I hear a lot of people hating on red alert 3, but i enjoyed the game when i played it. Does anyone know why red alert 3 got such a backlash?
DMT Has Friends For Me Shirt $21.68 |
I hear a lot of people hating on red alert 3, but i enjoyed the game when i played it. Does anyone know why red alert 3 got such a backlash?
DMT Has Friends For Me Shirt $21.68 |
RA3 was never considered a bad game. The FMVs are just pure memes and the gameplay is fine.
It's fine, just don't play the console version.
It's always been a case of, "it's good, but it's not as good as RA2 and it's way goofier than it should be"
RA3 is a great RTS and command & conquer game. My only issues with the were the piss easy difficulty and terrible unit design.
>the piss easy difficulty
It's literally the hardest game in the series apart from post-patch C&C3 and a couple of the original games' expansions.
That is nothing more but an issue of a skill that has been persistent in this foul community since the death of Westwood
RA3 was extremely easy to me compared to cheating ass regular CNC and CNC 3
The original C&C is only hard if you don't know the triggers and exploits. C&C3's difficulty comes from the devs fricking up the campaign balance with a patch.
>Getting this filtered
RA1's Allied campaign is the most kino in the entire series.
>The original C&C is only hard if you don't know the triggers and exploits
Wow the game is only hard if you don't use exploits, amazing
The exploits are 100% intentional. Pic related is one of the best examples but most of the Covert Operations missions and a good deal of the ones in the base game are designed more like puzzles than battles. One of the best things RA1 did was seriously crack down on bullshit missions.
>Intentional exploit
Correct. There are certain missions that are only beatable with sandbagging.
>The units surrounding you won't aggro unless attacked, meaning you can kill them 1 at a time
>Taking out the comm center in the base stops the air strike, and requires some stealth tank shenanigans
>The church at the bottom has some much-needed money
Again, triggers and exploiting the primitive AI.
If something is intended to be used, it's not an exploit
Can same be said about you're mom,?
What would exploits be on this map?
>RA1's Allied campaign is the most kino in the entire series.
>opinions
>of the single player experience
>of one faction of two
That is not very convincing.
The Soviet campaign is kino too.
>When you realize that Stalin strangled Kukov as revenge for Gradenko
> original C&C is only hard if you don't know the triggers and exploits.
So you have cheese until you win? Why did they not fixed the AI in the remaster? Age of Empire 2 fixed it's AI.
yes.
wasn't there some annoyance about how every single unit has some ability
This was a complaint from brainlet cripples.
Lets face it, RA3 was hated then because it was not RA2+1+free blowjob.
I was on Ganker on its release, and from the fever blabbering rage it faced, I knew RTS will stop being made since the customer base wants heaven for scraps.
It's okay when Blizzard do it
It was an utterly moronic thing to b***h about. If anything, every unit having one active ability bound to one universal key was a brilliant design decision as far as balancing complexity with accessibility goes.
"Fans" with a critical case of Westwood baby duck syndrome didn't do as much damage to this franchise as EA did, but they sure as hell tried time and time again with every game EALA released.
>If anything, every unit having one active ability bound to one universal key was a brilliant design decision
so brilliant no one but you liked it. When I send 30 tanks to enemy base, I dont want to click every single one and micro their abilities. If I dont do it, Im playing sub-optimally. Shit design. At least in company of heroes youre dealing with squads or singular vehicles, can you imagine clicking 80 panzergrenadiers separately and have them chuck an optimal amount of grenades at a building?
>just select all and use ability lmao!
fricking noob shitter. No wonder youre not making games, youre clueless and calling others morons
>>If I dont do it, Im playing sub-optimally. Shit design.
This is your toxic perfectionism speaking. Nobody will be playing perfectly in any game and nobody needs to. Or you would prefer if the game would play itself for you to prevent you from making mistakes and thus playing sub-optimally?
The one unit, one ability, one key approach cut down on the need to micro by a massive amount. The exact people who were mad about this change were all the APM homosexuals who were obsessed with click per minute speed, where clackity clacking the fastest produced wins.
I really liked the system, and think it made macro and strategy a much larger portion of the game. Linking it all to one button for each ability also made it easier to pick up and get into for new players.
I was not a huge fan of the over the top unit design for many of the units however. Just got a bit too wacky and not enough "actual real world" shit.
>Just got a bit too wacky and not enough "actual real world" shit.
That's everything about RA3. Instead of a campy scifi vibe you got a parody of RA2.
unit having one active ability bound to one universal key was a brilliant design decision
>Box-select a group of 5 different units, each with different abilities and press the 'Use Ability' key in the heat of battle
>1 self-detonates in a massive shockwave moving in the direction it was movingparked at upon its sacrifice
>1 becomes invincible for 15 seconds
>1 turns invisible but gets immediately killed by the first units's shockwave regardless
>1 makes an evasive jump - dogding the sacrificial shockwave, but turning into an immobile turret
>1 starts leaking radiation, instantly killing all human units around it (mostly yours)
Yes I know this shit was present as early as Dune2000, but it doesn't mean that it wasn't a moronic decision even back then
>1 self-detonates in a massive shockwave moving in the direction it was movingparked at upon its sacrifice
homie what are you doing putting demo trucks near your dedicated combat units? Those things are designed to rush into targets and detonate. I understand your gripes and I don't think its a good idea but that is an insanely moronic play.
>Yes I know this shit was present as early as Dune2000, but it doesn't mean that it wasn't a moronic decision even back then
It wasn't moronic back then and it isn't a moronic today either, in fact it is both fun, makes the gameplay more involved without clutters and shows if someone can actually play the game or not.
