The bloodhound and commando combo at the end was great. Really shreds the EMP infantry. Sniper hammerheads might also be useful, I wonder if you could make them work as a quick strike and retreat unit, matching the rate of sniper fire to bob in and out.
My ideas for a R20 Patch (not to be taken completely seriously): * The wreckage/debrise of Aircraft once it is shut down does damage to buildings and units when crashing on it * Flame tanks once destroyed does splash damage with big radius on nearby units * Traveler's Hexapod teleport by mastermind will become more and more a liability the more often it is used. E.g., after using it more than 5 times, it pops up on random places on the map and not anymore where teleported to by the player. After using it more than 5 times (or whatever number suits the balancing), chances also increase more and more that it just blows up after teleport. Another idea would be that after teleport, the hexapod goes into a EMP'ed status for a minute or two. Of course I am well aware that C&C so far has not put in any "randomness" into gameplay (maybe the "vortex" anomalie of some C&C game from the past being an exception) and doing so now would probably not benefit the game. However, people's thoughts on it might be interesting nonetheless.
it sounds like you're just adding random ideas and calling it a "patch". not to discount your ideas, but it's doubtful if any of them can be implemented at all without modifying core mechanics.
@@ideallyyours Absolutely! As I mentioned in my post, those "ideas" are not to be taken seriously. I was just giving it some thought what I would try if I was able to change things. More of a "lets just ponder on a couple of things". Of course, changing only the slightest parameter might have a huge effect on the balance, so of course I will not claim or demand any changes. I'll "leaf" it to the pros to change things, they know best.
instead of cost reduction for ST's wolverines and titans i'd just buff titans armor to be equal if not slightly better then pred tanks. make them more tanky to make up for them being slow, and wolverines are fine as is. it will save you yourself one mega headache from trying to figure out balance balancing cost and dps for wolverines
Theyre already more armored than predator tanks, but that still doesnt change the fundmental difference of it occupying nearly x2 the area, being slower and not exactly cost effective. A 100$ cost reduction is the best way of addressing this, it'll still never be spammed but it's help none the less. We've been changing costs in 1.02+ for a while now to address things.
@@masterleafcnc I just finished the video and i want to say that i believe mammoths should get both extra range and a fast turret rotation.After all theyre supposed to be the ultimate tank and most of the time theyre just underwhelming.The reason i personally ask for a range buff is because i cant really count the times that redeemers have managed to escape with a clutch of health,the times that tripods fired the first few shots and of course the times that avatars fired first and i died.Avatars can have an extra gun,tripods have an auto emp and shields that stop an initial emp while the poor mammoth only has railguns. If you dont want to increase the range on the base mammoth at least increase it for the railgun one.
Speaking of mammoth range upgrade, that could mayve be a ZOCOM change as they really need long range support. Doesn't need to rival other artillery units, but just enough to make them a viable option to push them
I'd agree, but as 1.02+ tries to stay in the spirit of the vanilla game, I think it would be ill-advised. Other branches stray further from the base game and I think one of the mods actually does it.
The only thing added in this was emp grenades for steel talons to deal with hex lame. Cgf never added the model to the command post, so thats what im going to do.
800$ wolverine is very reasonable tbh, it being 900$ is why steel talons arent very competitive. People need to accept that steel talons are not ok and they need support lol.
@@masterleafcnc i think wolverines DPS is just crazy even tho they cannot shoot up, plant mines, carry infantry or even just fire on move (at least aside of firing in front). They really lacks HP. I don't know exactly but i feel like it's around half of APC, makes them glass cannons pretty much, which is no gut for ST style. Otherwise they solves nearly any problems with infantry as well as with light vehicles. Probably MARV upgrades with tier 1 and tier 2 infantry should be improved as well. And titans... Uhm... Straight buff? :D +Random idea: "High Spotted Targeting" upgrade for all walking units of ST, which would've grant increased sight and attack range at once. +Random question What happened with Railgun Accelerators temporal buff? I have never seen it in latest games.
Non-symmetrical maps are acceptable only if they are really assymmetrical rather than just having moved away spots more or less (which feels clearly as bad design) They should be well balanced by different stuff, which is hard to pull out even for experienced players, but honestly doable. e.g. i've succeed in that in ra2 once but map become too complicated overall:D
starcraft actually used a different set of unit stats for campaign and multiplayer, so balance changes in MP don't affect the single-player experience. also, campaigns take a lot of time to build and to have their difficulty changed by MP balancing is annoying.
TBH you might as well give Steel Talons Mutant Marauders as a T2, with weaker damage if spawned from a Barracks and AP Ammo being upgraded would give them the same DPS of the ones spawned in the Hovel.
That rag tag push at the end, pretty epic 😅
Love your cast, haven't skipped any of recent releases.
Keep up awesome work, man!
To answer your question about dead commando, at 17:41 Tiberium troopers got him.
The bloodhound and commando combo at the end was great. Really shreds the EMP infantry. Sniper hammerheads might also be useful, I wonder if you could make them work as a quick strike and retreat unit, matching the rate of sniper fire to bob in and out.
