MageLord said:looks like there's a new site up on the C&C homepage: http://www.commandandconquer.ea.com
(excitment building)
*masturbates*
MageLord said:looks like there's a new site up on the C&C homepage: http://www.commandandconquer.ea.com
(excitment building)
Cold-Steel said:They must bring back Kane.
They must BRING BACK KANE.
THEY MUST BRING BACK.....KANE!!!!!
FOR THE BROTHERHOOD!
gofreak said:He is back!
Cold-Steel said:But is the actor who plays him back? It wouldn't be the same without him.
Kane was a badass back in the day.
Cold-Steel said:NOD was so much better than the GDI in Tiberian Sun. With NOD forces (talking about launch game version), you could obliterate anyone's ability to compete with the underground APC and five engineers in under 5 MINUTES.
Tiberian Sun had so many good ideas going for it, setting forests on fire to create obstacles for the enemy, a dynamic lighting engine for day and night battles - purposely including watchtowers as a building you NEEDED to spot the enemy approaching at night.
NONE of these ideas made it into the final version.
I remember reading that a GDI sniper could take out the lights of a watchtower so your units could advance in under the cover of darkness VERSUS getting obliterated by a guard tower's turret. So much potential.
Not only that, but the Nuke beat the living shit out of the Ion Cannon. The Hand of NOD was cool as well, just this GIANT motherfucking laser beam that obliterated the shit out of anyone who came close to it.
Nuke = 10 nearly dead buildings.
Ion Cannon = 1 nearly dead building, if not dead completely.
Doc Holliday said:wow i remember all the forums going crazy pver all the shit Westwood cut out of the final build. I still loved those GDI trucks with the laser beams.
Release Date: 2007 (likely late 2007 as it is in early stages of development [not even a playable alpha yet])
Executive Producer: Mike Verdu
Lead Designer: Jason Bender
Engine: Beefed up SAGE engine. (Beefed up from BFME II, which was beefed up from BFME I, which was beefed up from Zero Hour, which was...)
Beginning of Conflict: The game starts in 2047 (Tiberian Sun started in 2030.)
Kane: Yes he will be back. (No we don't know it will be Joe Kucan yet. They haven't started casting for the live action cutscenes yet. [And it is expected that it will be explained how the heck he keeps coming back from the dead.])
Factions: GDI, Nod, ??? (They're keeping tight lipped about the identity of the third faction.)
Tiberium: 20% is uninhabitable Red Zones, 50% is sucky-but-liveable Yellow Zones (80% of the population lives here), the remaining 30% are Blue/Green Zones where Tiberium doesn't reach often (the other 20% of the population, including GDI lives mostly here). Also they even got in contact with MIT and worked out the science behind Tiberium.
Cold-Steel said:I really dug the GDI APC that could go through the water.
The only problem was, NO FUCKING MULTIPLAYER MAPS HAD ANY STRATEGIC WATER VALUE SO NOD ALMOST ALWAYS KICKED THE SHIT OUT OF GDI.
Tiberian Sun was terribly unbalanced. NOD artillery = ownage.
I'm probably one of the 5 people here who played Tiberian Sun to death and hated / loved it.
Cold-Steel said:I really dug the GDI APC that could go through the water.
The only problem was, NO FUCKING MULTIPLAYER MAPS HAD ANY STRATEGIC WATER VALUE SO NOD ALMOST ALWAYS KICKED THE SHIT OUT OF GDI.
Tiberian Sun was terribly unbalanced. NOD artillery = ownage.
I'm probably one of the 5 people here who played Tiberian Sun to death and hated / loved it.
Funky Papa said:NOD arty + some quick units to scout > *
I don't even know how they allowed that, it was so horribly obvious. You only had to pop two of them (they always busted my first one) and run with the engineers to the command center/factories. Bang. Base owned. Next Mission.Cold-Steel said:Just know all the spawn points on the map, pick the obvious one and roll in with a Burrower (I think that's what the NOD driller APC was called) and 5 engineers. Go straight for the Command Center.