If that's RA3 then I'll eat my hat.Spidery_Yoda wrote:
Screenshot time!
http://pnmedia.gamespy.com/screenshots/ … 813383.jpg
http://pnmedia.gamespy.com/screenshots/ … 900248.jpg
http://pnmedia.gamespy.com/screenshots/ … 285879.jpg
http://pnmedia.gamespy.com/screenshots/ … 727331.jpg
http://pnmedia.gamespy.com/screenshots/ … 220907.jpg
http://pnmedia.gamespy.com/screenshots/ … 675833.jpg
It all looks pretty underwhelming. Except that last screenshot. Building bases on water . Not seen that since Total Annihilation custom units.
That music is getting me excited. It had better be in RA3. Red Alert without the Hell March just isn't Red Alert
Edit: Well then you'd better start preparing your hat (it had better be a tasty one ). Look at my previous post. They're real. For better or worse.
Edit: Well then you'd better start preparing your hat (it had better be a tasty one ). Look at my previous post. They're real. For better or worse.
Last edited by Spidery_Yoda (2008-02-13 14:59:33)
Yeah that looks pretty...pretty lacking...FloppY_ wrote:
Thats not RA3Spidery_Yoda wrote:
Screenshot time!
http://pnmedia.gamespy.com/screenshots/ … 813383.jpg
http://pnmedia.gamespy.com/screenshots/ … 900248.jpg
http://pnmedia.gamespy.com/screenshots/ … 285879.jpg
http://pnmedia.gamespy.com/screenshots/ … 727331.jpg
http://pnmedia.gamespy.com/screenshots/ … 220907.jpg
http://pnmedia.gamespy.com/screenshots/ … 675833.jpg
It all looks pretty underwhelming. Except that last screenshot. Building bases on water . Not seen that since Total Annihilation custom units.
Looks more like a mod for C&C Generals
I almost never had the big superweapon used on me in RA2, and never in CnC3 (yeah SWs were the only way to win in Gens, but the CnC guys learned from that fiasco). They took to long to build and to long to charge up, cost too much to be useful and you only had one. They were really for turtle players only, build a bunch of defenses and then the super weapon so you can still in your base an wait. The only problem with that was it was to expensive and once you ran out of money, it cost to much to send your miners/harvesters to ore/tiberium fields and protect them, least they get killed by harriers/stealth tanks/Tesla tanks/attack bikes. And the super-weapons in the early CnC games were pathetic, they had almost no impact on the game at all. Why Westwood put in such useless things is beyond me, they were only good for killing one Obelisk or Tesla Coil, the the newer ones, the actually were SUPER-weapons, not just immobile artillery that could only fire once every few minutes, all but useless.Snake wrote:
RA1 > All C&C's
RA2 sucked, so if its anything like that I wont be buying. Superweapons across the entire series after Tiberium Sun have fucked up the entire game and gameplay.
Anyway RA3 will probably have CnC3 super-weapons, that is the do allot of damage but cost allot, take long to recharge and only one can be built at a time.
Ive only played the demo of CnC3 and the SW's (well, Ion Cannon) seemed fine, but then it was an easy computer on 95% handicapDoctaStrangelove wrote:
I almost never had the big superweapon used on me in RA2, and never in CnC3 (yeah SWs were the only way to win in Gens, but the CnC guys learned from that fiasco). They took to long to build and to long to charge up, cost too much to be useful and you only had one. They were really for turtle players only, build a bunch of defenses and then the super weapon so you can still in your base an wait. The only problem with that was it was to expensive and once you ran out of money, it cost to much to send your miners/harvesters to ore/tiberium fields and protect them, least they get killed by harriers/stealth tanks/Tesla tanks/attack bikes. And the super-weapons in the early CnC games were pathetic, they had almost no impact on the game at all. Why Westwood put in such useless things is beyond me, they were only good for killing one Obelisk or Tesla Coil, the the newer ones, the actually were SUPER-weapons, not just immobile artillery that could only fire once every few minutes, all but useless.Snake wrote:
RA1 > All C&C's
RA2 sucked, so if its anything like that I wont be buying. Superweapons across the entire series after Tiberium Sun have fucked up the entire game and gameplay.
