Was just thinking earlier man would be great if leaf uploads cause i got downtime at work. Thats when i got the message on my phone and its even about my favourite faction and unit 👍
Hey Leaf I've been trying more of your rig rush tactics against Brutal AI on tiberium wars. Have had really good luck with it, 3 games with zero unit losses (just got 148 kills, zero lost). Have found that 2 rigs is the way to go, with a combination of 1 predator, 1 pitbull and 2 sniper apc (instant kill vs rocket squads), plus a couple rocket apc. 2 rigs makes 4 guardian cannon on site, so it really shreds through their defending scorpions etc. Can also use the dual rigs to play leap-frog for advancing while always keeping one deployed. Probably a lot harder playing against real players, though the brutal AI has no clue how to handle it, especially with a well-rounded mix of units. Thanks for the fun gameplay idea. Have always liked rigs though I didn't know just how few units are required to make it work.
Very nice games. R20 suggestion for your consideration: make heroic units uncapturable. This would be both thematically very satisfying and would create an additional incentive to micro your units for xp.
Ah bugger. Watching your video before Sybert updated the latest video and now I have spoilers that you lost to Futurama! Hard luck mate anyway. Always a favourite player to watch.
Improving the mammoth is appealing if the juggernauts/behemoths are nerfed. The main reason mammoths are not used much is that the juggernauts and behemoths got massively buffed by EA patch 1.02--so much that they substantially outclass mammoths in most situations.
@@ozymandias4820 Yes they were nerfed but i believe its too much.I remember making tons of mammoths once only them to end up doing nothing in the fight i needed them and be outrunned by a fucking Reedeemer.Their biggest flaw is the range.I mean its a heavy tank,it wont move fast,it wont fire fast so at least it has to hit hard and at range.Mammoths in my humble opinion should have dev tank range if not a little bit more and everything else should remain the same.At least they should have something going for them that makes them good.Avatars have the ability to get an extra gun,tripods are already very strong with their emp ability and mammoths are just mehhh. It would be awesome if tanks and other GDI,NOD vehicles apart from the buggy,apc in this game actualy had some MGs and were not helpless against infantry but i guess realism is not what this game aims for :)
Was there ever any discussion among the KW community about giving ZOCOM artillery? for example, giving Zone Shatterers 600 range on their overload ability?
I wonder... are allies in multiplayer able to un-friend eachother and become enemies during gameplay then become allies again? The reason i ask is because perhaps they could build eachother Reclamator Hubs, Redeemer Engineering Facility or Warp Chasm for eachother to intentionally capture. That way if you have 3 allies on one team for e.g(considering each is a different faction) means you could technically have 9 Superunits altogether from that one team alone.
What you're describing sounds pretty similar to what RA2 multiplayer is like. If ally control is on, the players can choose to unally one another and hand each other con yards if their ally loses theirs. I don't believe CnC3KW's allows it though.
For the Mastermind gun problem, other commandos use two different weapons for units or buildings, and each gets its own cursor. Could something like that be implemented? Restricting the MC to non infantry units doesn't seem like a big loss.
Ah always interesting to hear what your thoughts with the R20 mod will be. What do you have in mind to boost Zocom? I feel like faster grenades for GDI as well as Zone Raiders could help? Maybe even faster moving Zone Raiders too. They don't much Raid anything right now ;)
Zone Raiders are extremely strong as they are. Good health, good range, high damage WITH splash, secondary anti-air rocket weapon, stealth detection, and jump jets! These are already OP in some situations, such as against Reaper 17. I would strongly caution against buffing them further.
If they're so good, how come Zocom are such a poor faction? Same as Grenadiers... People don't use them often if at all because they just perform so poorly for their costs.
MoK dont need cheaper steath towers. Those future ST changes feel right, but pls buff wolverines and maybe titans somehow. Now if we want to talk about Zocom, i feel no stats need to be changed but acuracy. Just make zorcas, zone raiders and zone shaderers able to fire moving targets without pro player micro management and the will be kind of good to go. Im kind of a noob but just giving my opinion 😊.
@@Lt.Victor Grenadiers do not take out militants in normal combat situations. Buffing them could lead to balance problems because of their EMP potential. if you buff them, you effectively buff the EMP potential of factions that use them. However, the GDI factions already have the best EMP in the game (aside from the one from the EMP center) and they have the best armor and firepower. They do not need any more buffs. CGF already over-buffed GDI factions a lot relative to other factions in 1.02+.