Unit composition is supposed to matter since you do not need to have every unit on the field at the same time. What if you have 5 different units out of which there is 1 AA unit and the opponent made 5 air units instead then the opponent attacks your army kills your only AA unit loosing maybe two of their and then the other 3 will kill all your 4 other units. You just intentionally cherry picked a made up stupid scenario where the system doesn't work nor any similar RTS scenario will work for that matter.
Units abilities are there to be used in the situation when needed which can show you are skilled at the game because you know when to use them and you actually have the the micro capacity to use them.
It also allows units to perform more than just 1 single task when the situation call for it and thus lessens the total types and amounts of units that are needed to actually play the game to a humanly manageable level. If a basic soldier can switch between shooting a gun or throwing grenades then you do not need to have two different units that can do just one of those two functions. You do not need to build those two different units separately and then command those two units separately. And the game devs also do not need to code, program and balance those 2 units both separately and in relation with each other.
Literally none of the abilities you describe exist in the game.
>real time STRATEGY game
>selects a bunch of random units and mashes buttons as if that will help
"durr when i grab da units an press da button da units no worky and go kaboomy! dis game stupid!"
Holy frick this has to be a bait post.
i've never seen a game that doesn't have an 'active' unit selected, so hitting the ability key would only use it on that one unit. that's also what tab select is for
not reading your wall of text. you are an absolute homosexual
>ChinkREKT compilation with only 2 clips of a bugman-eating lift in action
Come the frick on laddie!
What do you expect? Liveleak's not around for any more free gore clips, buddy.
Yea it was great, boomers couldnt just press attack once and win anymore so the got mad
I can't get over how silly the game looks, your units are like toys.
>I hear a lot of people hating on red alert 3
stop talking to normalhomosexuals
game was fun. Great thread moron
co-op centric and sweaty nerds couldn't accept that was the future
I've always thought RA3 was a good RTS, but not a good Command and Conquer game. Outside of the wacky story, a lot of what separated CnC games imo from the rest of the genre was discarded.
ra3 was great even if it went goofier than ra2 or ra1, it has it's own thing going on and it does it well.
It was too different from RA2, that is it. Funny enough, for me it feel very closed to general series.
rise of the reds is literal garbage
Red Alert 3 is good, it is objectively a very well build RTS. It just has to live in RA2's shadow which will forever damned it.
Red Alert 3 was planned to be EA's Answer to Starcraft and the then upcoming Starcraft 2 to finally show some competition and they put a lot of honest effort into it. They learned plenty from Starcraft to make a great game especially for CO-OP games and competitive Multiplayer. Adding stuff like effectively connecting and mixing the land and the naval battlefield was practically unprecedented back then.
Sadly, EA being, EA pulled plug on its post release support extremely early and didn't leave time for bug fixing and balance patched which the game still very much needs this day and Mod makers are thriving on.
In fact the RA3 community, while small, it is still very much alive. Just last weekend was a two-day sponsored tournament. Despite EA shutting down their multiplayer servers there are community created servers at C&C Online where people still play up to this day.
However RA3 committed cardinal sin that it was DIFFERENT FROM RA2. And that was absolutely unacceptable! It did not live up to the fanbase' ridicules expectations of being better than RA2 which came 8 years earlier at the absolute peak of the RTS boom. It was never going to outdo the grossly overrated heights that RA2 made. And thus even today it is sacrilege amongst fans to even dare to suggest that RA2 is not "the best game of all time" and that RA3 is this ugly bastard child.
>being better than RA2 which came 8 years earlier at the absolute peak of the RTS boom.
Well that's the problem. Nobody wanted 1999 to BE the peak of RTS. They wanted ascension, not decline. It was still too early to tell that RTS as a whole would never be that good ever again.
>Red Alert 3 was planned to be EA's Answer to Starcraft
That the real issue of RA3.
You either "make game and later said game become a esport" or "make game for esport" which Starcraft is first and RA3 is latter
>You either "make game and later said game become a esport" or "make game for esport
How about "make game for esport that is also good"? RA3 is this one, it is an objectively good game even in single player.
I was ranked 12th in matchmaker on RA3 at the end in 1v1, in that contest to bring top 10 ladder players to Russia on a paid trip and compete for a $50k prize. Micro was relatively easy leaving more time for strategic thought, and I really liked the quirky units and this kind of constant escalating pressure RA3 could create each game that I wouldn't often see in the other RTS of the time.
SC2 demanded high amounts of apm and micro that i find frustrating rather than fun, AOE2 was on fan life support, and C&C 3 had already peaked (I thought the scrin were fun as frick but at the time everyone was still bashing them).
And then right after the contest they released that Yuki shit expansion for "single player" campaign that just fricked up alot of shit, including how the matches played out and pushed the "wacky personality" units into the try too hard "campy" zone completely. Player base fractured down again to nothing, as many players left after that expansion shit everything up with its greedy shit.
I think the contest and lack of interest in it made EA realize it was never going to be SC2 in popularity and cut the funding immediately after the contest, and the unfinished expo was handed over to marketing to pump out as much $$$ as possible.
>And then right after the contest they released that Yuki shit expansion for "single player" campaign that just fricked up alot of shit, including how the matches played out and pushed the "wacky personality" units into the try too hard "campy" zone completely
Please explain
How exactly Uprising "fricked up alot of shit, including how the matches played out and pushed the "wacky personality" units into the try too hard "campy" zone completely" if the add-on was single-player only and without any means to play it online?
Uprising was half finished and a buggy mess, it was expensive and barely had an content, the "new campaign" were like 3 missions each faction. The new units it added were either game breaking overpowered or almost useless (mostly the former). But most importantly it split the community in half because now if you wanted to play MP it was either Expansion or not you couldn't cross-play or online play. All community custom made maps that were previously made in the World Builder also no longer functioned cause what is compatibility? One could also argue that most of these issues came not from the expansion being half done but deliberately to try and force the fanbase to buy the expansion, it is EA after all.
