Why would my point be what you were talking about??? My point that I was making in the second paragraph is that it *isn't* like what I was describing at all and that the balance argument was indeed entirely pointless, I was agreeing with you on that. The current Behemoth is not like Siege Tanks or Dragoons in the slightest, though I wouldn't say it is like a Nuke (I'd argue it's more like a ground BC that shoots AoE Yamato Cannons, I guess).
That however also wasn't the entire point of my first paragraph in that post. My point with that whole first paragraph was addressing concern for an issue in the game that may or may not exist. Is there really problems with Soviets taking on Allied Medium Tanks??? No one has really addressed that to me. I show concern because as it stands DTA tends to try and be true to the spirit of the originals, and that entails that Allied/GDI Medium Tanks are objectively broken and overpowered compared to Soviet Heavy and Mammoth Tanks which was the exact-same problem that existed in Tiberian Dawn. So I am inclined to believe that same-exact problem does probably exist in DTA as well and nobody has really countered that belief of mine yet.
That's... Entirely what my second paragraph is about...
Well, that isn't my point. It's that, when assuming this thing doesn't have a build limit, players need to have potential tech options to go against it. Flanks are just not quite going to cut it. You still have to engage this army at some point more than likely.
So, let me give an example of Protoss vs Terran in StarCraft:
In PvT, Protoss has Dragoons. This is their bread and butter, not unlike Medium Tanks. They are fairly mobile in comparison to Terran Siege Tanks and Spider Mines, and this makes it very easy for them to deny bases by catching Tanks that are repositioning off guard. The Tanks and Mines on the flip side have a lot of stopping power, but due to massive immobility they can't really push out much. So it becomes a balancing act of the Protoss trying to deny bases and starve out their opponent and collect more resources so they can ultimate throw wave after wave of Dragoons at Tanks until they slowly whittle the tank force down. While for the Terran, their job is to find oppertunity to take bases and find timings to do damage to stop the Protoss from snowballing. Siege Tanks in this case are not unlike the Behemoth, when assuming there isn't a build limit on them. This is the kind of thing I am worried about, because in this case Medium Tanks may not actually have the capability to deny bases like Dragoons can just do to the way TS's, and by extension DTA's, economy works, how expansions work in it TS/DTA, the usual asymmetrical design of maps, and a few other factors. I am not totally certain, though. Maybe Medium Tanks could do this. I am not very familiar with DTA's Meta. But if not, then Allied would need something that could accomplish this, otherwise there is an inherent imbalance.
But now that you tell me there is a build limit, none of this would at all be a problem. There would not be anywhere near as much power and ability to hold positions like Siege Tanks could, and may even be underpowered. This is my problem with Build Limits. They are a cheap and non-elegant way of throwing an extra balance layer into the mix that ultimately makes things far too underpowered or far too overpowered in trying to compensate for high stats vs trying to make the unit useful despite having a build limit and it's very very difficult to get an inbetween. So that kind of upsets me about this unit, because it has real potential to be a cool positional unit that you have to whittle down through wave after wave of forces while starving your opponent out while you try to take opportunity and timings to deal damage with said Behemoths which would be a really interesting way to spice up normal C&C playstyles.
That... Seems overly careful. There is no way this thing would be at all overpowered if it was a late-game tech unit. It's slow, which means it can't force engagements or push out on the map easily without being caught off guard, and would still undeniably have a vulnerability to air even though it can attack air (Just due to the nature of its slowness and aircraft being relatively cheap and effective in open field fights), as well as obviously being expensive and possibly having other weaknesses I'm unaware of, like maybe a minimum range or a noticeably shallow health pool for the cost, and would be terrible at defending constant counter attacks without stretching them across the map which divides up their strength and makes them more vulnerable because you'd also have to divide up defense for them. Even if it one-shot everything in its AoE, most of these backdraws still don't make it a clear-cut overpowered unit especially since some things may even be faster than its projectiles are and thus can dodge the attack.
I can't provide much feedback on this because I am not totally aware of the tech trees in DTA. Considering it's still suppose to hit very hard against even tanks, it's clearly a mass counter. If Soviets vs Allieds is even remotely similar to actual RA1, I can see this being a very important unit to shake the matchup up as generally Soviets were very bad against the super easy to mass and well-rounded Medium Tanks, making them almost obsolete in competitive RA1. With a unit like this, they can turn those tides more in their favor by doing heavy damage to tank spam which will diversify the matchup more by forcing Allieds to use something other than Medium Tanks in the mid to late-game (Depending on whenever this is available and can be gotten at a reasonable number). But the problem with that is, do Allieds have the options to do just that? I have no idea. And what about other mathups? Vs GDI it will do largely the same thing, no? So we're left with Nod and Allieds that I'm not sure what their tech trees are like. Will they have the options necessary to handle this and diversity their compositions? Or are they going to not have any real answer to this? I guess we'll have to see. :D
Is it actually a think that people dislike the boat section unanimously? I always liked how it broke up the normal FPS action, and once you get to know how to drive the boat it doesn't control as bad as you'd think.
Computer right next to your bed? Efficient.
holee **** my dude. :0
So much of this almost looks like an *actual photo.* It's unreal the level of detail you put into this.
Tunnels in Generals were more of a defensive than an offensive mechanic. They were invaluable for defending satellite bases that were normally too far away, and it wasn't just limited to infantry either.
Is Uprising required?
Welcome back, dude. :D
No spooky skeletons, no thank you!
"No... Because your bed-head is already perfect."
I wanna see a BotW Mod that makes it Twilight Princess! :D
1. If we want to go with something that's still semi-coherent instead of totally nonsensical and impossible to follow, then it's a tie between a few different things for me. Oddworld (Either Abe's Oddysee or Abe's Exoddus), Antichamber, and Psychonauts. All 3 of these games have the same level of "wtf" but still having a semi-coherent story or style that you can follow.
2. I'm really not much for actually hurting other people, but I think I could live with myself if I could get away wit no punishment, or not being punished period, for stealing a few things.
MrD4nkKu$h is my spirit animal.
Here we go again. Vignette3.wikia.nocookie.net
I don't really see all that much different except that there's no UI but I kinda just assumed that was cut out.
HOLY **** HE'S AN ANDROID! :O
Uuuuuuuuuuhm--Oh, okay. Cute. :D
Wait, is that all voxel animated? Jesus christ, that looks beautiful!
That'll be available that'll be available.
Jesus christ that was one clean swipe. This guy is either a monster or it's just animu logic because that is completely unrealistic.
"no go away you lil' temptress you're just trying to get me in trouble"
Normally I don't like these kinds of missions because it's just kind of boring go from one end to the other and basically puzzle solve but this one is actually kind of cool because it actually feels like they're trying to stop you and it ends up feeling a bit more fast-paced and action-y than most the other missions like this, probably because it's an escort mission.
This mission is so cool. Kind of frustrating at first because you don't know where all the projects are so you think you got them all then it turns out there was one you missed that was just destroyed 40 minutes into the mission... But after you know them all and where they all are that becomes less of a pain. Then it's just a macro mission with a really cool theme. :D