Found your channel recently, just wanted to leave a comment that you've got yourself another dedicated subscriber. There were a few RTS games I was able to play for hours, others I just found too stressful to keep playing for too long. It's been a bit of a challenge to find something that is fun to play but also has a good learning curve for multiplayer that doesn't suck all the fun out of the gameplay. Really enjoyed your "How RTS games die" video, for that reason. I'd really like to hear your opinion on Kohan: Ahriman's Gift if you're looking for a classic RTS title to make a video on.
1.The pathfinding remained the unchanged because of its effects on the unit micro, particularly around chokepoints. It's the same reason Starcraft remastered left the pathfinding unchanged. 2.Tanks are the meta becuse while moving they have 90% damage reduction which is an insane force multiplier. 3.There is no attack move because it would of effected the micro intensive meta. 4.You should check out OpenRA , it is a modern day reimagining of the original C&C games. It has a vastly more refined meta , better hotkeys and attackmove. Edit: I have no idea why there is a hyperlink nor do I know how to fix it on my phone
First thing i did was changing to left click move command , but the muscle memory from the old days survived somehow and i caught myself right clicking all the time ;)
I love C&C remaster but I can not agree that this in on pair with AOE2 DE. In fact, AOE2 DE has done a far better job than this or Starcraft remaster. 1. C&C matchmaking is barely acceptable while AOE2 DE adds map pool, map bans, map preview,... 2. Far better mod support for AOE2 DE. 3. More settings to tune your game with. 4. A whole new campaign and civilizations. 5. A better tutorial. 6. AOE2 DE observer mode is far far better. 7. More gameplay improvement (resources bar, global unit queue, better command queue,...) While only C&C gameplay update that I can know of is left click to move your units. So no, they can still do a much better job than this but I agree that this is a good start for EA and for RTS games in general.
Agree , AoE2DE has a lot more features to it and tends to be more polished. C&C remastered does have most of it's code publicaly avalabe allowing pathfinding , attackmove and unit logic changes which isn't possible in AoE2DE.
Hey dude, I recently found a game I've heard of when I was a kid, it's now on Steam. The name of it is Submarine Titans, have you ever heard of it? For what I know, it's from the early 2000s, so if could, plz share your thoughts on it
Huh, Generals 2 didn't try to remove base-building. C&C4 did. Generals 2 got backlash because it went F2P, but ultimately was cancelled because EA management and stakeholders decided on other projects and didn't see a future for it. Otherwise great video. :)
1. Tibdawn only supports 6 players and the maps are smaller in comparison to Ra1, which as that implies that the vehicles in red alert, combined with the aircraft moves significantly faster from tibdawn. -- 2. They are doing the same, exactly the same thing as microsoft did by testing the waters with the first game, or in this case the first 2 games that happen to be on the similar engine, if they were on a different engine we would just get tibdawn or ra1 instead. More leaning to ra1 because that playerbase is by no stretch of the imagination bigger from the tibdawn judging on cncnet. -- 3. Everyone plays soviets actually, Allies are picked usually for smaller maps to utilize their starting units in sniping the powerplant, while you as soviets are more hindered from the start but you have a tank that can destroy both of the Allies ones. Ukraine heavy tanks move about the same pace as any of the Allies medium tanks. Russia heavy tanks however don't match too well but they can easily transition from tank production to other units since the production speed is faster, so you want to pick russia for macro heavy bigger map games. And because of this specification Quickmatch for some reason doesn't let us pick countries that obviously comes with both a positive and negative result where we don't have too many Ukraine spammers but those that pick Russia feel significantly cheated from the start of being unable to switch --- 4. Ra1 has queued movement, not waypoints. It functions very much like a blueprint waypoint system but all it does for you is giving vehicles with a turret to fire on the move and that's what's used for mostly. In the scene we call this tank dancing by moving your tank blob back and fourth to some degree similar to zerg army dancing in the 2 starcrafts. And ra1 had this function in the vanilla game, tibdawn did not and since they were going to be as faithful as to the originals they were very cautions what to backport back from ra1 or from the generic rts control scheme template found in most other rts games, or to say from the newer games. ---- 5. Bookmarks are used very heavy if you are used to them since the originals because that's what split them as a unique option from starcraft 1 and aoe1. Otherwise you don't have to relay on them to be more efficient in gathering onscreen information if you have a muscle memory trained tick to click on the minimap and be precise in centering where something is going on to gather information to what you can do to correct or make better for you. Bookmarks only help to players not that accurate in using the minimap as it turns out the minimap in the remasters and the originals in