Has the community considered massively nerfing the, let's be honest, massively OP things? The Scrin phase-out lasts waaaaay too long, it would be extremely strong even if it only lasted 5-10 seconds. And maybe setting a research requirement T2 or T3 for MoK EMP? As you said at the beginning, to compete at top level you pretty much need to play either scrin factions or MoK. I'm sure there are other things that need adjusting to balance out the factions.
The things is scrin units across the board are weaker and less cost effective so the design to balance that is they have more access to Tib late game and powerful support powers to leverage that tib. MoK losses fire, the nod factions base and inf killing all in one, in exchange for that emp making them a stronger defensive Nod faction rather than an offensive one. I would say mabye have phase run out whilst emp'd so it isn't a get of jail free if the scrin player actually screwed up but otherwise wouldn't touch on length or MoK emp.
@@SolusLupi nah, this is just stupid to have EMP on basic infantry which you gaiining from structure sell. Aboslutely idiotic design decinio which should be removed. Mark my word that this simple change will make faction totally fair. In return awakened may (and should) get cybernetic legs.
I agree with Rein Azrael that MoK is not OP because it already loses a number of useful things the other nod factions have, some of which are listed above. Additionally, the drafted awakened squads are poor scouts and the full awakened squads are expensive. MoK does not need nerfs.
Was just thinking earlier man would be great if leaf uploads cause i got downtime at work. Thats when i got the message on my phone and its even about my favourite faction and unit 👍
That last game was nuts how you caught that MCV.
Hey Leaf I've been trying more of your rig rush tactics against Brutal AI on tiberium wars. Have had really good luck with it, 3 games with zero unit losses (just got 148 kills, zero lost). Have found that 2 rigs is the way to go, with a combination of 1 predator, 1 pitbull and 2 sniper apc (instant kill vs rocket squads), plus a couple rocket apc.
2 rigs makes 4 guardian cannon on site, so it really shreds through their defending scorpions etc. Can also use the dual rigs to play leap-frog for advancing while always keeping one deployed. Probably a lot harder playing against real players, though the brutal AI has no clue how to handle it, especially with a well-rounded mix of units.
Thanks for the fun gameplay idea. Have always liked rigs though I didn't know just how few units are required to make it work.
Good job Commander!!!
Great recording and cool tactics, really like to watch like you are playing! Just relax on the tournament and have fun and good luck))
Well played games. Good luck in the tournament.
Very nice games.
R20 suggestion for your consideration: make heroic units uncapturable. This would be both thematically very satisfying and would create an additional incentive to micro your units for xp.
Yes, like in Red Alert 3 a spy can't bribe a heroic unit or a commando. Good suggestion!
I remember his name from the time Spartacus made those casting videos.
Holy crap that value in 3rd game. One strike to win the game.
Ah bugger. Watching your video before Sybert updated the latest video and now I have spoilers that you lost to Futurama!
Hard luck mate anyway. Always a favourite player to watch.
first game was awesome.
YES YES I LOVE YOU ! FIX THE MAMMOTH TANK !
Improving the mammoth is appealing if the juggernauts/behemoths are nerfed. The main reason mammoths are not used much is that the juggernauts and behemoths got massively buffed by EA patch 1.02--so much that they substantially outclass mammoths in most situations.
@@ozymandias4820 Yes they were nerfed but i believe its too much.I remember making tons of mammoths once only them to end up doing nothing in the fight i needed them and be outrunned by a fucking Reedeemer.Their biggest flaw is the range.I mean its a heavy tank,it wont move fast,it wont fire fast so at least it has to hit hard and at range.Mammoths in my humble opinion should have dev tank range if not a little bit more and everything else should remain the same.At least they should have something going for them that makes them good.Avatars have the ability to get an extra gun,tripods are already very strong with their emp ability and mammoths are just mehhh.
It would be awesome if tanks and other GDI,NOD vehicles apart from the buggy,apc in this game actualy had some MGs and were not helpless against infantry but i guess realism is not what this game aims for :)
A good 3 games :)
Was there ever any discussion among the KW community about giving ZOCOM artillery? for example, giving Zone Shatterers 600 range on their overload ability?
