

Command & Conquer 4
#251
Posted 21 August 2009 - 19:40
I, honestly, like the Mastodon, and I think that the guns could use some work, but keep in mind that this game takes place in like, 2077, if my math is correct, so everything looks plastic.
I LOVE the atmospheric ship, too.


#254
Posted 21 August 2009 - 22:38



Insomniac!, on 16 Sep 2008, 20:12, said:
I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.
#255
Posted 22 August 2009 - 17:14
His royal Lion-ness said:
- Crawlers have a cargo bay that can only hold 4 units by default, but can be expanded to hold more through upgrades.
- You can build units as your crawler is moving around, and they will be stored in the cargo bay. When you deploy your crawler, those units will come out as long as they have finished building
- Crawlers can crush enemy units, but take damage as they do
- There is no tiberium, harvesters, gathering, or money of any shape or form
- The "resources" are the strategic command points that each team starts with. You remove these points from the opposing team by capturing and controlling the goal structures on the map
- Goal structures automatically reinforce themselves the longer you hold onto them
- You control these goal structures by keeping units near them. The more units, the faster you capture them.
- EA is experimenting with some form of separate resource gathering and spending
- Engineer can capture husks of units (for example, old GDI Mammoth Tanks), and can heal/repair units at a short range
- There are approximately 50 command points per player in 5v5, which translates to about 10 units that you can control. The fewer players there are, the more command points there are per player
Lots more info from Gamereplays HERE. Please keep in mind the info above is from a 'pre-alpha' build of C&C4. Anything is subject to change as the development of the game progresses. Anyhoot, as of right now, C&C4 is more like World in Conflict than Command & Conquer. That could be good or bad, depending on IF you liked WIC, and IF you want WIC style gameplay in C&C4.
How can anyone defend this, abomination? No Tiberium? You're kidding right, then how can you call this a game a part of the Tiberian saga? The fact that after Tiberian Sun, blue Tiberium held a significant strategy of choice that is now gone is, absurd, not to mention the tactic of harassment that have been put forth through all installments.
...Then there's the whole "10 units per player" bull. I can understand not wanting spam fests, but ten TEN units? W.T.F!? I hardly call that a blattle, just a tiny skirmish. Hell even the games C&C4 is trying to imitate, CoH and DoW2, have bigger armies than that, and some units are hard capped!
I was thinking of dropping my boycott for the sake of seeing how the storyline finally turns out, but I'm not even going to bother. To me, this game at this point, isn't even worth the $5 disk.
Edited by MentalAss, 22 August 2009 - 17:19.
#257
Posted 22 August 2009 - 18:39
Also, is it 'Tiberium' or 'Tiberian'?
#258
Posted 22 August 2009 - 19:06

I hoped they would NOT go with Tiberian Twilight, gah...They ruined an awesome name.
#259
Posted 22 August 2009 - 20:11
#260
Posted 22 August 2009 - 20:21
Pav3d, on 22 Aug 2009, 19:20, said:
Quote
Lul, WUT? Did they misread their own bullshit title?
WIC gameplay was great, but i seriously doubt theyll be able to match that
Now you can say ghey to this freely Pav3d

If they remove tiberium then there is no meaning to make this a sequel to C&C, if you are too eager to make something like this, create a sequel to Generals instead

#261
Posted 22 August 2009 - 20:22

Also 10 units max...? Does this include single player?
Edit: Tiberian Twilight was also for WW's version of C&C3, don't see why they had to reuse that title.
Edited by Zhen, 22 August 2009 - 20:23.

#262
Posted 22 August 2009 - 20:31
Zhen, on 22 Aug 2009, 20:22, said:

Also 10 units max...? Does this include single player?
Zhen, on 22 Aug 2009, 20:22, said:
#264
Posted 22 August 2009 - 22:04
#265
Posted 22 August 2009 - 22:19

#266
Posted 22 August 2009 - 23:56


#267
Posted 23 August 2009 - 06:50

#268
Posted 24 August 2009 - 02:37
Zhen, on 22 Aug 2009, 20:22, said:
Oh no, so they are really using Tiberian Twilight as the title? Damn fanboys.

NProject Mod -- Recolonize -- Tidal Wars
#269
Posted 24 August 2009 - 03:17
Gabriel Angelos, on 23 Aug 2009, 7:50, said:

I agree with you. And actually DoW2 has been less well recieved than DoW1. It was still successfully though I guess...
Godamnit I hate how they are dumbing down everything. They ruined DoW, I mean really fucked it up, now they're going to turn this into some tiny scrap with 10 units? And no resources?? If this alpha becomes the final product, I will not be buying it.
Whats happened to RTS's with 50+ units? Why are we suddenly in control of such tiny forces? In video terms, whats more exciting. 5 tanks, 1 chopper and 3 soldiers versus 7 tanks, 2 choppers and 1 soldier. Or huge battlions of units, clashing together, reforming the landscape, weapons able to devastate entire armies. Guess whats also more exciting in a game.
I mean who wants to control 4 units instead of 40? WTF is wrong with these developers.
#270
Posted 24 August 2009 - 03:27
#271
Posted 24 August 2009 - 04:13
#273
Posted 24 August 2009 - 06:52
It's currently speculated that the small cap is due to console compatibility, possibly going so far as to have console and PC gamers play together. The design of the UI and units supports this to an extent.
Gabriel Angelos, on 23 Aug 2009, 6:50, said:

Edited by Golan, 24 August 2009 - 06:53.
#274
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