bigger maps don't give you great information concerning how the units are moving and what are the chokepoints or map related obstructions like houses. But to not go too much away from what i wanted to say is that bookmarks are used mainly for 5 different bookmarks which you put on your opponent, the first ore/tib field, the second ore/tib field, third/middle ore/tib field, and the other 2 are more dynamically assigned to being able to control different buildings if you proxy somewhere with a 2nd mcv so you can place production structures and go back and fourth to selecting the newly produded units from 2 different bases and sending them to join your army. This functions generally for all cnc games. Most pros in cnc games use at least a minimum of 2 bookmarks to someone like "technique" using 6 the last time he talked about it. ---- 6. Fog of war or in the cnc lingo called shroud will indeed impact how most of us that play cnc games and will be turned off from it. And as such that was implemented in OpenRa with notably other features that split the playerbase to those ra1/tibdawn players that wanted to play like the originals and those that wanted to pander in streamlining features found in other rts games, caused these features to be a tournament standard which in fairness formed it's own competitive scene as a result, different from the cncnet scene which the remasters more appeal in the launch version. Ra1 has regrowing shroud which acts like fog of war but instead of just graying out or slightly darkening the unrevealed terrain, it brings back the unexplored territory(i.e blacks the map fully) which could give advantages to players or terrain that has obstructions like houses or water that gives him homebase advantage in planning how to defend or utilize these neutral barriers. This is what connects stronghold and cnc games by eliminating fog of war. --- 7. As i mentioned in 2., Red alert 2 has the biggest and most populated online playerbase in cncnet, more specifically the Yuri's revenge expansion while the original vanilla red alert 2 is delegated to the Chinese heavy Xwis scene and one noticeable scene in the QQ servers that existed even when Westwood online was still around, and some gameranger players there and there. So obviously and very blatantly is to expect a red alert 2 remaster with or without tibsun depending how they approach both of the games, that as how these 2 games are on the same engine, those are also on the same engine. And while you also mentioned that the tankspam meta will detract and deter the players wanting to touch some pvp in the remasters coupled with players decentivized after enough loses to players that are on top of their game when it comes to pvp and have been playing ra1/tibdawn on cncnet for 20 or so year since the service exists, red alert 2 is not too different from such meta. Except you have an OP Yuri faction that wins every naval engagement, totally shuts down tank spam with magnetrons and gattling tanks, and has mindcontrol units on top of that that one of them has infinite slots to mindcontrol in exchange for taking damage if it's not focused too much during a fight. And another difference is the use of more countries than ra1 but still limited to 4ish out of 9 countries while ra1 is just 2 countries out of 2 for the soviets, and 2 countries out of 5 for the allies. --- 8(my opinion). At most the pvp scene for the remasters has 3 months until we drop to 100 active players with ra1 being 85% of that and as time goes it's gonna keep decreasing which i might put a hypothesis that tibdawn pvp is gonna die first than ra1. Same way how aoe1de didn't really grew in a playerbase and that one known Vietnamese playerbase that was supposed to introduce those interested in the pvp scene had it's fair of troubles getting the tournaments up and running and eventually went back to RoR userpatch instead. You can easily see how desolate is aoe1de playerbase which should not be too different after a few months or at maximum a year passes that the playerbase of these games will just decrease and decrease. A balance patch could maybe retain the playerbase not to decrease by changing the tankspam meta be something else, however tibdawn doesn't need too many patches because it's not a tankspam meta, but it's heavily hindered by the pathfinding and gimmicks/mechanics to the original game. So if ra1 doesn't get a balance patch, it's gonna mean more trouble for those that actively play pvp even though they are used to the tankspam meta from cncnet to begin with but it won't grow and have to relay on the same 20 people to do tournaments and play games between each other that given enough time will get really boring. Sorry for the long comment, wrote it in a hurry to check punctuation and pacing of bulletpoints.
7. I thought that there was a patch for compeditive Yuri's that brought them more in line with the other factions? 8. From my understanding doesn't cncnet average around 100 Red Alert 1 player at peak? If so I see no reason the scene will die if anything it should get more popular.
What's wrong with Blizzard? They made Starcraft Remastered and you actually can play the original game for free. Update. Ah, totally forgot about the Reforged. I am Starcraft player anyways.
The 3 things that bothered me was 1. Pathfinding 2. Couple of old bugs that are still there (example sometimes units not accepting orders so you have to spam click). 3. Not being able to change graphic modes in multiplayer.