Anyway RA3 will probably have CnC3 super-weapons, that is the do allot of damage but cost allot, take long to recharge and only one can be built at a time.
So long as the SW's are back to the RA1 level and the focus is on ground based units to the numbers seen in RA1, then thats fine. RA2 you could win with 10 tanks. RA1, I used to field armies of 50 cruisers or 100+ tanks with 30+ apaches in support (and other achillary units ). Those were proper battles. Medium tanks & Cruisers ftw.
Allies > Soviets
Cruisers > Subs
The Soviets were HUUUUUUUUUUUUUUGELY overpowered in RA1....Except if the map had water.Snake wrote:
Ive only played the demo of CnC3 and the SW's (well, Ion Cannon) seemed fine, but then it was an easy computer on 95% handicapDoctaStrangelove wrote:
I almost never had the big superweapon used on me in RA2, and never in CnC3 (yeah SWs were the only way to win in Gens, but the CnC guys learned from that fiasco). They took to long to build and to long to charge up, cost too much to be useful and you only had one. They were really for turtle players only, build a bunch of defenses and then the super weapon so you can still in your base an wait. The only problem with that was it was to expensive and once you ran out of money, it cost to much to send your miners/harvesters to ore/tiberium fields and protect them, least they get killed by harriers/stealth tanks/Tesla tanks/attack bikes. And the super-weapons in the early CnC games were pathetic, they had almost no impact on the game at all. Why Westwood put in such useless things is beyond me, they were only good for killing one Obelisk or Tesla Coil, the the newer ones, the actually were SUPER-weapons, not just immobile artillery that could only fire once every few minutes, all but useless.Snake wrote:
RA1 > All C&C's
RA2 sucked, so if its anything like that I wont be buying. Superweapons across the entire series after Tiberium Sun have fucked up the entire game and gameplay.
Anyway RA3 will probably have CnC3 super-weapons, that is the do allot of damage but cost allot, take long to recharge and only one can be built at a time.
So long as the SW's are back to the RA1 level and the focus is on ground based units to the numbers seen in RA1, then thats fine. RA2 you could win with 10 tanks. RA1, I used to field armies of 50 cruisers or 100+ tanks with 30+ apaches in support (and other achillary units ). Those were proper battles. Medium tanks & Cruisers ftw.
Allies > Soviets
Cruisers > Subs
I mean come on, for defence, the Tesla Coil is so much better than those shitty turrets and pill boxes (and they get a flame tower too), the heavy tank > medium tank although more expensive, and then there's the mammoth. The soviets had the V2 rockets that could rape ANYTHING, they were even good in defence due to their fast missiles, and the Allied artillery couldn't even outrange the Tesla coils.
But, as I said, in water, the fucking Cruiser was leetsauce.
oh, and Hell March FTMFW
RA1 intro just for leetness.
WOW now I want to play RA1 again.