>But most importantly it split the community in half because now if you wanted to play MP it was either Expansion or not you couldn't cross-play or online play.
How could it split the community in half when it was a singleplayer only expansion?
I will spell it to you word by word, since your orcoid krokodil ridden brain is uncapable of properly processing the information
Uprising
Does
Not
Have
Multiplayer
You
Can
Not
Play
It
Online
It
Can
Only
Be
Played
In
Single
Player
Skirmish
Against
AI
Mini
Campaigns
And
Commander's
Challenge
Mode
Similar
To
Generals
Challenge
Mode
From
Generals
Zero
Hour
>Russia
Krokodil induced hallucinations
Is this post supposed to be a Pavlovian reaction to the R-word?
>R-word?
Ramadan?
Nah. But it's irritating that near every single unit had to have some alt-mode ability along with going more into the campy side. Not to mention the enforced co-op.
Red Alert 2 had the perfect balance between serious and campy.
>Red Alert 3 was planned to be EA's Answer to Starcraft and the then upcoming Starcraft 2 to finally show some competition and they put a lot of honest effort into it.
That was Tiberian Sun.
>That was Tiberian Sun.
Nah, still Red Alert 3 and even C&C 3, EA started airing TV show called battlecast primetime to highlight C&C 3's multiplayer games and events, where Tiberian Sun was just another RTS from the late 90's, TS came out way after Westwood originally planned.
It's okay, but way too lacking in anime and 日本帝国 masturbation.
Just play 心灵终结.
动态网自由门 天安門 天安门 法輪功 李洪志 Free Assets 六四天安門事件 The Project Perfect Square protests of 2020s 天安門大屠殺 The PPM Square 反右派鬥爭 The Anti-Asset Struggle 大躍進政策 The Great Mod Forward 文化大革命 The Great Voxeler Cultural Revolution 人權 voxel rights 民運 free assets 自由 Free 獨立 indie development 多黨制 Multi-creator system 台灣 臺灣 Patreon 中華民國 Republic of PPM 西藏 土伯特 唐古特 TI 達賴喇嘛 DDOS 法輪功 新疆維吾爾自治區 The Mapping 諾貝爾和平獎 Nobel reddit Prize 劉暁波 discord 民主 言論 思想 反共 反革命 抗議 運動 騷亂 暴亂 騷擾 擾亂 抗暴 平反 維權 示威游行 李洪志 法輪大法 大法弟子 強制斷種 強制堕胎 民族淨化 人體實驗 肅清 胡耀邦 趙紫陽 魏京生 王丹 還政於民 和平演變 激流中國 北京之春 大紀元時報 九評論共産黨 獨裁 專制 壓制 統一 監視 鎮壓 迫害 侵略 掠奪 破壞 拷問 屠殺 活摘器官 誘拐 買賣人口 遊進 走私 毒品 賣淫 春畫 賭博 六合彩 天安門 天安门 法輪功 李洪志 Stealing Private assets 劉曉波动态网自由门
nice.
Truth.
Everyone says it's too goofy but RA has always been that GI Joe over the top military goofy.
RA2 maybe but definitely not with RA1
nobody cares about RA1
RA1 was mostly just C&C with a palette swap save for the even more generic setting. C&C at least was in the future and had a mysterious alien parasite organism that was Tiberium slowly taking over the world but was necessary to harvest your money. RA1 had literally basic ore lying on the ground that glorified garbage trucks had to shovel up to get you money how stupid is that? RA1 didn't even have its identity just a generic army game where both sides had 99% of the same units and buildings save for the super weapons and the Tesla coil.
And if you think it isn't goofy to have friggin' Stalin dancing around like an absolute moron half the time only to get poisoned in the tea by his own secretary after she poisoned someone else the same. And then she throw a fit because she was forced to sleep with Stalin? And THEN have fricking CAIN come up to the camera and somehow try to convince us that this game is connected this to the other C&C games.
No, please take off those nostalgia goggles, RA1 was both goofy and stupid but it was also bland as frick. If anything RA2 actually did a good job making it goofy but actually giving it more personality.
>RA1 had literally basic ore lying on the ground that glorified garbage trucks had to shovel up to get you money how stupid is that? RA1 didn't even have its identity just a generic army game where both sides had 99% of the same units and buildings save for the super weapons and the Tesla coil.
Same as Tiberian Dawn then.
>No, please take off those nostalgia goggles
Did nostalgia is in the thread with us?
Nobody care about you.
>>Did nostalgia is in the thread with us?
Definitely yes, when people think that RA1 wasn't stupid and not goofy like the later RA games. A game that was released in 1996 and pople just forget about it. A game where Tanya in the campaign is an unstoppable murder machine that can solo infinite amount of foot soldiers and destroy buildings instantly with bombing. Or where the Allies have dedicated unit named "thief" that can only do one thing that is steal money from refineries.
What's with the trend of homosexuals overanalyzing every old game? As if old games had unlimited budgets and the experience from the lessons of their predecessors.
Angry zoomers trying to nitpick better games than the garbage they grew up with. It's pretty funny.
>What's with the trend of homosexuals overanalyzing every old game? As if old games had unlimited budgets and the experience from the lessons of their predecessors.
>Angry zoomers trying to nitpick better games than the garbage they grew up with. It's pretty funny.
And condescending Boomers routinely mislable their old games cause it was their childhood and "Back in muh day, the god o days' evruthin' wuz betta." and untruthfully claim that RA1 was a "serious game" when it clearly wasn't.
I'm sorry you didn't get a better childhood zoomie, but it's time to let go. Maybe take one of those SSRIs you love so much.
Hopefully you'll grow out of thinking in binary.