An interesting idea, but would be too powerful because of uncapped number of targets in the path.
Game 3 must have been frustrating to be on the losing side 😂gg,s
2nd game's ending was epic xD bye bye, droneship!
For R 20 ? I will suggest some changes that makes the game more micro based and dependent than build orders .
Hey leaf man why do you put those stealth towers in front line where aircraft can easy kill them. Is there some special reason? Grat video thanks man
I wonder... are allies in multiplayer able to un-friend eachother and become enemies during gameplay then become allies again?
The reason i ask is because perhaps they could build eachother Reclamator Hubs, Redeemer Engineering Facility or Warp Chasm for eachother to intentionally capture.
That way if you have 3 allies on one team for e.g(considering each is a different faction) means you could technically have 9 Superunits altogether from that one team alone.
What you're describing sounds pretty similar to what RA2 multiplayer is like. If ally control is on, the players can choose to unally one another and hand each other con yards if their ally loses theirs.
I don't believe CnC3KW's allows it though.
@@stormshadow7116 I assume its already been conceived of and attempted then?
Just curious sybert hasn't posted the tournament sure other casters have but will it be posted on his channel sooner or later?
Bikerushownz seems to be posting alot and green zero has just posted regarding final etc 👍
@@terrytredinnick8631 who won?
For the Mastermind gun problem, other commandos use two different weapons for units or buildings, and each gets its own cursor. Could something like that be implemented? Restricting the MC to non infantry units doesn't seem like a big loss.
Ah always interesting to hear what your thoughts with the R20 mod will be.
What do you have in mind to boost Zocom? I feel like faster grenades for GDI as well as Zone Raiders could help?
Maybe even faster moving Zone Raiders too. They don't much Raid anything right now ;)
Zone Raiders are extremely strong as they are. Good health, good range, high damage WITH splash, secondary anti-air rocket weapon, stealth detection, and jump jets! These are already OP in some situations, such as against Reaper 17. I would strongly caution against buffing them further.
If they're so good, how come Zocom are such a poor faction? Same as Grenadiers... People don't use them often if at all because they just perform so poorly for their costs.
Wp gj
MoK dont need cheaper steath towers. Those future ST changes feel right, but pls buff wolverines and maybe titans somehow. Now if we want to talk about Zocom, i feel no stats need to be changed but acuracy. Just make zorcas, zone raiders and zone shaderers able to fire moving targets without pro player micro management and the will be kind of good to go.
Im kind of a noob but just giving my opinion 😊.
Oh and grenadiers pls! Those guys can be even get taken out by militants if not telled to fire the ground.
@@Lt.Victor Grenadiers do not take out militants in normal combat situations. Buffing them could lead to balance problems because of their EMP potential. if you buff them, you effectively buff the EMP potential of factions that use them. However, the GDI factions already have the best EMP in the game (aside from the one from the EMP center) and they have the best armor and firepower. They do not need any more buffs. CGF already over-buffed GDI factions a lot relative to other factions in 1.02+.
Has the community considered massively nerfing the, let's be honest, massively OP things? The Scrin phase-out lasts waaaaay too long, it would be extremely strong even if it only lasted 5-10 seconds. And maybe setting a research requirement T2 or T3 for MoK EMP? As you said at the beginning, to compete at top level you pretty much need to play either scrin factions or MoK. I'm sure there are other things that need adjusting to balance out the factions.
The things is scrin units across the board are weaker and less cost effective so the design to balance that is they have more access to Tib late game and powerful support powers to leverage that tib. MoK losses fire, the nod factions base and inf killing all in one, in exchange for that emp making them a stronger defensive Nod faction rather than an offensive one.
I would say mabye have phase run out whilst emp'd so it isn't a get of jail free if the scrin player actually screwed up but otherwise wouldn't touch on length or MoK emp.
@@SolusLupi nah, this is just stupid to have EMP on basic infantry which you gaiining from structure sell. Aboslutely idiotic design decinio which should be removed. Mark my word that this simple change will make faction totally fair. In return awakened may (and should) get cybernetic legs.
I agree with Rein Azrael that MoK is not OP because it already loses a number of useful things the other nod factions have, some of which are listed above. Additionally, the drafted awakened squads are poor scouts and the full awakened squads are expensive. MoK does not need nerfs.