley). They jump the cliff and then just stand although they were supposed to move much further.
- When the Support Crawler of either faction is decommission in the air, the self-destruction blast affects ground instead of air units.
- If a Crawler is decommissioned withing a Basilisk's or a Crystal Shield's Stasis Field, the self-destruction blast ist not contained by the stasis and damages nearby enemy units.
- A unit that stands directly next to a Tiberium crystal sometimes doesn't want pick it up if an a teammate's unit that is far away was given the same order beforehand.
- If a support power button is clicked twice in close succession, it is used twice and therefore costs two times the support points. For instance, this can happen with Eyes of the People and EMP Countermeasures if the player has more than 20 or 40 support points respectively.

Maps:
- Fusty showed me a spot in the top-right corner of Afflicted Arena where units can get stuck. If a Conductor gets stuck there, it can use its abilities against any target on the map, which can be devastating for Venoms or for Nod armies that are trying to flee from a fight.
- There are problems with the pathing near the right corner of the GDI deploy zone on Jaded Peaks. Units that want to leave the deploy zone to go to the right blue Tiberium try to go down the cliff, which they can't. There is a similar pathing problem with the cliff on the left corner of Nod's deploy zone that affects the units that want to bring home the blue Tiberium from the left side.

GDI in general:
- nothing so far

GDI Offense:
- The Crawler becomes invisible if it's decommissioned while packing up.
- The damage dealt by multiple Shockwaves doesn't add up properly. Two Shockwaves attacking the same target deal less than two times the damage of a single Shockwave.
- Mammoth Tanks receive twice the damage (at least from explosions, maybe also from other damage types) after purchasing the Mirror Plating upgrade.

GDI Defense:
- Dropped Spartan Tank cannons and Bunkers don't disappear when the commanding player disconnects. They become neutral and can be destroyed for crates.
- The Range Boost upgrade doesn't increase the Dozers range.
- The Zone Trooper can walk up and down cliffs while carrying Tiberium crystals.
- While sprinting, the infantry units receive a dodge bonus that is not indicated above the healthbar.
- Zone Captains sometimes don't automatically attack nearby enemies.
- The Juggernaut's Sticky Bomb ability has to recharge if the target location is out of range and the Juggernaut is given a different order before actually launching the Sticky Bombs.
- The Rhino doesn't seem to be declared as an artillery unit in the code. Normal artillery units can shoot over obstacles while non-artillery units need line of sight. The Rhino appears to belong to the latter.

GDI Support:
- Kodiaks sometimes don't fire all their cannons although they're technically capable of doing so. The cannon that is not firing often even points in the right direction but remains idle.
- The Kodiak itself receives a higher armour boost from its ability than the units within its aura. Affected units' armour increases by 33% while the Kodiak's armour increases by 75% or 100%.
- The Spy drone has a dodge bonus that is not indicated above the healthbar.
- The Status Reboost support power is always automatically used two times, unless the player has exactly 10/50 support points. From 11/50 to 20/50 support points it will always be used twice and use up all the support points. At 21/50 support points and above it will also be used twice and cost 20 support points.
- The Repair Zone support power raises the health of affected units by much more than the usual 300 HP if the support power is used while they're frozen by the Basilisk's Stasis Field (and maybe also by the Crystal Shield's Stasis Field). The units get 600 or 900 HP or even more. It might be possible that this bug also affects the Battle Hardening support power, so that the frozen units are ranked up more than once.

Nod in general:
- GDI players can detect stealthed Nod Crawlers and structures by using their own Crawler's "Unpack Crawler at location" function. The GDI player can scroll around the whole map and simply look where he cannot unpack the Crawler because of an invisible, perfectly rectangular object.
- Stealth units don't regain their dodge bonus after having it removed by the Spanner's System Restore ability. Only the Stealth Tank regains the dodge bonus because of its aura. Simply giving all stealth units a very small aura is no viable fix since auras can't be removed at all. It's all right that the dodge bonus is removable; it's just not all right that the removal is permanent.
- Burrowed units receive an armour bonus that is not indicated above the healthbar.

