Which should I play as for the Generals Challenge? [Pick 3] This poll is closed. |
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Laser | 60 | 14.74% | |
Air Power | 34 | 8.35% | |
Super Weapons | 49 | 12.04% | |
Tanks | 26 | 6.39% | |
Infantry | 39 | 9.58% | |
Nuclear Power | 68 | 16.71% | |
Toxin | 48 | 11.79% | |
Stealth | 42 | 10.32% | |
Explosives | 41 | 10.07% | |
Total: | 189 votes |
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mr_stibbons posted:I remember trying to go straight up the west side of the map and it being an absolute nightmare. The game says to do china first, but that has nothing to do with the difficulty of the campaigns. This mission and the next are rough if you don't know what you're doing. Looking at the map and trying to think back on my experiences from almost two decades ago, but does anybody else feel like the starting position is built to steer you north/west? In any case, I wouldnt say this map is too bad so long as you don't trigger mobs too soon or lose your troops. Hitting the eastern station is that much more kmportant as a result, too! As for the next mission, well there's a good reason for it at least.
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# ? Aug 21, 2021 04:34 |
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# ? Jun 9, 2024 13:07 |
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Jobbo_Fett posted:Looking at the map and trying to think back on my experiences from almost two decades ago, but does anybody else feel like the starting position is built to steer you north/west? It really does, probably because of the slight extra line of sight on your western base entrance and the relative lack of anything visually interesting on the eastern area. Didn't know you could kill the train though, always thought it would be set to indestructible. Anyway, a much better commando style mission this time around, with the spawned in enemy reinforcements providing at least some pressure, but nothing a pair of Gatling Tanks can't handle. Triggering the Angry Mobs early can be a bit dicey, but again, Gatling Tanks on guard duty will clean them up quickly. Not to much more to say on this one though, it isn't exactly that memorable all things told but does its job well enough I guess. mr_stibbons posted:I remember trying to go straight up the west side of the map and it being an absolute nightmare. The game says to do china first, but that has nothing to do with the difficulty of the campaigns. This mission and the next are rough if you don't know what you're doing. Heh, ohh boy do I have a lot to say about the next mission. Def looking forward to seeing how that one went...
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# ? Aug 21, 2021 05:40 |
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For some reason I remembered this mission as being particularly long and grinding, not sure why.
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# ? Aug 21, 2021 06:02 |
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A train coming down the tracks and a tower / minaret falling over are the only two infinite-damage things in the game, I believe. Everything in the path of either gets completely destroyed, be it a humble Red Guard or a full health Command Center. Also, I definitely remember being drawn more toward the west side of the map than the east when I played the game. Urban fighting is just much more in line of my impression of Generals, so that's where I went first.
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# ? Aug 21, 2021 06:43 |
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Dragons tanks are awesome against rabid sports fans. Just two of them can easily handle the stadium on their own.Veloxyll posted:Edit: Angry mobs clearly should have been a british unit
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# ? Aug 21, 2021 08:11 |
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Angry Mobs might be one of my favourite RTS units ever. They're deceptively powerful too.
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# ? Aug 21, 2021 09:11 |
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Hmm, honestly thinking about this kinda forgettable mission a bit, it would have worked out much better if it was a true commando mission. Remove your small base and Angry Mob stadium spawns, scale back the GLA reinforcement times, and just have a small team backing up Black Lotus at the start, with maybe a few more money crates scattered about. Probably remove a good number of those roving GLA tanks and throw in some more supplies at the two GLA Supply Centers and a GLA Barracks somewhere accessible and boom, now you have a lot more interesting mission then just a redux of mission 4 but now with less Hackers. If you are feeling generous, have a couple Troop Crawlers and Dragon/Gatling Tanks spawn in when you make enough progress. Plus, setting the mission up like this would be another solid way to force you to make the most of Black Lotus's abilities, and make for a really solid test of getting the most out of each unit you have. *sigh* C&C Generals, so much it could have been...
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# ? Aug 21, 2021 11:53 |
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SoggyBobcat posted:Angry Mobs might be one of my favourite RTS units ever. They're deceptively powerful too. Especially after the upgrade. God I love that audio after it is researched.
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# ? Aug 21, 2021 12:23 |
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Wincing at the 'armed mob' member that is a black man holding a pistol sideways.