Last edited by PBAsydney (2008-02-13 16:56:22)
In CnC3 I have never had an SW used on me. While they are devastatingly powerful, can kill all but the heaviest stuctures (con yards and factories) they need to be the focus of your stategy as they are expensive and revel the terrain around them. Once I tried to build an SW against a Scrin opponet, it revealed the terrain in the back of my base and he used a worm-hole power to send a stream of heavy Tripod walkers through it, and I was udderly crushed. Another time my enemy built an SW but I was able to use my bombers and shadow teams (a sort of ninja inf that's stealth, can fly and plant bombs) to destroy it before it could be used.Snake wrote:
Ive only played the demo of CnC3 and the SW's (well, Ion Cannon) seemed fine, but then it was an easy computer on 95% handicapDoctaStrangelove wrote:
I almost never had the big superweapon used on me in RA2, and never in CnC3 (yeah SWs were the only way to win in Gens, but the CnC guys learned from that fiasco). They took to long to build and to long to charge up, cost too much to be useful and you only had one. They were really for turtle players only, build a bunch of defenses and then the super weapon so you can still in your base an wait. The only problem with that was it was to expensive and once you ran out of money, it cost to much to send your miners/harvesters to ore/tiberium fields and protect them, least they get killed by harriers/stealth tanks/Tesla tanks/attack bikes. And the super-weapons in the early CnC games were pathetic, they had almost no impact on the game at all. Why Westwood put in such useless things is beyond me, they were only good for killing one Obelisk or Tesla Coil, the the newer ones, the actually were SUPER-weapons, not just immobile artillery that could only fire once every few minutes, all but useless.Snake wrote:
RA1 > All C&C's
RA2 sucked, so if its anything like that I wont be buying. Superweapons across the entire series after Tiberium Sun have fucked up the entire game and gameplay.
Anyway RA3 will probably have CnC3 super-weapons, that is the do allot of damage but cost allot, take long to recharge and only one can be built at a time.
So long as the SW's are back to the RA1 level and the focus is on ground based units to the numbers seen in RA1, then thats fine. RA2 you could win with 10 tanks. RA1, I used to field armies of 50 cruisers or 100+ tanks with 30+ apaches in support (and other achillary units ). Those were proper battles. Medium tanks & Cruisers ftw.
Allies > Soviets
Cruisers > Subs
In CnC3 (and likely RA3) the SWs made both players change their macro-strategy profoundly. In RA1 and TS games the SWs had almost no effect on my strategy, but in CnC3 they cause me to focus more on getting units to smash through his defenses to kill it. From the opponents prospective the SW lures enemy units into his base, if he made a large amounts of defenses he can kill the units and cost his opponent time and resources. The SW enforced strategy in the games in CnC3, not subtracting from it like in Gens where you just build base defenses then a bunch of SWs and can win the game with only a handful of offensive units.
I don't see why less realistic graphics are a problem. RA2 used a greatly simplified and much less 'real-looking' Tiberian Sun graphics engine, but it was miles better.
Pack prism tanks into amphibs... chrono. Pain.
Pack prism tanks into amphibs... chrono. Pain.
The paradox is only a conflict between reality and your feeling what reality ought to be.
~ Richard Feynman
~ Richard Feynman
RA1 was good. Loved playing that game.
RA2 was also good, love the Chronoleigionaires.
Only problem was the graphics. Sweet at the time but shit now.
Id want RA3 to look like C&C3, at least TBH.
RA2 was also good, love the Chronoleigionaires.
Only problem was the graphics. Sweet at the time but shit now.
Id want RA3 to look like C&C3, at least TBH.
noice
CnC rankings:
Tiberian Dawn>Red Alert 1>Tiberian Sun>CnC3>Red Alert 2>Generals
Tiberian Dawn>Red Alert 1>Tiberian Sun>CnC3>Red Alert 2>Generals
Never. Allies > Soviets every time. Only a nub allied player would lose against Soviets.PBAsydney wrote:
The Soviets were HUUUUUUUUUUUUUUGELY overpowered in RA1....Except if the map had water.
I mean come on, for defence, the Tesla Coil is so much better than those shitty turrets and pill boxes (and they get a flame tower too), the heavy tank > medium tank although more expensive, and then there's the mammoth. The soviets had the V2 rockets that could rape ANYTHING, they were even good in defence due to their fast missiles, and the Allied artillery couldn't even outrange the Tesla coils.
But, as I said, in water, the fucking Cruiser was leetsauce.
Out of every single game I ever played, the only time I lost was when I played as Soviets - and I came close a few other times as Soviets. Me and a friend had it on the PS and we did link up every weekend (as well as via my PC and dads laptop ) so we used to play a hell of a lot.