Found your channel recently, just wanted to leave a comment that you've got yourself another dedicated subscriber. There were a few RTS games I was able to play for hours, others I just found too stressful to keep playing for too long. It's been a bit of a challenge to find something that is fun to play but also has a good learning curve for multiplayer that doesn't suck all the fun out of the gameplay. Really enjoyed your "How RTS games die" video, for that reason.
I'd really like to hear your opinion on Kohan: Ahriman's Gift if you're looking for a classic RTS title to make a video on.
1.The pathfinding remained the unchanged because of its effects on the unit micro, particularly around chokepoints. It's the same reason Starcraft remastered left the pathfinding unchanged.
2.Tanks are the meta becuse while moving they have 90% damage reduction which is an insane force multiplier.
3.There is no attack move because it would of effected the micro intensive meta.
4.You should check out OpenRA , it is a modern day reimagining of the original C&C games. It has a vastly more refined meta , better hotkeys and attackmove.
Edit: I have no idea why there is a hyperlink nor do I know how to fix it on my phone
First thing i did was changing to left click move command , but the muscle memory from the old days survived somehow and i caught myself right clicking all the time ;)
I love C&C remaster but I can not agree that this in on pair with AOE2 DE. In fact, AOE2 DE has done a far better job than this or Starcraft remaster.
1. C&C matchmaking is barely acceptable while AOE2 DE adds map pool, map bans, map preview,...
2. Far better mod support for AOE2 DE.
3. More settings to tune your game with.
4. A whole new campaign and civilizations.
5. A better tutorial.
6. AOE2 DE observer mode is far far better.
7. More gameplay improvement (resources bar, global unit queue, better command queue,...) While only C&C gameplay update that I can know of is left click to move your units.
So no, they can still do a much better job than this but I agree that this is a good start for EA and for RTS games in general.
Agree , AoE2DE has a lot more features to it and tends to be more polished. C&C remastered does have most of it's code publicaly avalabe allowing pathfinding , attackmove and unit logic changes which isn't possible in AoE2DE.
Hey dude, I recently found a game I've heard of when I was a kid, it's now on Steam. The name of it is Submarine Titans, have you ever heard of it? For what I know, it's from the early 2000s, so if could, plz share your thoughts on it
Huh, Generals 2 didn't try to remove base-building. C&C4 did. Generals 2 got backlash because it went F2P, but ultimately was cancelled because EA management and stakeholders decided on other projects and didn't see a future for it.
Otherwise great video. :)
I'm one of the few people that likes Warcraft 1 more than Warcraft 2.
1. Tibdawn only supports 6 players and the maps are smaller in comparison to Ra1, which as that implies that the vehicles in red alert, combined with the aircraft moves significantly faster from tibdawn.
--
2. They are doing the same, exactly the same thing as microsoft did by testing the waters with the first game, or in this case the first 2 games that happen to be on the similar engine, if they were on a different engine we would just get tibdawn or ra1 instead. More leaning to ra1 because that playerbase is by no stretch of the imagination bigger from the tibdawn judging on cncnet.
--
3. Everyone plays soviets actually, Allies are picked usually for smaller maps to utilize their starting units in sniping the powerplant, while you as soviets are more hindered from the start but you have a tank that can destroy both of the Allies ones. Ukraine heavy tanks move about the same pace as any of the Allies medium tanks. Russia heavy tanks however don't match too well but they can easily transition from tank production to other units since the production speed is faster, so you want to pick russia for macro heavy bigger map games. And because of this specification Quickmatch for some reason doesn't let us pick countries that obviously comes with both a positive and negative result where we don't have too many Ukraine spammers but those that pick Russia feel significantly cheated from the start of being unable to switch
---
4. Ra1 has queued movement, not waypoints. It functions very much like a blueprint waypoint system but all it does for you is giving vehicles with a turret to fire on the move and that's what's used for mostly. In the scene we call this tank dancing by moving your tank blob back and fourth to some degree similar to zerg army dancing in the 2 starcrafts. And ra1 had this function in the vanilla game, tibdawn did not and since they were going to be as faithful as to the originals they were very cautions what to backport back from ra1 or from the generic rts control scheme template found in most other rts games, or to say from the newer games.
