I'm like a Power Suit: I have a shiny disposition, I'm adaptable to most any situation, and well-equipped for any problems. I also carry enough firepower to make an Omega Pirate run in fear. Also, I'm prone to overkill. Push your luck and I'll use a Power Bomb.

Comment History  (0 - 30 of 86)
Blazerunner Jun 30 2015, 1:50pm replied:

Hrm... 12 launch tubes... could do what they did in CNC Generals Shockwave with the Berserker MRLS. It could switch between 1 rocket every second, 3 rounds every 3 seconds, or all 36 every 30 seconds.

Effectively a 3-phase weapon that can be adapted based on how heavy the inbound enemy column is.

0 votes   media: Tiberium Essence 2.0 - Forgotten
Blazerunner Oct 13 2014, 7:33pm replied:

C&C Holland, programming-wise, is a nightmare, to be honest. It also doesn't like other mods... at all. Recommend installing a fresh Zero Hour copy to a diff directory and installing ROTR there instead.

+3 votes   download: ROTR Patch 1.802 Release
Blazerunner Oct 13 2014, 7:31pm replied:

No idea, Guest, but I'd roll some cash for 'em myself. These guys know their business, and their mods are it.

...Surprised they weren't made into actual games themselves, honestly.

+3 votes   download: ROTR Patch 1.802 Release
Blazerunner Nov 10 2013, 12:47pm says:

Red Alert 3 Uprising didn't include any new structures for the factions, only new units and maps.

Allies: Future Tank X-1, Harbinger Gunship, Pacifier FAV
Soviets: Reaper
Empire: Archer Maiden, Giga-Fortress, Steel Ronin

Those're the new units I remember. On that note, when dealing with massed Giga-Fortresses, you'll likely need a superweapon, or massed Harbingers, or massed submarines... and when dealing with massed Harbingers, massed air-superiority aircraft work wonders.

I say this, because the Harbinger and Giga-Fortress are a bit too powerful for anyones' good... if you're facing them, that is.

+1 vote   mod: Red Alert 3: Transcending
Blazerunner Nov 5 2013, 12:11am replied:

Honestly, Kane's Wrath was half-assed in developement, and did alot of things wrong.
Needless to say, it's not recommended at all.

+2 votes   mod: Tiberium Essence
Blazerunner Nov 5 2013, 12:10am replied:

I wouldn't say the WORST expansion of all time, I'm sure there are others worse than KW, but I wouldn't recommend KW anyways as you can't mod it worth a damn.

Needless to say, theawesometrex, Kane's Wrath is unnecessary for this mod.

+2 votes   mod: Tiberium Essence
Blazerunner Oct 31 2013, 11:27am replied:

Both Rise of the Reds and Shockwave cooperate quite well installed to the same directory, thankfully.

If you don't mind making some small tweaks to your Registry in regards to CnC Generals Zero Hour, you can install a second copy of Zero Hour on your computer and use that one for RotR and Shockwave.

+1 vote   download: ROTR Patch 1.802 Release
Blazerunner Oct 31 2013, 11:24am replied:

Yes, ECA and Russia are frigging powerful. Especially with their heavy Anti-Air units... though I have to admit, hearing "*ding* Oh! My popcorn's ready." is something odd to hear when selecting a Wotan array to fry an incoming Viper patrol.

+4 votes   download: ROTR Patch 1.802 Release
Blazerunner May 13 2013, 4:56pm replied:

Dude, what rule states "Topols are nuclear capacity only"?
Hell, who says an ICBM is nuclear-only?

Sure, damn near every ICBM built since the original design was (and is) nuclear, but it's not like the International Military Rulebook states "ICBMs are Nuclear only."

Otherwise... why not complain to EA about the GLA SCUD Launcher and SCUD Storm being non-nuclear?

+2 votes   mod: Rise of the Reds
Blazerunner May 13 2013, 4:53pm replied:

Aye, but the PANDORA units' Neutron Shells need a bit of a damage nerf... At least in AoE impact shock, at any rate.

Generally speaking, an immense neutron burst would damn near vaporize anything organic caught in the blast, not blow anything made of metal sky-high... though I'd be a bit leery of touching anything exposed to said immense neutron burst for a few hours, y'know, to prevent possible radiation burns.

