"TCipollina" <joesdad@[EMAIL PROTECTED]
> wrote in message
news:8RaTb.13040$iJ3.11536@[EMAIL PROTECTED]
> "Raymond Martineau" <bk039@[EMAIL PROTECTED]
> wrote in message
> news:rdvo10ddnis18s8e9puonvt0k2dcfn57mb@[EMAIL PROTECTED]
> > On Sun, 1 Feb 2004 02:57:56 +0000 (UTC), Ablang
> > <RockingHilaryDuff@[EMAIL PROTECTED]
> wrote:
> >
> > > I'm not kidding. Tiberian Sun is the best of the C&C/Red Alert
> > >series! Why? Other games claimed that you would have to have a
diverse
> > >balance of units, but TS is the only game that meant it. In the
C&C/Red
> > >Alert series, it always came down to tank rushes, or air strikes.
> > >
> > > Does anyone agree with me?
> >
> > The game balance with Tiberium Sun is still in question. Air units
> > (especially Orca Bombers and Banshees) are extremely difficult to
> > counter when used in large numbers. While an experienced player might
> > not have trouble, as few as five bombers can mess up an enemy player
> > by hitting a critical building.
> >
> > In the same way, TS suffers from the tank-rush/air-strike problem as
> > well (although infantry rushes also appear in the early parts of the
> > match.) There aren't many games that overcome this minor limitation,
> > but can be found when you look for them.
> >
> > > Plus,
> > >I'll bet that the TS games, are where the Brotherhood of NOD are
heavily
> > >favored. They got those long-range big guns that killed many of my
> units.
> >
> > The NOD artillery was a major game balance issue, that rendered ground
> > attacks to be useless. This was only corrected in Firestorm, and was
> > also balanced by giving GDI the Juggernaut artillery.
> >
> > >The TS games are the hardest of any series I have ever played.
> >
> > I'd agree with TS being the toughest. In C&C/RA, the AI player tended
> > to be less advances, or fell for a few simple tricks. TS is much
> > better, as the AI player actually builds a strongly defended base and
> > attack force that can cripple an unprepared player.
> >
> > It went downhill after the TS installment - RA2 had a joke AI that
> > could easily be crushed with only 3 prism tanks (some players re****ted
> > defeating it on american paratroopers along). Generals was the same,
> > although AI problems might have been fixed in the expansion.
> >
> > You can look at Emperor: Battle for Dune - similar in difficulty
> > compared to TS, although not played as much. The AI player is fairly
> > aggressive, but can still be defeated because defences are a bit
> > underpowered.
>
>
> good analysis. the only areas i disagree with:
>
> 1) GDI Juggernaut arty stinks. such wide spread pattern dilutes the
affect.
> The only good thing about it? takes out repair bots that follow
attacking
> vehicles too close.
It does have one other advantange, it's so noisy if you station one at the
fringe you get an early warning of attack. ;-)
>
> 2) AI base defense. I found if you take out the construction yard, it
is
> all downhill from there. attrition the SAM's, you just pound them with
air
> units. The AI best part? In skirmish taking on 6 of them, and trying to
> defend against them all. That is a challenge. Or taking on 6 of them
with
a
> friend. They attack and attack early.
>
> --
> Fight Win Prevail
> But Never Cheat
>
>


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