----
5. Bookmarks are used very heavy if you are used to them since the originals because that's what split them as a unique option from starcraft 1 and aoe1. Otherwise you don't have to relay on them to be more efficient in gathering onscreen information if you have a muscle memory trained tick to click on the minimap and be precise in centering where something is going on to gather information to what you can do to correct or make better for you. Bookmarks only help to players not that accurate in using the minimap as it turns out the minimap in the remasters and the originals in bigger maps don't give you great information concerning how the units are moving and what are the chokepoints or map related obstructions like houses. But to not go too much away from what i wanted to say is that bookmarks are used mainly for 5 different bookmarks which you put on your opponent, the first ore/tib field, the second ore/tib field, third/middle ore/tib field, and the other 2 are more dynamically assigned to being able to control different buildings if you proxy somewhere with a 2nd mcv so you can place production structures and go back and fourth to selecting the newly produded units from 2 different bases and sending them to join your army. This functions generally for all cnc games. Most pros in cnc games use at least a minimum of 2 bookmarks to someone like "technique" using 6 the last time he talked about it.
----
6. Fog of war or in the cnc lingo called shroud will indeed impact how most of us that play cnc games and will be turned off from it. And as such that was implemented in OpenRa with notably other features that split the playerbase to those ra1/tibdawn players that wanted to play like the originals and those that wanted to pander in streamlining features found in other rts games, caused these features to be a tournament standard which in fairness formed it's own competitive scene as a result, different from the cncnet scene which the remasters more appeal in the launch version.
Ra1 has regrowing shroud which acts like fog of war but instead of just graying out or slightly darkening the unrevealed terrain, it brings back the unexplored territory(i.e blacks the map fully) which could give advantages to players or terrain that has obstructions like houses or water that gives him homebase advantage in planning how to defend or utilize these neutral barriers. This is what connects stronghold and cnc games by eliminating fog of war.
---
7. As i mentioned in 2., Red alert 2 has the biggest and most populated online playerbase in cncnet, more specifically the Yuri's revenge expansion while the original vanilla red alert 2 is delegated to the Chinese heavy Xwis scene and one noticeable scene in the QQ servers that existed even when Westwood online was still around, and some gameranger players there and there. So obviously and very blatantly is to expect a red alert 2 remaster with or without tibsun depending how they approach both of the games, that as how these 2 games are on the same engine, those are also on the same engine. And while you also mentioned that the tankspam meta will detract and deter the players wanting to touch some pvp in the remasters coupled with players decentivized after enough loses to players that are on top of their game when it comes to pvp and have been playing ra1/tibdawn on cncnet for 20 or so year since the service exists, red alert 2 is not too different from such meta. Except you have an OP Yuri faction that wins every naval engagement, totally shuts down tank spam with magnetrons and gattling tanks, and has mindcontrol units on top of that that one of them has infinite slots to mindcontrol in exchange for taking damage if it's not focused too much during a fight. And another difference is the use of more countries than ra1 but still limited to 4ish out of 9 countries while ra1 is just 2 countries out of 2 for the soviets, and 2 countries out of 5 for the allies.
---
8(my opinion). At most the pvp scene for the remasters has 3 months until we drop to 100 active players with ra1 being 85% of that and as time goes it's gonna keep decreasing which i might put a hypothesis that tibdawn pvp is gonna die first than ra1. Same way how aoe1de didn't really grew in a playerbase and that one known Vietnamese playerbase that was supposed to introduce those interested in the pvp scene had it's fair of troubles getting the tournaments up and running and eventually went back to RoR userpatch instead. You can easily see how desolate is aoe1de playerbase which should not be too different after a few months or at maximum a year passes that the playerbase of these games will just decrease and decrease. A balance patch could maybe retain the playerbase not to decrease by changing the tankspam meta be something else, however tibdawn doesn't need too many patches because it's not a tankspam meta, but it's heavily hindered by the pathfinding and gimmicks/mechanics to the original game. So if ra1 doesn't get a balance patch, it's gonna mean more trouble for those that actively play pvp even though they are used to the tankspam meta from cncnet to begin with but it won't grow and have to relay on the same 20 people to do tournaments and play games between each other that given enough time will get really boring.
Sorry for the long comment, wrote it in a hurry to check punctuation and pacing of bulletpoints.
7. I thought that there was a patch for compeditive Yuri's that brought them more in line with the other factions?
8. From my understanding doesn't cncnet average around 100 Red Alert 1 player at peak? If so I see no reason the scene will die if anything it should get more popular.
What's wrong with Blizzard? They made Starcraft Remastered and you actually can play the original game for free.
Update. Ah, totally forgot about the Reforged. I am Starcraft player anyways.
Sorry man too many negatives that aren't negatives.
The 3 things that bothered me was 1. Pathfinding 2. Couple of old bugs that are still there (example sometimes units not accepting orders so you have to spam click). 3. Not being able to change graphic modes in multiplayer.