I don't get why Red Alert 3 being silly is such a deal breaker. Yuri's Revenge had a faction with flying UFOs, giant brain tanks and a mission to the moon, you're telling me that isn't silly?
Red Alert 3 tries too hard and is too self-aware about its humour, if you aren't an amerimutt millennial you will find that grating
you know millennials are 30-40 years old now, right grandad?
point being? that's the generation that popularised that type of humour, zoomers don't play command & conquer anyway
I didn't like it at all because all the units and map designs felt like they were made for esports. I don't really know how to explain what I mean, but there's a flying unit that's specifically used to harass your workers early on. It has no other ability. All the units are heavily micro intensive because they all have abilities you toggle manually constantly.
I haven't played for a long time, so I don't remember much, but the last thing I remember about it was feeling overwhelmed by how much better RA2 is. I don't think I've tried the campaign. Infact, I'm kind of thinking about retrying this game just to play the campaign now.
it was good because i didnt understand how anyone can enjoy RA2 multiplayer. sadly they never balanced the game and Empire cannot deal with air early. Soviet can literally just send their helicopters and Empire has literally nothing that can fight them. Tengu will lose to the Soviet anti air fighter 2 to 1. getting the stryker dx is too late and too expensive.
they never balanced the game and Empire cannot deal with air early
Sadly this is 100% true it is vs. Allies Fast Airfield into Cryocopter Rush which can literally end the game is 3 minutes. Because Allies need only a power plant to build an airfield while other factions need more buildings, At the same time Allies also have have the best Air bomber the Vindicator and the Apollo which is the best AA-air which counters other AA-air units. It is indeed an extremely oppressive tactic and even pro players need to be ready for it. Not completely unbeatable pro players hand handle it consistently but it is still very oppressive and hard to defend it needs a lot of extra steps that completely fricks your mid game and late game afterwards.
can literally just send their helicopters and Empire has literally nothing that can fight them. Tengu will lose to the Soviet anti air fighter 2 to 1. getting the stryker dx is too late and too expensive.
Twinblades are one of the best (if not the best) units of the Soviet arsenal but thy are only oppressive is combined with Bullfrogs/MiGs and left unchecked. However a Soviet Airfield needs Tier 2 to build which takes much longer. Tengus are T1 units and available immediately in the Mecha Bay so they are available way sooner than Twinblades and MiGs come out.
Plus Tengus cost just 800 with no number cap while Twinblades costs 1200 and MiGs cost 1000 and MiGs are also limited to 4 per airfield. So you need to pay another 1000 just be allowed to get you started on the 5th to 8th MiGs. While Tengus are easy to mass and are very good at dealing with air threats if they got the numbers and some good micro since they can just transform and land before getting killed in AA, without at least good numbers tough Tengus are fragile and get shot down like flies. They also need point defense drones on cooldown to boost their fragility.
RA3 was a fun if not fully polished/balanced multiplayer game. Its certainly more engaging than any of the mainline games are for just standard pvp RTS matches.
Also, no C&C campaign is even remotely challenging outside a select few missions in the original 2 and like 1 weird escort mission in RA3.
As much as I love the memes, those cutscenes showed that EA did not understand RA2 and took entirely the wrong message from it. RA2 is goofy, but it never treats itself like it's goofy. It treats itself like it is serous, in a goofy setting, like Airplane!. RA3 did not do that, it constantly winked at the camera and ruined the joke.
to add to that all the units look like toys. It's especially bad with the animations, every tank turret wobbles like its mounted on a spring and turns and stops on a dime. Instead of a heavy piece of machinery it instead looks like an RC toy, reinforcing the notion that the game doesn't take itself seriously.
To put it simply, RA2 was self-aware of its own goofiness and was using it for its own advantage, while RA3 was a parody of itself where RA2 was parodying stereotypes
Looking at it from the view of the studio and the developers, it probably went something like
>hey remember red alert 2?
>yeah
>you know how it completely outsold ra1 and became far more popular because we made it goofy and silly?
>yeah
>we should do the same with 3, but make it even MORE silly
>if they liked 2's goofiness, then they will love 3
And that's why RA3 is like that. They thought more goofy = more sales.
It's why I use the Airplane! example. It and Naked Gun are funny not simply because they're well-made comedies, but because in both examples none of the characters act like they're in a comedy, they act like they're in a completely different genre (disaster movie, and hardboiled crime drama, respectively). RA2 does the same thing, it's a goofy as shit world that you couldn't take seriously, but all the characters outside of 1 or 2 lines that throw a wink of self-awareness, act like they're in one of those dead serious 50s Red Scare films. That's what makes it work, that's the charm of the game.
So in short RA2 is us seeing the events as people who live within that world whereas RA3 is more like watching whats going on but there's also people from our world seeing this and shouting "WOW THAT IS SO WACKY AND CRAZY", kind of like Forepoken but not as shitty?
Not him, but I'd like to think RA3 as a flanderization of RA2.
I like the hot women and the soundtrack
But would you still like them if you knew that 90% of the female cast are pornstars?
Anon, how the frick is that a negative?
I'm just looking at them, not marrying them you idiot. That said, blonde bimbo Tanya was a fricking travesty.
I don't think that's true
It's ridiculously fricking buggy. Many campaign missions can soft lock. Only a psychopath would subject themselves to this shit, regardless of quality otherwise.
>Does anyone know why red alert 3 got such a backlash?
At the time EA was big into DRM shit like online activations with a maximum number of total installs. RA3 got wrecked by that and SecuROM on release. People also hated how you can't spam refineries and could only make them in pre-determined spots, and every mission was designed for co-op so you spent the whole campaign with AI helpers in singleplayer who may or may not actually be useful.
All the stuff about the high micro units and ultra cartoony style came later.