Nod Offense:
- The Raider Buggy is the only unit that becomes slower when it's in heavy-damage mode. It should keep its normal speed for balance reasons.
- The Nod Commando can attack units that are not in its range by changing the attack order from a target in range to any other target that is not behind an obstacle like a node or a ridge.
- A Specter's projectile will hit its target even though the target has changed its position. The projectiles act like missiles, not like artillery shells.

Nod Defense:
- The Range Boost upgrade doesn't increase the Slaves range.
- Underminers don't actually undermine anything. "Penetrator burrowblast" sounds an awful lot like a projectile that passes under shields.
- The Aftershock can "fire" while it is under a stealth aura. All other Nod units are automatically revealed as soon as they do that.
- Aftershocks are not affected by the Tyrant's aura.
- Disruption Towers, upgraded Outposts and upgraded Tunnel Systems don't cover Nod air units with their stealth and dodge auras, but their GDI counterparts' shields do cover GDI air units.
- The missile from the Temple of Nod counts as a unit and can be paralysed shortly before impact by EMP abilities and the Conductor's Static Field. It literally stops in the air a few centimetres above the ground, which is not logical.

Nod Support:
- Scalpels sometimes don't automatically repair nearby units.
- Scalpels can only repair stealthed Cobras, Vertigos and Crawlers with the force-fire command.
- Scalpels can't repair stealth units from other classes. I'm not sure if they can repair burrowed units.
- If the Leviathan is not given an attack command, its gun drones occasionally attack nearby air units and deal minor damage. However, the gun drones can't be given an order to attack air units.
- The Eyes of the People support power grants Nod units a range boost that is not indicated above the healthbar.
- EMP Countermeasures doesn't work against a highly charged Ion Cannon strike.
- The Firestorm Ignition support power does nothing. If anything, it makes flame units even weaker.
- The Decoy Army support power already uses up 30 support points after only selecting the units that should be copied. These 30 support points are not restored if the player doesn't "paste" the first selection.
- The fake projectile of a Decoy Army artillery unit turns into real projectile in the very moment the Decoy Army unit despawns (or is destroyed). If a decoy Specter shoots at something and despawns (or is destroyed) while the projectile is still in mid-air, the Specter's target will take real damage once the projectile hits it.
- The Subterranean Strike support power deals twice the damage to GDI Defense Crawlers that have their shield enabled.

I might expand this list when I have the time.

Ive seen this happen like 3 times since ive been playing but if a nod crawler deploys on a conductor in an uplink it has possibilty of destroying crawler instantly, like a 1% chance but fun to see. Dont think type of NOD crawler increases odds but it might.

Posts: 10

Game: Command and Conquer 4


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# 13Bears1 Apr 8 2018, 07:56 AM
QUOTE(dominik12 @ Apr 2 2018, 09:20 AM) *

lol who is gonna use them if 80 percent dont even have an gr acc and the 90 percent stuck on their skill lvl for multiple years now no matter how many times u tell them to do somthing the just ignore it and do what they ever do

He didnt mention how scorps and spiders are OP AF! smile.gif

Posts: 10

Game: Command and Conquer 4


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# 14(e)1337(e)-Pain Apr 14 2018, 14:54 PM
QUOTE(Bears1 @ Apr 8 2018, 08:49 AM) *

Ive seen this happen like 3 times since ive been playing but if a nod crawler deploys on a conductor in an uplink it has possibilty of destroying crawler instantly, like a 1% chance but fun to see. Dont think type of NOD crawler increases odds but it might.

Yeah, this is one of those bugs that randomly occur once in a thousand games. It might have something to do with using the Conductor's Static Field ability on that giant drill bit that deploys the Nod Crawler. But if nobody really knows the exact cause (at least I don't), then there probably won't be anybody who can fix it anyway.

QUOTE(Bears1 @ Apr 8 2018, 08:56 AM) *

He didnt mention how scorps and spiders are OP AF! smile.gif

I actually thought about writing that, but I was afraid of making my post look like a troll post. smile.gif

Posts: 279

Game: Command and Conquer 4


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# 15KiR2RuN4FuN Apr 16 2018, 09:19 AM
QUOTE(dominik12 @ Apr 4 2018, 20:35 PM) *

as if i would be that bored to count how many times u said u will quit the game and still came back .. at least i am not the one sitting in the lobby for hours asking if someone wants to play coop lol

Rather than that you would enjoy no games, lol.
But all of us have our own ways, after all...

