Interesting. When I played this mission the nod AI must of been broken. It did not build any units. I also built helipads and did not put a base on the other side.
@@CommandAndConquerGameplays I think it portrays Nod very well. In the GDI campaign Nod fought for every inch of land until they were finally pushed back to their temple where Commander Solomon brought down the ion cannon on Kane.
I wouldn't really say that GDI's base defenses are "under tuned" compared to the Nod ones GDI's base defenses are good against infantry (with the AGT also being good against air units) but bad against vehicles while Nod's base defenses are good against vehicles but pretty bad against infantry (especially large groups of infantry) It's a thing of balance i'd say with each factions base defenses having their own pros and cons ;D
@@CommandAndConquerGameplays Though if you look at unite composition both factions usually gravitate towards vehicle combat making the GDI advantage kind of pointless in the end. watching one obelisk decimate multiple tanks meanwhile watching 2 AGT basically tickle a much smaller force is wild. Personally I think they should have just swapped the Level one base defense for both factions, that maybe would have rounded them both out more but ehh. Regardless of it all I still love C&C it's just kind of funny to me.
I think you need to use Nod units and structures too.. SSM Launchers are good for destroying Obelisks from distance Flame Tanks for killing those pesky Chem Warriors Stealth Tanks to scout deep into Nod's main base Artilleries for additional support for Guard Towers Turrets for better protection against tanks and bikes Flamethrowers for frying those Rocket Soldiers and Bikes
Oh I see... So there are various modifications you can make to the gameplay to make it more advanced, or stay true to the original? E.g longer build range, waypoints, unit veterancy? Is that something you can control when you boot-uo the game, or is it hard-coded into each separate mission?
Yep there are indeed some fan made mods which include all of the above like the "CFE Patch" for example which we see here ;D You activate (or de-activate) these mods from the options menu in-game after you have installed them (Non of these mods can be hard-coded into mission files as far as I know)
@@CommandAndConquerGameplays Wow. C&C has come so far since the original DOS version. :') Really wish I'd have had this Remastered version as a kid. I remember how distraught I was at how C&C95 didn't have a skirmish mode and I couldn't buy all the cool multiplayer units (commando, chinook, SSM etc). So my brother and I contemplated buying a null modem link cable to be able to do that... Thankfully we got LAN working in the end. :D Nice big ol' ethernet cable trailing all the way up the stairs connecting the Windows XP to our old Windows 98 :P
@@edmundwoolliams1240 Not having an offline skirmish mode in the original TD was really a HUGE minus which always felt like a big miss for the game's potential back then ;( Red Alert 1 compared to TD luckily had such an option but unfortunately it still wasn't perfect since you couldn't ally with the AI + it was horribly designed that all the AI's will auto ally with each other and gang up against you when one of the AI's is down , thank god that the Remastered versions of the games fixed all of the above ;D Sounds like you were luckier than me though when it came to multiplayer since I only had one computer at home as a kid and my only way to play with others was to log online with my shitty 56kbs modem (which worked much slower compared to LAN) , the game felt too laggy and it sure was pretty much unplayable sometimes xD Ahh good old childhood memories , Win 95 , RA1 & Pentium 1.. ;P
Digging these so far!
Roger 👌
Interesting. When I played this mission the nod AI must of been broken. It did not build any units. I also built helipads and did not put a base on the other side.
nice, that Nod base put up a good fight
Yep! ;D
isn't nod already a cult of the green crystal?
They actually kinda are! ;o
GDI went down easy but Nod was persistent. They wouldn't give up.
Yup! ;)
@@CommandAndConquerGameplays I think it portrays Nod very well. In the GDI campaign Nod fought for every inch of land until they were finally pushed back to their temple where Commander Solomon brought down the ion cannon on Kane.
I always found it hilarious how under tuned GDI's base defense is over Nod's lol
I wouldn't really say that GDI's base defenses are "under tuned" compared to the Nod ones
GDI's base defenses are good against infantry (with the AGT also being good against air units) but bad against vehicles while Nod's base defenses are good against vehicles but pretty bad against infantry (especially large groups of infantry)
It's a thing of balance i'd say with each factions base defenses having their own pros and cons ;D
@@CommandAndConquerGameplays Though if you look at unite composition both factions usually gravitate towards vehicle combat making the GDI advantage kind of pointless in the end. watching one obelisk decimate multiple tanks meanwhile watching 2 AGT basically tickle a much smaller force is wild. Personally I think they should have just swapped the Level one base defense for both factions, that maybe would have rounded them both out more but ehh.
Regardless of it all I still love C&C it's just kind of funny to me.
I think you need to use Nod units and structures too..
SSM Launchers are good for destroying Obelisks from distance
Flame Tanks for killing those pesky Chem Warriors
Stealth Tanks to scout deep into Nod's main base
Artilleries for additional support for Guard Towers
Turrets for better protection against tanks and bikes
Flamethrowers for frying those Rocket Soldiers and Bikes
I guess that i'm just too used to playing as GDI xD
Oh I see... So there are various modifications you can make to the gameplay to make it more advanced, or stay true to the original? E.g longer build range, waypoints, unit veterancy? Is that something you can control when you boot-uo the game, or is it hard-coded into each separate mission?
Yep there are indeed some fan made mods which include all of the above like the "CFE Patch" for example which we see here ;D
You activate (or de-activate) these mods from the options menu in-game after you have installed them (Non of these mods can be hard-coded into mission files as far as I know)
@@CommandAndConquerGameplays Wow. C&C has come so far since the original DOS version. :')
Really wish I'd have had this Remastered version as a kid. I remember how distraught I was at how C&C95 didn't have a skirmish mode and I couldn't buy all the cool multiplayer units (commando, chinook, SSM etc). So my brother and I contemplated buying a null modem link cable to be able to do that... Thankfully we got LAN working in the end. :D Nice big ol' ethernet cable trailing all the way up the stairs connecting the Windows XP to our old Windows 98 :P
@@edmundwoolliams1240 Not having an offline skirmish mode in the original TD was really a HUGE minus which always felt like a big miss for the game's potential back then ;(
Red Alert 1 compared to TD luckily had such an option but unfortunately it still wasn't perfect since you couldn't ally with the AI + it was horribly designed that all the AI's will auto ally with each other and gang up against you when one of the AI's is down , thank god that the Remastered versions of the games fixed all of the above ;D
Sounds like you were luckier than me though when it came to multiplayer since I only had one computer at home as a kid and my only way to play with others was to log online with my shitty 56kbs modem (which worked much slower compared to LAN) , the game felt too laggy and it sure was pretty much unplayable sometimes xD
Ahh good old childhood memories , Win 95 , RA1 & Pentium 1.. ;P