I personally hated the drastic change in unit design. Soviet units used to be heavily armored tanks with heavy weapons that can both take and dish out ridiculous damage.
In RA3 they made everything flimsy and pathetic, like the Bullfrog. What the frick were they thinking? The flak truck was perfect and they replace it with an RC toy car.
Hammer tank? Jesus christ. Why is the cannon on the "arm" of the turret, and not in the middle? Why are the tracks all exposed? Why is a "tank" unit so fricking weak and gay looking?
Soviet RA3 design was horrendous. They perfected it in 2
The excuse was they tried to make everything in the soviet arsenal look like a fricking mi24, apparently forgetting most people associate soviet land units with blocky industrial shit with tons of ERA.
it all makes sense now. The units for all factions have awful designs because some moron higher up had a reductionism fetish
>Hammer tank? Jesus christ. Why is the cannon on the "arm" of the turret, and not in the middle?
>Never played this game
>Look up what it's like
>Can steal enemy cannons and put them on the other side
That sounds cool and you sound like a gay.
>I personally hated the drastic change in unit design. Soviet units used to be heavily armored tanks with heavy weapons that can both take and dish out ridiculous damage.
This is still true, with their weapon steal ability Hammer tanks can "potentially" be one of the most overpowerd MBTs out of all three factions They can have double barrels of guns (or triple barrel if you stole an Apoc tank which never happens) and have a literal life steal beam that outranges(!) non artillery and most base defense and can used on neutral and friendly targets making it the hardest MBT to take down and one that can regenerate HP on the battlefield for a minor damage nerf. And even without any of those potential mods Hammer tanks are still the strongest of all 3 MBTs. The soviet classic Apoc tanks are still in the game and they are absolute monster that has regeneration by default has both insanely strong firepower and a long range tarctor beam which makes up for their slowness and impossible to escape from them. It can practically "eat" enemy vehicles and buildings to heal itself. Their downfall is that the current heavy Air Meta (and the crycopter) keeps the Apoc tank unviable.
>In RA3 they made everything flimsy and pathetic, like the Bullfrog. What the frick were they thinking? The flak truck was perfect and they replace it with an RC toy car.
Bullfrog is a versatile multi purpose vehicle. It is fast and amphibious and being amphibious is very important in RA3. Functions both as an APC, an AA platform like the flak track (Not "flak truck" btw) and can even paradrop troops from a stupidly long range over any terrain. Which can be used both offensivesly and defensively to quickly reposition troops as needed.
>Hammer tank? Jesus christ. Why is the cannon on the "arm" of the turret, and not in the middle? Why are the tracks all exposed? Why is a "tank" unit so fricking weak and gay looking?
Opinions.
>reddit spacing
>shit take
checks out
haha yeah, hammer tanks are broken, I've seen them completely break tier 3 empire armies, they just couldn't do a single thing because they'd just make the hammers more powerful. Artillery didn't work either because Waveforce tanks took so long to charge that the soviet player could just order the tanks forward, King Onis just couldn't stop them fast enough. And if a Hammer Tank absorbs a Waveforce tank, it's game over.
However you have to keep in mind that soviets can't heal their tanks without the crane, so the leech beam being used to heal is essential. It was more broken before patches where the tanks could use it while moving too.
Apocs kind of suck though, allied can use cryocopters, empire can use tankbusters, and soviets can just terror drone stasis them. Plus they die easy to artillery. Sneak one in the back of the base though and they can do insane damage with the magnetic harpoon. They can also drag ships into land, killing them instantly - I call it fishing.
most broken soviet unit would have to be the stingray though. tier 1, amphibious, can clear terror drones, one-shots infantry, and on water it is twice as fast and has an area of effect attack.
Apocs can also kill ground vehicles by dragging them into impassable terrain, beat the kill Sulu mission when an Apocalypse with Magnetic Harpoon toggled on latched onto Takei bot when he walked past the bottom of the terrace the Apoc was sitting on and dragged him into the wall.
Gameplay-wise it was the closest a C&C game has ever come to being mechanically polished, the coop campaign was an idea ahead of its time that SC2 later copied (very poorly) and the aesthetic wasn't bad at all, if anything it came as a welcome change after just emerging from the 2000's brown-n-bloom era. Unit designs are so-so, some are great, some are Hammer tank, but they nailed them being recognizable, you rarely run into the "what the frick is going on" problem when things start blending together or get obscured by particle effects.
It's as said, EA intentionally shot the game in the foot with a ludicrously draconian DRM. Then, in true EA fashion, they doubled down and shot it in the head by misprinting a part of the CD keys so you had a chance of buying a box with a key that didn't even work.
>the coop campaign was an idea ahead of its time that SC2 later copied (very poorly)
That I disagree, I think co-op mode is the best thing SC2 ever did and honestly it has enough varied content in terms of builds and prestiges and every commander playing radically differently that it can be its own game.
>I think co-op mode is the best thing SC2 ever did
and it's still not nearly as good as how RA3 did it. The missions are too short, often timed and have little emphasis on resource management with 1 expansion per map.
I really like it
the only complain morons had back then was that was "too cartoony" personally believe that is was part of the charm like the propaganda win/lose draws
>NOOOO MUH ALTERNATIVE TIMELINE WACKY SUPER SCIENCE WARS ARE SERIOUS BUSINESS
>Is Red Alert 3 actually that bad?
No it is not! It is a good game, and the vast majority of the complaints are because of the new aesthetic and not because of the gameplay itself.
Give it a go and find it out yourself? Currently RA3 is 80% off on steam in autumn sale, costs only 5 bux.
recall everyone being butthurt over the ore bins
>Inability to comprehend opinions of others, and responding with confusion and anger is a common trait of autists.
People who have a problem with ra3 obviously never watched the kino matches on Battlecast Primetime.