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# ? Aug 21, 2021 12:58 |
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The Lone Badger posted:Wincing at the 'armed mob' member that is a black man holding a pistol sideways. I'm holding off commenting on the Angry Mob until we see them a bit more. They're a fun unit concept, but it's a sign of how much time has passed that people in the thread haven't quite seen what the Angry Mob represents yet.
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# ? Aug 21, 2021 13:46 |
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Speaking of memorable, the train destruction cutscene is definitely one that made it into a few trailers/promos, so at least theres been 2 good cutscenes so far!
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# ? Aug 21, 2021 14:48 |
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The extremist fans of Alan Alda have gone too far. After all these atrocities they have the audacity to ride trains. I always loved how China is the war crimiest faction in a game that has a faction that was straight up early 2000s America's collective concept of "the Terrorists"
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# ? Aug 21, 2021 20:49 |
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Oh, we haven't seen the full extent of war crimes yet. The GLA definitely take the cake in that regard, but all things in time.
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# ? Aug 22, 2021 00:03 |
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True enough, but I mean as far as baseline units go. Anthrax and bombs are bad, but nukes, napalm and even the bulldozers are all quite brutal.
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# ? Aug 22, 2021 00:10 |
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I just stumbled upon remake of this game in Red Alert 3 engine - General Evolution... Is it any good?
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# ? Aug 22, 2021 00:39 |
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There's a 3rd Red Alert?
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# ? Aug 22, 2021 00:45 |
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For anyone playing along I can recommend GenTool with the ControlBarPro mod which gives you better working high resolution with a more appropriate HUD.
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# ? Aug 22, 2021 08:28 |
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Jobbo_Fett posted:There's a 3rd Red Alert? I like Red Alert 3
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# ? Aug 22, 2021 09:14 |
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It's 2003. The third Red Alert game is Yuri's Revenge.
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# ? Aug 22, 2021 09:21 |
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Redeye Flight posted:I like Red Alert 3 Jobbo asks people not to talk about future C&C games which may (or may not) be released after the one he is currently LPing. Enjoying this troubling slice of nostalgia so far. Campaign is sillier than I remember.
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# ? Aug 22, 2021 13:06 |
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Jobbo_Fett posted:There's a 3rd Red Alert? Jobbo_Fett posted:What games should we see/expect? Looks like it - if we can trust the word of this "Jobbo_Fett" guy.
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# ? Aug 22, 2021 13:27 |
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I trust only Kane, you should do the same.
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# ? Aug 22, 2021 13:39 |
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By popular demand posted:I trust only Kane, you should do the same. Kane's dead.
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# ? Aug 22, 2021 13:41 |
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Kane lives in death.
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# ? Aug 22, 2021 13:49 |
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I cant believe Kane died
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# ? Aug 22, 2021 14:08 |
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You can't kill the messiah!
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# ? Aug 22, 2021 14:59 |
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China 07: Nuclear Winter https://www.youtube.com/watch?v=WXu6_7NnbhQ China 07: Nuclear Winter With Black Lotus having successfully hampered GLA troop movements, it has come time to rid the world of the GLA terrorist group once and for all. A massive force has been assembled and is marching on their Headquarters. Good luck, General! So we're now on the other side of Aldastan to take out the GLA HQ? I... suppose that makes sense if this mission and the previous one are meant to occur at near enough the same day(s)? Location: Dushanbe, Tajikistan, Aldastan Objective: Destroy all GLA forces in the area. Author's note: A grueling fight due to the lack of credits and the reveal of the GLA superweapon. Inferno Cannon RANGE: Long ARMOR: Tank WEAPON: Napalm Cannon COST: 900 This long-range cannon can launch napalm shells over perimeter defenses and onto enemy structures. When a shell lands, it explodes and burns. Author's Note: Rarely used, its in an awkward spot where I prefer Gatling Cannons on defense, or overrunning with Overlords. Nuke Cannon RANGE: Long ARMOR: Tank WEAPON: Tactical Nuclear Shells COST: 1600 The most dangerous artillery weapon ever created, the Nuke Cannon can fire small nuclear charges considerable distances. Detonating shells cause tremendous damage and radiate the ground for a long time. Enemy units continue to take damage from radiation. Author's Note: I