And yes, the PANDORA is a railgun system... though the muzzle velocity is far lower than the unspokem Railgun Standard, which is Mach 40.

-1 votes   mod: Rise of the Reds
Blazerunner May 10 2013, 6:47pm replied:

The Future Tank damages anything caught with the shots' explosion range, including (I might add) any aircraft unlucky enough to be in the small area of the bubble that goes that high.

This is why it is better to match the Future Tanks with artillery, or bombing runs... or dropping them in the water with an "acquired" Chronosphere.

Bluntly, yeah, each shot deals X amount of damage, as each "round" fired is two shots.

+1 vote   mod: Red Alert 3: Transcending
Blazerunner May 10 2013, 6:40pm says:

The "Allied Coastal Gun" is the Brighton Shore Defense Cannon used in one of the Allied campaign missions. It's supposed to be an extreme-range shore defense artillery with minimal turret rotation (roughly a 30-degree fire arc). Anything hit by these guns immense shells is rather screwed.

As for the other building... no idea what it is.

+1 vote   media: Allied Tier 4 Structures
Blazerunner May 10 2013, 6:32pm replied:

The "Tri-Cannon Gun" is the Waveforce Tri-Cannon, the primary weapon system for the Empire of the Rising Suns' Black Tortoise, an immense floating fortress disabled by the Allies/Soviets during their respective campaigns. These immense cannons have an equally-immense power draw, as evidenced by the fact that they are fueled by two ginormous Power Cores.

+1 vote   media: Japan Tier 4 Structures
Blazerunner May 10 2013, 5:01pm replied:

Agreed... the Mammoth is Fricken AWESOME! ^_^

+3 votes   media: The Soviet Mammoth Tank
Blazerunner May 10 2013, 5:00pm replied:


Dude... the Mammoth IS Red Alert... try playing The Red Alert (a remake of Red Alert 1 on the RA3 engine) sometime. Those ain't Apocalypse tanks them Soviets are fielding, those're Mammoths!

Apocs are just Mammoths with a facelift, a payload switch, and no self-repair (limited or otherwise) until they hit Elite rank.

+2 votes   media: The Soviet Mammoth Tank
Blazerunner May 10 2013, 4:56pm replied:

The Mammoth Tank debuted in Red Alert (Windows 95 Edition) as the Soviet heavy unit of choice. Expensive as all fuckery, and notoriously hard to kill, it was made even nastier with the fact it was the first unit capable of even limited self-repair (up to 50%). Combining ridiculous armor, twin 120mm cannons, and turret-mounted rocket pods, the only suitable counters were Demo Trucks, Missile Subs and Cruisers.

It continued onto Tiberian Dawn, and even made showings in Tiberian Sun, admittedly under Forgotten control.

The Mammoth Mark 2 was, in fact, an immense warmech with twin railguns, a roof-mounted SAM rack, and dual 20mm heavy machineguns that made its' appearance in Tiberian Sun. Much like its' early Soviet counterparts, it maintained a limited self-repair, its' notoriety as a hard to kill unit, and ridiculously powerful counters, in this case, Cyborg Commandoes, Mutant Hijackers, and more superweapons.

The Mammoth Mark 3 brought an icon into the 2200s, bringing it back to its' quad-track roots with dual 120mm cannons (upgradable to railguns) and turret mounted missile racks. It STILL maintained an image as "hard to kill" with thick armor, and, once more, overly powerful counters... this time, without its' once-trademark limited self-repair, one needs to send in Rigs and Juggernaughts as additional support, or they're going to find their Mammoths eating dirt all too quickly... well, for Mammoths.

On the Red Alert side of the timestream, the Mammoth was renamed the Apocalypse Tank, but maintained its' iconic payload in Red Alert 2 and Yuri's Revenge.

The "Apocalypse" Tank then had its' rocket pods removed, and a set of grinders and a magnetic "harpoon" system installed for Red Alert 3 and Uprising.

So, I give you the history of an iconic unit that, honestly, never left the battlefield, it just had a few facelifts... and a payload change.

+3 votes   media: The Soviet Mammoth Tank
Blazerunner May 10 2013, 4:29pm says:

I have a request for anyone who decides to take up working on this, if at all possible...
Put in a way to disable super/ultimate weapon structures, or a way to disable the ultimate weapons at any rate.