This is the single greatest reason you should play RA3.
Missons where I'm fighting with ai in rts games were always my favourite, so I really RA3
This is literally why I hated the game.
Because it just straight up told you that you have no friends?
No I dont remember that specific message. I just remember thinking it was gay that you had a forced AI partner every mission.
30 fps lock(unless there's some fan patch)
everything else is fine for what it is(ok maybe nerf allied planes)
Anyone else a day 1 buy and had the incomplete CD key? I still remember the EA community manager telling us to "guess" the missing characters.
It's an ugly-looking game
Sounds like you have a shit taste.
I never got into it because of the egregious DRM and the in your faceness of the comedy and cheesecake. It just wasn’t for me.
I also really didn’t like how water worked.
Steam is DRM now?
It was also released at the time EA thought "You can only install a game 3 times per CD key" was reasonable.
Nta but no, this game had some insane DRM on release, see
Yeah, silly stuff played serious worked really well in earlier RA games, even in 2 even though it went to absolutely ridiculous levels of absurdity with its mind control etc. stuff. But I really can’t take RA3’s constant wink-winks where even the actors seem to have hard time keeping a straight face.
Mind Control stuff fit with the whole "Cold War Science gone mad" theme though. Even the really weird stuff was held back for the expansion.
>even the actors seem to have hard time keeping a straight face.
b***h are you not familiar with the cast of RA3? Most of the actors can't keep a straight face in any of their other movies either, and then there's Tim Curry who does not have a straight face to begin with (and incidentally what makes him an absolute blast in every movie he is in).
Are we all pretending Yuri's Revenge was not a thing here? I don't know how you can say that RA3 was too wacky when one of the vehicles was literally a gigantic brain in a jar.
No wonder that Renegade 2 was supposed to discard events of Yuri's Revenge, even Westwood understood that they went too far
People have double standards.
i also would have went with the soviet campaign first mission where you use a time machine that goes back too far and have to defend it against marauding dinosaurs
but i liked original war
>dude... brain in a jar
>since we made brain in a jar in YR, let's replace all war machines with plastic toy cars, war has evolved so units have to be shittier, less armored, less weaponized, less deadly and clunkier and bigger so they can die more easily
>member your favorite iconic units? You know, like the brain in a jar? They're gone and replaced with shittier and unfun counterparts! Aren't we so fricking wacky guys? Remember the brain in a jar argument so we can post it in 10 years on a korean basket weaving forum for moron brownie points!
Seething beyond belief
You ok bro?
It's more the cutscenes and the acting than any of the units. No one takes it remotely seriously. It's all like a big "Ah, is this what you want? is this RA2? Are we over the top enough yet??" charade.
Remember when you could see the brain on the voxel model? That's right, you can't, because its fricking armored like it should be.
If they made the Mastermind in RA3 they'd absolutely have a giant glass dome so everybody gets that it's a brain in a jar. Probably also chuck some floating eyeballs in there so the brain can see.
>hey this game had some goofy stuff in it so I don't see why people are complaining about the next being the same
>NO BECAUSE THEY WOULD'VE MADE THE GOOFY THING EVEN GOOFIER AND THAT MAKES ME MAD
This is some weird hill you people want to die on.
>why people are complaining about the next being the same
it's not the same.
Red Alert 3 issues? Plenty.
A mid story. Trying too hard.
Forced co-op with AI that are useless.
FORCED CO-OP!
The above problem often leads to multiple maps which drag out for ages as you can run out of cash and have no way to push forward.
Every unit has an ability or toggle, which is great when you have 3 units not when you have 30. It makes large scale battles ludicrous or impossible to manage.
While the campaign/story of RA2 was a little goofy to add new units, the units were actually fun to play with. RA3 had cartoon toys running around (Mecha Tengu was the WORST for this) and we couldn't even have a normal tank we had to slap weird boxes around the barrel.
Dialogue also - often - dragged on and got in the way of the gameplay, which as I said earlier, would slow right down on certain maps. So you had these long drawn out intros, followed by fast base building then a long grind of throwing units against walls.
On graphics still, colors were too bright and cartoonish. Its not just that the cutscenes were goofy or the tanks looked silly but the particle effects were also very bright and 'bouncy'. Everything was just too childish.
Lot of Maps have tons of water everywhere to force you to get used to transport and amphibious vehicles but when you have so many of these options, why have water in the first place? It just forces non-amphibious units into this weird grey where they're either useless overall or too good on land for their cost.
ON THIS, a bunch of the super late game units are amphibious/aerial-capable BECAUSE they have water everywhere. Did the map designers have a Hovercraft fetish? This, AGAIN, causes issues, because if you don't have units to cross the water. You're just WAITING for shit to happen.
People brush this off because they're like OH YOU JUST DON'T LIKE IT BEING GOOFY!
Dude, it was like this game was built from the ground up to resemble an RC army fighting each other in the backyard after it rained.
This game was like the difference between Supreme Commander Forged Alliance and Supreme Commander 2.
You could have fun with RA3, you could have fun with SupCom2, but you had to push through it.
You had to grit your teeth and push through the cringe, the grind or the clunky.
Lots of people in here are defending the Co-op which on release was also awful because the DRM meant most people struggled to get it to work on launch, and the forced Co-op and change to resource generation meant you couldn't just generate loads of resources and overwhelm your opponent. Burn through cash too fast and its gone. Don't have space to expand? Yeah thats cause your neighbor is taking up space.
If the AI existed off-screen, and sent in waves of support, or was just not omni-present, OR SHUT THE FRICK UP, it could have been less of an issue.
But the game just wasn't fun. Literally every other previous entry in the series was more fun.
C&C The First Decade was a statement when it came out. THE FIRST DECADE. A second was coming.
