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Comment History
EvilIguana966
EvilIguana966 - - 2 comments @ Star Wars Jedi Knight Remastered 3.0 Released!

JK is one of my favorites from my childhood and I am glad that my occasional replays are future proofed (that era where I had an AMD card and had to downgrade the driver for JK to run is now firmly in the rearview mirror). Two issues/questions for this version so far:

1) Some changes have clearly been made to the gameplay, (two I've noticed so far are that the repeater is no longer pinpoint accurate and the e-11 now has an alt fire mode that is fast/inaccurate a'la the JO version of the gun. Is there a list/changelog of these alterations available anywhere?

2) Repeater projectiles seem almost invisible. Is this normal?

Good karma+1 vote
EvilIguana966
EvilIguana966 - - 2 comments @ Tiberium Wars Advanced

The new art in this mod is very high quality, just as high as the stuff the game came with. Overall quite fun to play, and a change of pace from the vanilla gameplay, though there are a few problems. The biggest one is that the Scrin AI is screwed up. GDI and NOD AI seem to have been greatly improved, making them both much more challenging opponents in skirmish mode. But Scrin seems to build very little except for buzzers and, most likely the primary cause of the problem, tons and tons of growth accelerators stacked on top of each other. In vanilla it wasn't uncommon for scrin to stack 2 GAs on each other, but in this mod it's closer to 10 per tib field. It's no wonder they build so few units when they put every cent they earn into the GAs.

Balance wise, the biggest problem is that this mod puts even more emphasis on economy harassing, a tactic that was already way too effective in TW. Harvesters are even weaker relative to the many newly improved units, and since structures take twice as long to build as units do for the same cost, a lost refinery or power plant is much more devastating than in vanilla TW. This is problematic because it takes very little real skill to send a few vehicles early in the game to do damage totally out of proportion with the cost of and time spent building and managing them.

There also seems to be an imbalance in the AA between the sides. GDI is set, because their new AA unit is incredibly powerful and quite overpowered for the cost, but NOD is really at the mercy of the new improved Orcas (which are now actually useful). The stealth tank is quite expensive for what it does AA wise. And speaking of rockets, the new rocket soldiers are way too good for the price you pay, especially the EMP rockets for NOD, which basically allow a $400 unit to totally immobilize any ground vehicle indefinitely.

Still, the mod is excellent overall and definitely worth playing.

Good karma+2 votes