It's rather sad when a match against the AI, of all things, is cut to this 10 minute (tops) rush run because the AI thinks it necessary to try to spam ultimate weapons...

Honestly, I find that a constant in most RTS games any more. It all comes down to whoever can deploy their ultimate unit (A la CNC 3 KW MARV, Redeemer, Eradicator Hexapod) or superweapons first (Ion Cannons, Nukes, Rift generators)... after that, they drop a bunch of defenses and hold off everyone while they nuke the hell out of you.

+2 votes   mod: Red alert 3 community patch 1.13
Blazerunner May 8 2013, 12:52am says:

Okay, decided to try the mod out, and can say it looks good so far, but still needs a bit of work, to say the least.
I will point out that the description tooltips for the Component Tower modules are currently MIA, and need to be found, or put into place.

Oh, and the Mobile Sensor Array tends to default its' paintjob to your color flags, and uses the enemy's color as the main paint. Or it just happens to like pink.

+1 vote   mod: Tiberian Apocalypse
Blazerunner May 8 2013, 12:38am says:

Noticed an open Tweet (?) comment regarding the Ion Cannon system for GDI.
For those who've not played the Command & Conquer Tiberian Era prior to C&C 3, I shall endeavor to educate you in this regard...

The GDI Ion Cannon is an orbital platform network, with each platform housing TWO Ion Cannon systems.

The first, and the most noticed, is an immensly powerful anti-surface weapon system capable of annihilating all but the most fortified structures in a single shot.

The second is an anti-missile variant designed to prevent NOD from launching missiles at the Philadelphia, the GDI Space Station headquarters.

As is shown in the early missions of C&C 3, some retards responsible for the construction of the Primary Ion Cannon Control Center, placed it on the ground... NOD took advantage of this, and blew the GDS Philadelphia into scrap metal.

+1 vote   mod: Tiberian Apocalypse
Blazerunner May 5 2013, 7:01pm replied:

True, at 57 megatons, it was estimated to be about 25% of the total 200 megaton estimated yield of Krakatoa's self-destruction in 1883.

+1 vote   mod: Rise of the Reds
Blazerunner May 5 2013, 6:59pm replied:

If you want to get into scaling a real world weapon (the 57 megaton Tsar Bomba, in this case) into RoTR, the overcharged nuke would likely wipe about a third of an 8-player map clean.

As it stands, I'm going to go out on a limb and say the C&C Generals Chinese Nuclear Missiles are about 20-30 Kilotons total yield, and can plaster any structure and unit (bar Command Centers and Superweapons) within the affected area.

As such, the "Tsar Bomba", as titled by the Russians, would indeed be suicide to deploy without putting a mountain range between the bomb and your base, if playing on any map smaller than about a 4-player Large map.

+1 vote   mod: Rise of the Reds
Blazerunner May 5 2013, 5:51pm replied:

Eh, figures... maybe they found a bug or something that's proving to be a pain in the arse.. Any rate, hope they dumb down the damage done by the Pandora's Neutron Shells alot... usually a case of the damn things destroying what I want to swipe from the opposition instead of killin' the pilot.

0 votes   mod: Rise of the Reds
Blazerunner May 4 2013, 10:10pm says:

Namely, azuza is saying, that you should overlap your Anti-Air to the point of ridonkulous, then hide it all under NOD stealth field systems, even if it means you must raid the nearest NOD armory for them.

+1 vote   media: GDI Updates
Blazerunner May 4 2013, 10:07pm says:

Nah, it's just gold alloy plated!

A fully gold forged weapon would never work right, so they plate 'em with a gold-titanium alloy!

+2 votes   media: Orca Interceptor
Blazerunner May 4 2013, 10:05pm says:

Yeah, it does look somewhat like a Warthog, don't it? But, last I checked, a Warthog was never graced (or defaced) with the GDI emblem on its' sides or hood.