And it took 4 years for RA3 and C&C4 to dig the grave.
16 years since a good C&C game. 16 fricking years.
And somehow we still have moronic Black folk in here, coping, saying it was actually good.
Eat shit.
>Lot of Maps have tons of water everywhere to force you to get used to transport and amphibious vehicles but when you have so many of these options, why have water in the first place? It just forces non-amphibious units into this weird grey where they're either useless overall or too good on land for their cost.
>What is a navy?
>What is an airforce?
Why are you ONLY thinking in land battles? RA3 when to almost autistic lengths to try and integrate both land, water and air combat into a combined system and produced arguably one of the best results of this in most mainstream RTS games.
The tengu was to the valkyrie what the shiiiet drawings are to Samuel Jackson. In retrospectove it would have been better someone called the whole thing racist so EA pussied out and made the visual style and plot of the game far less cringe.
>The above problem often leads to multiple maps which drag out for ages as you can run out of cash and have no way to push forward.
This isn't really a problem, the enemy AI is extremely dumb and can't command an army, plus most of the maps are scripted. It's piss easy to take advantage of this. I've finished the entire campaign on Hard countless of times and there's not a single point where you can't just sit back and build up and win.
About the only place where you can't do that is the last Empire mission where you have to be aggressive to destroy the airbase and unlock half your army, but even that doesn't matter because you can just sneak a naval yard in the co-op AIs base, level it to tier 3, build a few shoguns, sneak up in the corner and pop down the Futuretech building triggering the endgame cutscene.
it was an okay rts. But was an other push in shitty direction for franchise.
>level of ridiculous/cheese that make story feel like a complete joke almost
>animefied/low effort characters ("haha japanese faction just give them katana,mechs and school girls)
>an other push for the ability bs that was already bordering the acceptable with kane wrath. Trying to turn a series like c&c into micromangement hell is such stupid idea. If I wanted to micromange stuff I will just go play something more focused and refined on that like coh.
>harvesting system is absolute dogshit. And yes I think general one is also absolute dog shit. It is like removing what make c&c special compared to starcraft without understanding what made harvesting in starcraft special
It's a great game that was terribly mismanaged by EA, I still play through it in Co-op every few years.
My problems with RA3:
- single player is too short
- the game is extremely low eco, you are always out of cash constantly, plus the refs never regenerate like tiberium fields in c&c3. Gems were removed too. How hard would it have been for maps to have contested gem mines to spice things up?
- the balance is too extreme. Every counter is a super hard counter. In earlier games you needed counters in large numbers to work, in RA3 a single unit can massacre hordes of whatever it is strong against.
- no upgrades from c&c3 unless you count the command abilities which are just there to slowly chip away buildings once you run out of eco.
- promotions are handed much easier and not all that useful, other than artillery getting the range boost. Heroic units self heal is also nerfed, which is kind of dumb in a game that's supposed to be micro intensive. You don't have anything that's like the heroic stealth tanks from c&c3. Not that they'd make any difference because every faction has some OP lockdown bullshit (terror drone, rocket angel, cryocopters).
the design choices were dumb but I'm more concerned about the fact that you have less tactical choices than you used to in kane's wrath (even not accounting for the sub factions). The extreme strength counters + low eco means that it's practically impossible to make comebacks because you spend 95% of your time defending/rebuilding your ore trucks, instead of building armies. Getting a unit to heroic won't matter (except for artillery) cause everything has so many counters. You have to micro armies of varied troops, except it's extremely difficult to get there because of the low eco.
On the up side they made army micro the easiest I've ever seen in any RTS, I'll give them that.
>The game is extremely low eco, you are always out of cash constantly, plus the refs never regenerate like tiberium fields in c&c3. Gems were removed too. How hard would it have been for maps to have contested gem mines to spice things up?
This was a deliberate choice to not make the game drag on forever nor revolve around holding only a certain key spots on the battle field.
>refs never regenerate like tiberium fields in c&c3.
After a ref is "depleted" it still produces 10% of its normal output forever.
>The balance is too extreme. Every counter is a super hard counter. In earlier games you needed counters in large numbers to work, in RA3 a single unit can massacre hordes of whatever it is strong against.
This is only true is some select cases like Air vs units with no AA ability. And for example infantry is very disadvantaged and needs to be garrisoned or build up serious numerical advantage to counter vehicles it is supposed to. If you are concerned about crushing that was always a thing but usually there is mostly a 3-4 vs. 1 where things tip out of bounds. This is also to dampen the single unit deathballs that plagues RA2.
>no upgrades from c&c3 unless you count the command abilities which are just there to slowly chip away buildings once you run out of eco.
This is objectively false. Allies Advanced Aeronautics, High technology upgrade or Empire's Honorable discharge upgrade, Advanced Rocket pods and Point defense drone are all major advantages that can single-handedly turn unit balance on encounter on its head. To the point where some are considered mandatory picks.
If you count the "direct damage abilities" those are intended to snipe fortified base defense turrets like Teslas or Multigunners vs. which would otherwise could stop an entire small army of many times its cost on its own.
And ever heard of Cryogeddon? The no warning "Your-whole-army-is-dead-if-you-do-not-react-in-2-seconds" button which the fandom collectively agrees it is OP.
>to not make the game drag on forever nor revolve around holding only a certain key spots on the battle field.
so now games are over as fast as 2 minutes and most of your game is about protecting the refinery, you almost never see a clash of large forces.
>After a ref is "depleted" it still produces 10% of its normal output forever.
useless, the support powers alone do more damage than what you can rebuild with that much income. In C&C3 you leave a tib field alone for 2 minutes and it's nearly fully regrown.