have a hard time ever justifying purchasing this unit with a General Point. When I do use them, I'm never really satisfied. Nuclear Missile Silo ARMOR: Structure COST: 4000 POWER USAGE: 10 PURPOSE: Chinese Superweapon The Chinese special weapon, the Nuclear Missile can nearly destroy an enemy base with a single blow. While the Nuclear Missile takes time to set up and arm, its missile can destroy multiple structures and irradiate the vicinity of its detonation. It requires plenty of power to build and arm. Author's Note: Not only does it unlock the Chinese superweapon, but also some important tech. A must-buy with a hefty price tag. Uranium Shells FACTION: China COST: 2500 PREREQUISITE: Nuclear Missile Silo PURPOSE: Increases Battlemaster and Overlord tank damage by 25% and applies radiation effect to shots. Developed at the Nuclear Missile structure, Uranium Shells increase the firepower of Battlemaster and Overlord tanks by 25%. Author's Note: More damage, better anti-infantry effect, for slightly more than an overlord? Sure! Nuclear Tanks FACTION: China COST: 2000 PREREQUISITE: Nuclear Missile Silo PURPOSE: Increases Battlemaster and Overlord movement speed by 25%. Developed at the Nuclear Missile structure, Nuclear Tanks increases the speed of Battlemaster and Overlord tanks by 25%. Upgraded vehicles are volatile when destroyed. Author's Note: Faster tanks, hell yeah! The only side effect is they become a little more dangerous to friendly units when they blow up. Artillery Training FACTION: China COST: 1 General Point PREREQUISITE: Rank 1 PURPOSE: Promotes all Inferno and Nuke Cannons to Veterans when produced from the War Factory. Inferno and Nuke Cannon units emerge from the War Factory as Veterans. Author's Note: I always forget this actually affects Nuke Cannons as well. The wiki states this upgrade makes Nuke Cannons able to one-hit kill any unit in the game, bar the Overlord tank. EMP Pulse FACTION: China COST: 1 General Point PREREQUISITE: Rank 5 PURPOSE: Unlocks the EMP Bomb Strike Ability to call in an EMP Pulse Strike. All vehicles and structures in the blast radius are disabled for a period of time. Author's Note: This game and Tiberian Sun cemented my constant use of EMP Pulse and not EM Pulse or EMP Bomb. The English language weeps for me. Aftermath: Nuclear weapons have been used to strike a foreign country, an event not seen since World War 2. We can only hope the GLA have been eliminated once and for all, else this will lead the world down a dark path...
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# ? Aug 22, 2021 15:28 |
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Those seven levels just flew by, didn't they?
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# ? Aug 22, 2021 15:54 |
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This may be 2021 speaking, but this level is fundamentally unsatisfying. "Trust us, beating this GLA base is totally for real going to be a final victory against the terrorists." Just doesn't track at all. Even knowing that this is only the first campaign, it still feels like an arbitrary conclusion. Alright, enough playing china now. There just isn't going to be a climactic victory against the GLA, at best it would be a slow dwindling of GLA attacks, and at worst, well, look at the news. Now, this could have been mitigated if Generals wasn't reduced to the broad strokes characterless story. If there had been an actual GLA leader who had been ranting at us all campaign, taking credit for the Beijing attack , and they could be killed or captured in this mission, it would feel like a proper conclusion, even if in the broader narrative was about how killing this one target didn't really matter in the war against terror. WRT gameplay, Inferno cannons work like migs, and cause firestorms in large groups, which ups their damage considerably once you have critical mass. Just starting you with two gives a pretty poor impression of them.
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# ? Aug 22, 2021 16:02 |
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I think the central problem with the nuke cannon is that this game is just too fast-paced for what the unit wants to be. It's not a good static base defense because it fires so slowly and the projectile has a slow travel time. It's not particularly good on the offense because units and structures die so fast there's not a place for a grinding creep strategy. There's no air transports, so nuke cannon drops aren't a thing.
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# ? Aug 22, 2021 16:31 |
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mr_stibbons posted:WRT gameplay, Inferno cannons work like migs, and cause firestorms in large groups, which ups their damage considerably once you have critical mass. Just starting you with two gives a pretty poor impression of them. Oh I know, but the investment in Inferno cannons, with range that doesn't really matter all that much, and where my own forces attacking as a blob will be close to said targets, sorta invalidates having them. I'd rather have an Overlord bunker with Tank Hunters than an Inferno cannon. Artillery like the inferno cannon is just in an odd spot in Generals. Range to exceed base defenses, but not enough to allow for units to be in front of them to cover them. Cythereal posted:I think the central problem with the nuke cannon is that this game is just too fast-paced for what the unit wants to be. It's not a good static base defense because it fires so slowly and the projectile has a slow travel time. It's not particularly good on the offense because units and structures die so fast there's not a place for a grinding creep strategy. There's no air transports, so nuke cannon drops aren't a thing. Exactly.
