r/commandandconquer

He's Saying Yuri... Right?

Usually there's too much combat going on to notice, but it sounds like the initiate says 'Yuri' every time he uses his pyrokinesis attack. What an odd little detail!

u/BoffinBrain — 22 hours ago
▲ 370 r/commandandconquer+1 crossposts

"Nice argument, unfortunately..." Generals' response

Every general's response based on their vibe, personality and everything else hehe

u/Downtown-Dream424 — 1 day ago

Encountered on the street this morning

“The prophecy has come to pass… at last, the Tacitus is in our hands!”

u/BiggestBepis — 2 days ago

Command and Conquer Tabletop Wargame- Dev update

After feedback and a weekend of playtesting I wanted to change how combat works.

Original combat rules:

Original combat worked very similarly to Warhammer, you roll to hit with weapons, compare firepower of the weapon against the targets armor, and you roll a dice based around those values for damage. Although this was familiar, it had 2 major issues.

1- Combat took a while because each point of damage was rolled. This led to buckets of dice on the damage and got confusing with abilities and rerolls and so on. Essentially it bogged down the game to a standstill, which is not fun.

2- it didnt feel like C&C. During creation of the rules for this game, i have spent a lot of time replaying C&C, looking up unit stats and how the game does RTS combat.

After some thinking about the beat way to make combat similar to the RTS but also fair and fun, a new system has been developed. Going forward you will see some changes to some stats.

Armor will stay but Fire power(FP) is gone. Combat will no longer rely on a stat check system.

Combat will work like this now -

Roll to attack, using the amount of attacks per base listed on the card and the dice tier, still hitting on +5 for all.

If your attack hits, the target will be recieving the listed amount of damage according to that weapon.

Units will now have their Armor Value (AV) reduce the amount of incoming damage. This AV can either be a static value or a die value, either way it will reduce that value from the total incoming damage( or damage from each attack, still testing) for the attack.

So as an example:

A Soviet Hammer tank is firing at a GLA Scorpion Tank.

The Hammer tank fires its 85mm cannon 2 times at d8, rolling a 5 and 7, so both hit.

Each hit is 4 damage so 8 total damage coming to the Scorpion tank.

Scorpion tank has an AV of 3, so total damage will be reduced to 5.

I feel like this will allow for more streamlined games, quicker combat and allows for new abilites to be added to units.

Now there is the issue of infantry, they generally have low to no armor so a single large damage attack should kill them easily right? A way around this is that infantry will only be able to take 1 damage per attack. This will prevent large damage weapons feom making infantry obselete, but then alao promotes rapid fire/ mutiple shot weapon designed to handle infantry to fill the role. There is also weapon keywords such as blast and lethal that can also help solve issues. Armor Piercing (AP) will now also be a keyword that can allow (x) amount of damage to go through armor.

More updates and changes to come. If you are interested, the current rules and unit cards are availble on the steam workshop for TTS.

reddit.com
u/Legoman249 — 2 days ago

Oh wow, I guess I forgot how good Avatars feel to use.

One of my recurring headaches through the GDI campaign in Tib Wars was how clunky Mammoth Tanks feel en masse, you basically have to commit to an attack once it begins because they struggle horrendously to turn around or maneuver, but Avatars feel hella nimble for heavy land units. Honestly, they don't even feel that much weaker than Mammoths, either. Biggest comparable downside is the lack of anti-air, but luckily WE GOT THE ROCKETS.

reddit.com
u/Raxistaicho — 2 days ago
▲ 90 r/commandandconquer+1 crossposts

Strongest verse or faction the Brotherhood of Nod (Command and Conquer) could defeat?

When exactly their prime is is debatable, but my guess would be post-reunification war, during the height of the second tiberium war, CABAL cyborgs in tow.

u/BiggestBepis — 3 days ago
▲ 168 r/commandandconquer+1 crossposts

General Alexander hesitating whether to flirt with the general or attack you

Her voicelines sound more like flirting rather than threatening

u/Downtown-Dream424 — 3 days ago

Day 2 of building the mamoth.

Its day 2 and its been fun so far. But I encountered 2 problems. Good stuff first. You have alternate builds. On some steps it tells you two ways to build. Nothing major just stuff like switching the gear on the outside where you turn the turret to a pice that looks like it belongs there. not just a random gear. You get two hatches to open the engine where I encountered a problem. The whole block is made of 4 base pieces and one of those is sadly deformed so the rest doesn't sit right. So you get that edge visible in one of the pictures. There is no replacement for it. I could keep the hatch closed and keep the pice out or I could kep the gap (what should I do?)

This thing is literally build like a tank. There is so much support inside. It just feels sturdy and nothing wobbles. There is even a full cockpit where mini figures could sit. (If lego would allow it) but there is my next problem. Either I am blind or its missing. I couldn't find that one pice after like what felt like 10 minutes digging through one of my buckets. Hope you all like the updates. I would like to continue building today but it would end too fast😅

See you tomorrow.

u/Zocker0210 — 3 days ago

Release: GeneralsZH: Thrax Edition: Max Visuals, Performance & Fun

Hi all,

we've been quietly working on a personal Zero Hour build for a while and figured I'd put it out there in case anyone else finds it useful.

The main thing that bothered me about vanilla Zero Hour was how badly the renderer fell apart during big fights. FPS would tank like crazy.

This build does a significant performance pass on the renderer so you're not staring at a slideshow the moment three armies converge on the same base. Borderless fullscreen works properly now. Also the minimap got full visual overhaul.

On the gameplay side, the biggest change is that allied bots in skirmish actually listen to you now. In stock Zero Hour your ally just does whatever it wants and you hope it picks the right flank. Here you can type something like "green move right" in chat and the bot(s) will move actual combat teams in that direction. Just "move right" will make all bots move.

It makes it feel like a real team game instead of two separate solo matches happening on the same map.

Another big one: The Granger challenge got fixed, since the Air Force General mission was checking the wrong objects and never properly running the scripts EA built around it. So you can, for the first time, play against the *real* Granger 😄

Right now, this is not an online client. It is purely for skirmish, challenge maps, and replays. It installs as a single exe drop-in replacement.

Download is on GitHub: https://github.com/philb12312/GeneralsZH_Thrax_Edition

Happy to hear feedback!

u/r4in311 — 3 days ago

First part of the mamoth build.

I started building the mamoth today. Right now I opend almost 3/4 of the bags to get the pieces i need. So its the usual problem with bluebrixx. I am surprised about how solid this thing is build so far and the clutch power of the pieces is extrem. It surprised me as well thhat it has some details as a "engine room" and it appears to get some kind of play Feature. While building i encounterd 2 problems. First is that you cant have a scale for axles there are two sizes and you cant know wich one to take. There is a measurement on there but no clue how to use it. The second problem is that some blocks you need to place are shown in a wierd angle so you start guessing where it belongs or you count studs like 6 times to get it right. BUT its on like 3 or 4 steps so far. (I am at step 87 rn)

I will continue to build tomorrow. Now its time for bed! See you tomorrow.

u/Zocker0210 — 4 days ago