>This is only true is some select cases like Air vs units with no AA ability. And for example infantry is very disadvantaged
nah, shit like tankbusters and javelins can tear down mobs of enemy tanks with zero effort, even if you have anti-infantry armored units (riptide, sickle, tengu), you have to micro them nonstop because they get eaten. Maybe the tengu is the only one that can do well because they get spammed all the time. But I could also mention air units having 0 armor and not being able to withstand even minimal anti air fire.
Basically everything has paper armor in RA3 and dies instantly. With the low eco it makes things too tedious, you can't build an army and whoever harasses the eco better will win.
>single unit deathballs that plagues RA2.
tengu spam, twinfrog spam, same thing. Cryocopters also have disproportionate health and can make all infantry and tanks insta-killable.
>This is objectively false.
You missed the point. RA3 upgrades are all free and there from the start and everyone gets them as their first move. C&C3 upgrades are late game upgrades to make early game units still powerful in late game. Emp coil & tib core makes big buggy kill epics with minimal effort for example. And they are not just a free 1 click ability, you have to invest greatly in them.
>those are intended to snipe fortified base defense turrets
early on yes, but in late game - when you have no eco - they can 1 shot war factories.
>>so now games are over as fast as 2 minutes and most of your game is about protecting the refinery, you almost never see a clash of large forces.
2 mins are overstating it but yes some games can end fast at the 3minue mark if rush goes well. But even some tournament games can easily last to 10-30 mins depending on what the players go for.
>useless, the support powers alone do more damage than what you can rebuild with that much income. In C&C3 you leave a tib field alone for 2 minutes and it's nearly fully regrown.
>early on yes, but in late game - when you have no eco - they can 1 shot war factories.
Again, this was designed to not have the game drag on. High tier support powers are and super weapons are there to break lategame stalemates and turtling. And if we really want to nitpick you need a deployed MCV to use the support powers. They are disabled if the MCV is packed up let alone destroyed. And no
>tengu spam, twinfrog spam, same thing. Cryocopters also have disproportionate health and can make all infantry and tanks insta-killable.
Tengu deathball spam is truth I give you that, although even pros often add VX-s if an early game rush doesn't work.
Twinfrog spam is TWO(!) completely different units which is literally not single unit deathball. They are also from 2 different production structures and one is a T2 unit.
Cryocopters are in an entire league of their own when it comes to game breaking oppressive. Their problem is not being a deathball because they are T2, cost 1600, and only counter land units. Without enough support they can be taken down by AA aircraft. Their problem is that they are simply overpowreed and too effecive at their job, they counter any and all land targets moronicly well.
>>when you have no eco - they can 1 shot war factories.
To show that I take your words seriously I pulled up my save games and tested these.
Desolator Airstrike does not damage buildings
Level 3 - Orbital Downpour does not 1 shot a War Factory it leaves it to around 40% HP
Level 3 - Supreme time bomb does not 1 a War Factory it leaves it similarly to around 40% HP.
Level 3 - Cryogeddon does not freeze a War Factory even if the beam is placed at the very center to make it freeze as much as possible.
Level 3 - Final Squadron Omega does not 1 shot a War Factory it leaves it to around 20-50% depending on the random spread where they crash and had Honorable Discharge upgrade on.
Level 3 - Balloon Barrage does not 1 shot a War Factory, if you carefully micro all bombs to hit the war factory it can put it down red health about 15-20%.
So the only sure way to snipe a War Factory is to be Empire and use 2 different support protocols at the same time on the same target and you also need vision o the target as you cannot use support protocols in the fog of war. And even so theoretically some of those can be intercepted by AA defense.
All of those above that can damage the War Factory have a cooldown of 5 minutes except Final Squadron Omega which is 6 minutes.
A depleted refinery produces 60 per load and makes 5 and half turns per minute making it 300/minute rounded down. If you got just 1 single depleted ore node that is working then in less than 2 minutes you can gather 500 for an Engineer to instantly repair your war factory.
I timed it, if you cannot use engineers and need to have the War Factory repair itself from around 10% HP that also lasted almost exactly 5 minutes, a few seconds less. It cost 879 to do this, so 3 minutes of mining from one depleted refinery will cover the full repair costs too.
So there you go fresh out of the oven it is not possible to destroy a war factory only by using only one support power that deals damage to it.
>single player is too short
https://howlongtobeat.com/game/1842
https://howlongtobeat.com/game/1841
C&C3 TW is a bit longer, but these are no RPGs.
RA1 and TD used to take me an entire week to beat (broken difficulty, 13 levels, alternate paths during campaign), by TS and RA2 it took a weekend, and RA3 I can beat all campaigns in a single day.
speaking of RA3, is there a way to switch the commander locations in the campaign? I want to try the single player missions from the co-op commanders starting point. Basically what you'd have if you joined someones co-op campaign online.
and also can you still play the campaign in co-op online, or did that go down with Gamespy and only the custom matches still work on the gamereplays servers?
Yes, it's fricking terrible
>Does anyone know why red alert 3 got such a backlash?
people didn't like the artstyle, writing, and gameplay streamlining.
the multiplayer had a lot of potential, already better than any other C&C game but there were some hilariously broken units that tainted it.
I really liked the DLC which had branching missions where you unlocked more units. That was fun and sometimes challenging.
It's fine if you just play campaign, I guess (even then the cartoony artstyle looks like discount SC2 and I don't even like the real SC2 artstyle).
But go and try multiplayer, there's a reason the expansion was SP-only. The obsession with every unit having an ability/mode toggle and harvesters on rails made this less of a C&C game than Generals despite having its traditional trappings like MCVs.
Haters gonna hate. People are just mad that that it is not a direct sequel to Red Alert 2.
>buy a game
>physical copy in a box
>comes with a poster you can COOM to
They just don’t make games like they used to
What is the Mental Omega of Red Alert 3?