+3 votes   media: M-31 Pitbull texture update (not finished)
Blazerunner May 4 2013, 10:03pm says:

Civvie don't really "need" a retex, as it were,,, a little remodeling can be done with judicious application of high-explosives, lots of bullets and an airstrike or two. ^_^

+1 vote   media: Sup dawg I heard you like updated stuff
Blazerunner May 4 2013, 10:00pm says:

Ah... such memories... the scream of V2 Rockets, the rumble of a Cruiser's cannons, the twisted reality of a Chrono-Storm (those little situations what tended to show when using the Chronosphere), the constant thud of the Turrets, the rattle of a Pillbox's machineguns... so much FUN! ^_^

+2 votes   news: The Red Alert 1.2 Released
Blazerunner May 2 2013, 9:16pm replied:

Look, 212leader. Until EA screwed up and made the Giga-Fortress, no single unit in the Red Alert timeline (as chrono-warped as it is) was a "complete package" with Artillery, Main Battle, Anti Air and Mass Annihilation type weaponry in a single unit.

Red Alert (Win95): Mammoth Tank [Soviet]: Anti-Air, Main Battle (Armed with Mammoth Tusk Missile Pods, and twin 120mm Cannons)

Red Alert 2 Yuri's Revenge:
Battle Fortress [Allied]: Anti-Personnel Bunker on treads, room for 5 infantry, adaptable yet vulnerable to defenses and mind control.

Apocalypse Tank Model A [Soviet]: twin 120mm cannons and anti-air rocket pods.

Red Alert 3 Uprising:
Giga-Fortress - Ship Mode: 3 Battleship Turrets, 2 Anti-Air Missile Racks
Giga-Fortress - Air Mode: God's Breath superweapon

As it is, whenever I deployed a Giga-Fortress, I was not happy.
This is simply because I knew, that barring an enemy Giga-Fortress, or ridiculous numbers of casualties on the enemies' part, I had just won by deploying a single unit...

For that reason alone, I dislike Uprising. The only viable counters to a Giga-Fortress are simply put, ridonkulous...

4 Harbinger Gunships, 12 Akula Subs, 8 Kirovs, half-dozen MiGs, Yuriko Omega, Vaccuum Imploder, or 12 Reapers...

In all cases, I can expect to lose at least 66% of the deployed countermeasure, barring the Imploder and Yuriko, wherein I'd either lose Yuriko, or run the risk of missing with the Imploder.

Other possible counters include the 3rd form MagSat, which can be outrun, or dumping space trash on the damn thing. I've gone after them with Cryocopters, mind... though the AI hates this.

+1 vote   media: Giga-Fortress Depth Charges
Blazerunner May 2 2013, 8:44pm replied:

Well, this is pleasant news... C&C Generals (and Zero Hour, I hope) on a newer graphics engine? Very nice.

Hm... Someone may wish to get in contact with the fine developers of the Generals Shockwave Mod (SWR Productions) concerning a newer set of units if you opt to include that in the mix.

As it is... this should prove most... interesting...

+1 vote   mod: Command And Conquer : Generals Evolution
Blazerunner May 1 2013, 1:28am replied:

During what Tiberian History calls the "Firestorm", a set of operations against C.A.B.A.L., both GDI and NOD deployed mobile production facilities, GDI had the Mobile War Factory and NOD had the Fist of NOD.

Both units were rather pricey, and unarmed. This was primarily as they were capable of producing their own guards on-site. So long as the tech requirements were met, they could build anything their faction's factories could, from the Wolverine to the Mammoth MK2 for GDI and Attack Buggy to Cyborg Reaper for NOD, they could produce anything but another of themselves. This was due primarily to the unit limit for said units being ONE.

The mobile factories allowed a degree of flexibility even C&C 3's expansion units wouldn't allow for. Wherever you could deploy those units, you could drop an army. Be it hiding beyond a plateau to drop Juggernaughts and a Mobile Sensor Array, or building an MCV so you could drop an Obelisk battery right on top of your enemies' harvesting operations, then hiding it under a network of Mobile Stealth Generators to stall bomber counterstrikes while you build a set of concealed SAM Sites.

Overall, it was a common tactic to pair a mobile factory with a Carryall, so you could perform tactical flexibility beyond what only the newest players would fail to expect.

A couple rounds playing with it, and your opponents would learn quickly to TAKE IT OUT! Otherwise, well, things got interesting fast. Usually deployed either sensor arrays or mobile stealth generators and a sensor array (depending) to assist my factory's defense.

+1 vote   media: Tiberium Essence 1.52
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