Showing posts with label Red Alert 2. Show all posts
Showing posts with label Red Alert 2. Show all posts

Monday, June 04, 2007

Tiberium Wars Observations

Tiberium Wars does not run as fast as I would like it to be, but maybe this is the effect of playing a multi-player match. Speaking of the multi-player game, it was a mixed bag.

Having teamed up with Aaron, we took down several enemy AI bases in about 20 minutes. Some observations:
  • Enemy AI on Easy tend to spam with a lot of troops, and some basic vehicle types, and they spam frequently too. Like mosquitos in a rainforest jungle.
  • It took quite awhile before I got to build Mammoth Tanks with the accompanying Rail Gun upgrade.
  • The build tabs are there but I prefer the old two column representation of what can be built, ala Red Alert 2.
  • Mammoth Tanks seem slower than usual. EA should change the unit acknowledgement to: "Are we there yet?"
  • Despite their apparent lack of speed, Mammoth Tanks are my new best friends. Mmmm...firepower.
  • The Scrin's big flying unit looks really bad-ass, same goes for the superweapon.
  • I like dropping troops behind enemy lines.
  • Troops are like cannon fodder.
  • Silos should come with bigger capacities. It gets a bit inconvenient everytime I find a rich patch of Tiberium.
  • To chat, press the Enter key.
  • Building more War Factories doesn't equate to faster vehicle production, not that I noticed.
The game seems to suffer from the same "slowness" inherited from its series predecessor (Tiberium Sun) and its technological predecessor (Generals). I wonder what happened to the speed and urgency of Red Alert 2.