My ideas for a R20 Patch (not to be taken completely seriously):
* The wreckage/debrise of Aircraft once it is shut down does damage to buildings and units when crashing on it
* Flame tanks once destroyed does splash damage with big radius on nearby units
* Traveler's Hexapod teleport by mastermind will become more and more a liability the more often it is used. E.g., after using it more than 5 times, it pops up on random places on the map and not anymore where teleported to by the player. After using it more than 5 times (or whatever number suits the balancing), chances also increase more and more that it just blows up after teleport. Another idea would be that after teleport, the hexapod goes into a EMP'ed status for a minute or two.
Of course I am well aware that C&C so far has not put in any "randomness" into gameplay (maybe the "vortex" anomalie of some C&C game from the past being an exception) and doing so now would probably not benefit the game. However, people's thoughts on it might be interesting nonetheless.
it sounds like you're just adding random ideas and calling it a "patch". not to discount your ideas, but it's doubtful if any of them can be implemented at all without modifying core mechanics.
@@ideallyyours Absolutely! As I mentioned in my post, those "ideas" are not to be taken seriously. I was just giving it some thought what I would try if I was able to change things. More of a "lets just ponder on a couple of things". Of course, changing only the slightest parameter might have a huge effect on the balance, so of course I will not claim or demand any changes. I'll "leaf" it to the pros to change things, they know best.
instead of cost reduction for ST's wolverines and titans i'd just buff titans armor to be equal if not slightly better then pred tanks. make them more tanky to make up for them being slow, and wolverines are fine as is. it will save you yourself one mega headache from trying to figure out balance balancing cost and dps for wolverines
you can also give the opportunity to the wolverines to attack the target aircraft
Theyre already more armored than predator tanks, but that still doesnt change the fundmental difference of it occupying nearly x2 the area, being slower and not exactly cost effective. A 100$ cost reduction is the best way of addressing this, it'll still never be spammed but it's help none the less. We've been changing costs in 1.02+ for a while now to address things.
@@masterleafcnc i guess that makes sense
@@masterleafcnc I just finished the video and i want to say that i believe mammoths should get both extra range and a fast turret rotation.After all theyre supposed to be the ultimate tank and most of the time theyre just underwhelming.The reason i personally ask for a range buff is because i cant really count the times that redeemers have managed to escape with a clutch of health,the times that tripods fired the first few shots and of course the times that avatars fired first and i died.Avatars can have an extra gun,tripods have an auto emp and shields that stop an initial emp while the poor mammoth only has railguns.
If you dont want to increase the range on the base mammoth at least increase it for the railgun one.
17:22 You are pulling a GZ on him
WP.
Speaking of mammoth range upgrade, that could mayve be a ZOCOM change as they really need long range support. Doesn't need to rival other artillery units, but just enough to make them a viable option to push them
I always thought sonic shells like what the marv fires might make some sense
I'd agree, but as 1.02+ tries to stay in the spirit of the vanilla game, I think it would be ill-advised. Other branches stray further from the base game and I think one of the mods actually does it.
@@Deathpikachu that makes sense. Balance is a tricky thing
Great game. Thanks guys. Hey leaf man can we see some games with avatar combined with other units not just beam. Thanks man
nice thumbnail g
Can we get the Armory and comp armor for Talons? Sniper teams and Bombard for behemoth?
The only thing added in this was emp grenades for steel talons to deal with hex lame. Cgf never added the model to the command post, so thats what im going to do.
If 100 credits less for a wolverine makes it unbalance just go for 50 credits. St units need no nerf. Wolverines are not OP.
800$ wolverine is very reasonable tbh, it being 900$ is why steel talons arent very competitive. People need to accept that steel talons are not ok and they need support lol.
@@masterleafcnc i think wolverines DPS is just crazy even tho they cannot shoot up, plant mines, carry infantry or even just fire on move (at least aside of firing in front). They really lacks HP. I don't know exactly but i feel like it's around half of APC, makes them glass cannons pretty much, which is no gut for ST style. Otherwise they solves nearly any problems with infantry as well as with light vehicles.
Probably MARV upgrades with tier 1 and tier 2 infantry should be improved as well.
And titans... Uhm... Straight buff? :D
+Random idea: "High Spotted Targeting" upgrade for all walking units of ST, which would've grant increased sight and attack range at once.
+Random question
What happened with Railgun Accelerators temporal buff?
I have never seen it in latest games.
Rip engi
Imo rts games lost their soul when they started to do symmetrical maps and balance units for online play
I agree with you but online is what keeps the games alive, so makes sense they have to be balanced for it.
@@NuStiuFrate that is correct and that brings them money
Non-symmetrical maps are acceptable only if they are really assymmetrical rather than just having moved away spots more or less (which feels clearly as bad design)
They should be well balanced by different stuff, which is hard to pull out even for experienced players, but honestly doable. e.g. i've succeed in that in ra2 once but map become too complicated overall:D
starcraft actually used a different set of unit stats for campaign and multiplayer, so balance changes in MP don't affect the single-player experience. also, campaigns take a lot of time to build and to have their difficulty changed by MP balancing is annoying.
@Sneed Feed And Seed yep
TBH you might as well give Steel Talons Mutant Marauders as a T2, with weaker damage if spawned from a Barracks and AP Ammo being upgraded would give them the same DPS of the ones spawned in the Hovel.