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RSS Reviews
8

Comrade's Vanilla Addon

Mod review

Not bad, so far! Been playing for a few hours, and the build aesthetic is very much present, and looks real nice. The weapons pack is good, stability is good, and overall, it's a solid buildo/vanilla+ CoC feel.

Aesthetically, the only thing that feels a bit wrong, is the various factions occasionally wearing the armour of other factions (some Clear Sky members wear Wind of Freedom or Duty suits, for example) and bandits wear all kinds of armour, which... I guess is kind of accurate, but just feels like it breaks a faction's identity.

However, balance is real bad. Enemies are extremely tanky, weapon durability and accuracy values are terrible (fired ~200 rounds from an AK-74/2U and its durability had dropped to 60%, and the crosshairs filled a third of the screen, literally couldn't hit a human target at 10 meters with iron sights)

Also, faction relations seem to be broken, with no faction rep gain for doing tasks.

With some tweaks, this could be -really- good.

1

Snowy's Restoration Mod English Translation

Mod review

Extremely unstable, riddled with repeatable, script based crashes that make progression impossible.

Good concept, but you can't experience it even a little, due to these bugs.

9

The Second Tiberium War

Mod review

A fantastic mod, and largely a joy to play; I'd easily say this is my favourite Tiberian Sun mod.

The unit roster, while trimmed down significantly, works -generally- really well, with each unit having a neat role to fill, and mostly no superfluous units. The addition of naval combat is impressive, and adds a great deal of tactical fun.

However, I'll opine that there's 1 or 2 balance issues. Air units seem far more powerful now, perhaps due to the relative feebleness of each faction's AA options. While base AA defences feel fairly balanced (if a little on the weak side) neither force has a truly viable AA ground unit, leaving assault forces open to being obliterated by enemy air raid. Further, infantry seem a lot weaker, and have far more viable counters, without being much cheaper to compensate. This forces them out of the tactical situation somewhat, which is a shame, as in vanilla TS, infantry seemed to have a more prominent role than other CnC games.

Overall, a fantastic mod though, despite my few complaints. Kudos to the author, and thanks for many hours of fun!

5

Rise of the East

Mod review

Ugh, such a promising mod let down by -terrible- balance and difficulty.

Why do some modders insist on locking away such good content behind awful balance and gameplay? It seems to be a recurring theme. Do they not want people to be able to play, and appreciate their work?

I'm no pro, but even on easy (which I expected to be the requisite difficulty for noobs like me who want to get used to a game), I'm getting rinsed. AI has dozen strong attack groups, and T2 tech within a couple of minutes of starting, and seemingly cheats with money; I'm bleeding dry just trying to stop the relentless attacks, and the ai just keeps churning out units without pause. The one or two times I've managed to form a large enough force to attack the enemy base, I've found it literally crawling with high tier units.

Not to mention the utter imbalance in power between some units. USA infantry, for example, can cut through five or six times their number without issue, and by the time they're done, they're all elite, and even more powerful. Frustrating. I'm throwing away units left and right, and just end up making already overpowered units even more powerful.

Honestly, kind of depressing, I was really looking forward to playing this, but it's hard to enjoy what a mod has to offer when it's stomping your guts out before you can even experience what it's got.

Mod gets a five for impressive visuals and some really nifty mechanics, as well as innovative blending of the generals and RA2 universes, but I can't give something this poorly balanced and frustrating a higher score, sorry.

3

YR Red-Resurrection

Mod review

Seems like a really promising mod let down by overblown difficulty.

While the units look great, and there are some interesting gameplay options, it all counts for nothing in the end, since it's impossible to survive long enough into a game (skirmish) to try the new stuff out. The Ai is RIDICULOUS.

The only games I've won, I've had to rush the enemy within the first three or four minutes of play, or else they reach critical mass, and become pretty much a steamroller. It's physically impossible to keep up with the Ai. Their attacks come from half a dozen sides at once, in significant numbers, are FAR better micromanaged than any human could manage, and totally relentless. It becomes physically and mentally painful to just try and 'fight the fires' that the AI continues to set, every thirty seconds or so, until you either cave in , and resign, or they steamroller your base under an endless tide of units.

9

FWR CoP Edition

Mod review

For anyone looking for a way to help keep that old-school stalker atmosphere, there are few mods as good as this. Tweaking the originally poor reload animations, while keeping the distinct, characterful stalker weapon models is a good move. My only critique is that some of the new custom weapons, and weapon addons don't 'fit' their new textures look too smart and tidy, compared to the old Stalker textures. Still an ace mod, if you just want to freshen up the guns a little, without resorting to bigger mods like Ao3, et-al.

6

Far Cry

Game review
6

S.T.A.L.K.E.R. Re-Animation Project 2

Mod review

The animations look AWESOME, no two ways about it. Unfortunately, the iron sights for a good majority of the weapons covered by SRAP partII are well off, when using the default CoP config files. It makes it impossible to use them, because you just can't aim them.

This is a damn shame. If this were fixed, it'd be a ten. Easily.