Posts: 236

Game: Command and Conquer 4


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# 16dominik12 Apr 16 2018, 10:16 AM
QUOTE(KiR2RuN4FuN @ Apr 16 2018, 11:19 AM) *

Rather than that you would enjoy no games, lol.
But all of us have our own ways, after all...


ye i rather play no games instead of playing with people we all know and if everyone would have that mindset we could have played so many 2v2 or 3v3s but in the meantime they wait to fill up a 4v4 or 5v5 cause hell knows

Posts: 214

Game: Battle for Middle Earth


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# 17Kingdm106 Apr 18 2018, 17:28 PM
well, this is some news

Posts: 11

Game: Command and Conquer 4


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# 18Re_Zulu Apr 18 2018, 17:58 PM
Yep
smile.gif

Posts: 67

Game: Command and Conquer 4


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# 19KimDeAmbrosis Sep 3 2018, 09:31 AM
QUOTE((e)1337(e)-Pain @ Apr 2 2018, 17:45 PM) *

Maybe one day a new player will come, read this, and after only three days of playing be more pro than 95% of the community. They will say that he must be a highly skilled smurf because he:
- killed slightly more units than he lost,
- knew where to bring the Tiberium,
- didn't use an earthquake support power against air units.
Then they'll kick him and he will uninstall the game. I will have saved that dude hours, perhaps even days, of his life.


That was one heck of a long read and I knew all along I played Nod support because of my autistic ego, you are clever to figure us scrubby peons out like that. Thanks for the tips, very well written and helpful.

Can't believe you don't play cos you lost interest though, you left me with Cubs1. I can tell that he is mischievous.

When you were saying about not making lots of hijackers in 3v3 etc, I used stealth support on hijackers and used formation to line up with stationary hunters K tab to make them independently aggro and got a bunch of hunters all at once, why you no write it like that? I saw someone do it in a replay, so I copied it.

And I knew something was up with Nod support points, I swear that happened to me more than once, I used eyes of the people and it took extra points, so that's what the bug is, impatient tapping of the mouse. I gotcha! wink.gif

You know what though, your remark about a 3 day old player git gud from this, reminds me of, there is an actual player called littlestars or something similar who only spams wolfs but he gets every tib and node, If only he could understand english, he could be that player, no joke either, the units he builds make him useless in battle but he picks up more tib and captures more nodes than a lot of the regular players I see.

Maybe you should play LoL, it's infested with Asians, you will feel at home, I play, kinda, but hardly ever.

Posts: 15

Game: Command and Conquer 4


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# 20(e)1337(e)-Pain Sep 3 2018, 12:29 PM
QUOTE
When you were saying about not making lots of hijackers in 3v3 etc, I used stealth support on hijackers and used formation to line up with stationary hunters K tab to make them independently aggro and got a bunch of hunters all at once, why you no write it like that? I saw someone do it in a replay, so I copied it.

The Hijackers won't really give you any major advantage. You will end up with a bunch of unupgraded Hunters that you can't use for anything since they won't win any tank battle, losing a load of points and time in return.

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You know what though, your remark about a 3 day old player git gud from this, reminds me of, there is an actual player called littlestars or something similar who only spams wolfs but he gets every tib and node, If only he could understand english, he could be that player, no joke either, the units he builds make him useless in battle but he picks up more tib and captures more nodes than a lot of the regular players I see.

It's not only my opinion that people can get good in this game in a very short time. Several people (e.g. a player named ~numbers~) stated this long before I did.
If littlestars can't communicate then I'm afraid there's no way that he can get better. The only player I know who was really good without understanding English (or German) was Zul_KN. He was that one exception to the rule. You could still try to give littlestars more opportunities though.

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Maybe you should play LoL, it's infested with Asians, you will feel at home, I play, kinda, but hardly ever.

I don't like LoL.

Posts: 279

Game: Command and Conquer 4


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