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# ? Aug 22, 2021 16:36 |
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The frustration I always had with the Nuke Cannon was watching that atomic shell slam into the camo netting above a Stinger Site and barely knock off 20% of the structure's health. Even inferno cannons will burn out the rocket troops inside, but the much-vaunted "Bringer of Light" seems to be throwing volleyballs for all the damage it does. I know it can hurt production structures quite well because the lingering radiation destroys units as they come out - and it's very good at airfield denial while the radiation wears off - but that particular interaction was always infuriating. The AI probably targets hackers because it can see the entire map when selecting superweapon targets, and it prioritises economic units highly. The Chinese secondary income source is hilariously fragile in vanilla Generals.
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# ? Aug 22, 2021 16:56 |
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I haven't watched the episode yet, but from memory, I'd hazard a guess this mission ends with a mass of overlords crushing the base. Iirc, the crucial part of this mission (for me) is setting up the inferno cannons in your choke, attacking ground to create a firestorm where the GLA light vehicles go through, whittling them down so your actual base defences work through the heavy armour. The nuclear missile is the most satisfying but the worst superweapon against the GLA bases in particular, unless you have a quick follow-up. However, it is the most important because of the upgrades.
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# ? Aug 22, 2021 17:41 |
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THE BAR posted:Those seven levels just flew by, didn't they? Yeah, if there's one thing that I can absolutely criticize with the game it is that the campaigns were short and felt a bit disconnected. Sure, we have three factions now rather than two, but Starcraft and Warcraft 3 managed 3 and 4 campaigns respectively without too much issue.
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# ? Aug 22, 2021 17:42 |
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evilmiera posted:Yeah, if there's one thing that I can absolutely criticize with the game it is that the campaigns were short and felt a bit disconnected. Sure, we have three factions now rather than two, but Starcraft and Warcraft 3 managed 3 and 4 campaigns respectively without too much issue. And those games had stories to tell.
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# ? Aug 22, 2021 17:55 |
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Jobbo_Fett posted:Artillery like the inferno cannon is just in an odd spot in Generals. Range to exceed base defenses, but not enough to allow for units to be in front of them to cover them. Also, artillery suffers a bit because there aren't any advanced base defenses like the tesla coil or Obelisk of light in Generals that really give pause to a blob of tanks. There's no real need for artillery when you can just steamroll the weaker defenses with your tanks.
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# ? Aug 22, 2021 18:57 |
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You need three Inferno Cannons at least to cause a firestorm effect, which can level buildings pretty quickly because fire does quite a bit of damage to structures in this game. Also speaking of artillery, there actually is a glitch to make Nuke Cannons shoot quickly, but it's hard to pull off for the actual reward involved. Have a Nuke Cannon launch a shell, then move an Overlord with Speaker Tower into the effective range of it, then it'll fire again because it technically now has a different rate of fire. At least I think that's how it works. Also, those Red Guard in the intro cinematic are iron men. They took a SCUD right to the face and kept going. They only died eventually because of the toxin residue. In actual gameplay the missile impact itself would have easily killed them. Also I think if you dawdle enough on this mission, the GLA eventually sends some infantry through that little pass where the mission started and can get into your base if you've left that side of the map undefended.
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# ? Aug 22, 2021 19:02 |
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mr_stibbons posted:This may be 2021 speaking, but this level is fundamentally unsatisfying. No, it's not just 2021 speaking. Generals' abstract no-story no-character campaign here was pretty deeply unsatisfying then too. Not to say they can't pull it out later, but if you're thinking 'okay what the hell is this' you're not alone.
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# ? Aug 22, 2021 20:03 |
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I remember a Nuke plus level 3 artillery strike being able to fully level any super weapon in the game, even the GLA one, despite it collapsing into a hole that rebuilds itself like all their buildings. Just nuking it isnt enough, since itll collapse into the hole and eventually get rebuilt, but if youre still waiting on the artillery strike, at least the lingering radiation clouds will kill the workers emerging from the hole to rebuild the thing.
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# ? Aug 22, 2021 21:20 |
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# ? Jun 9, 2024 13:07 |
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IIRC, in this mission the GLA won't launch the Scud Storm at you as long as you keep your fund below $5000. Makes the mission a lot easier if you know this.
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# ? Aug 22, 2021 21:53 |