One of my mates who lives 10 miles away had a friend who always whooped him, I went up there and beat him 6/6 games. He was a soviet lover. Then he lost 6 straight and he converted to Allies
V2's = fail apart from against a stationary target. Allies tanks are fast moving. I used to send a single ranger forward, all V2's would fire - roll in the tanks
Mammoths are slow moving and cannot react to an attack as quickly as Mediums. Mammoths, without their other Heavy, Tesla and V2's are sitting ducks. They cannot avoid fire - Mediums can. Ok, they can fire at aircraft but the missiles are weak. Mammoths come into their own against infantry but how often do you see that many infantry? Which is exactly why I had Apaches to rape the Tesla/V2's in the army and send my tanks on a direct mission to take them out (if in range) and wipe out the Heavies first.
I remember one game where a friend had THREE screens just full of Mammoths with Tesla tanks in support. They got raped from 3 sides by as many Medium tanks and then 30 Apaches for good measure. Jammed his radar so he couldnt see shit, and I had enough tanks left to then smash past 10 (offline ) Tesla Coils and all the remanining tanks and defenses. That was the best game I ever played.
Tesla tanks have such light armour that the 1250 they cost is an utter ripoff (although maybe not as much so as a Chronotank!).
Tesla coils? Point taken. I remember a famous game I had. Friend had built a ring of Teslas around his entire base. All I had was tanks. What did I do? A-bomb to take out 4 advanced power plants and then rolled in the tanks. Artillery & Chrono tanks around the back to take out more power. 30+ Tesla coils didnt fire once. Flame Towers are shit due to the fireball taking about 2 secs to hit its target at its longest range. I used to outrange them with Artillerys, tanks and Apaches. Allies defenses werent good either, but were better than flame towers. That was balanced out by tank numbers.
Heavies were good, but were more expensive than the Medium. Twin cannons and slower moving < Faster moving and singe cannon. Mediums also reloaded faster (even more for light tanks).
Basically, outmaneauvre Soviets and they had no chance. Only good thing Soviets had were MIGs, but for the setup cost and damage they dealt (provided they didnt get raped by AA guns and rocket soldiers) they were not worth it.
GPS Satellite was the Allies greatest advantage and I loved it. Rarely used the Chronosphere as it always used to send a vortex around and kill my stuff! Strangely I only ever saw it on the PS, never on the PC
But yeah, Cruisers > all. It would have been balanced if they couldnt fire at Subs. I remember when I first realised force fire would work...my friend had a huge shock when his 30 odd subs got sank in 3 volleys from my cruisers
I never once lost as Allies, but then I never played online. But when playing against friends of a more or less equal skill level for over a year... uh huh
YES!PBAsydney wrote:
oh, and Hell March FTMFW
I'll have a neverending orgasm if they actually keep it RA2 style (the good parts).
Hopefully they'll put Boris in it.
Edit: Is Frank Klepacki in charge of the music?
Hopefully they'll put Boris in it.
Edit: Is Frank Klepacki in charge of the music?
Last edited by DefCon-17 (2008-02-14 01:07:07)
He didn't do it for CnC 3, so I don't think he would do it for this one.
Beta info at the bottom of this post
Press Release wrote:
EA REWRITES HISTORY IN COMMAND & CONQUER: RED ALERT 3
Be Among the First to Return to Red Alert with the Exclusive Beta Invite in Command & Conquer 3: Kane’s Wrath or the Command & Conquer 3 Limited Collection
Redwood City, Calif., February 14, 2008 – After a seven-year hiatus, Electronic Arts Inc. (NASDAQ: ERTS) today announced the return of Red Alert, one of the most beloved and best-selling real time strategy (RTS) series of all time. Command & Conquer™: Red Alert™ 3, for the PC, Xbox 360TM video game and entertainment system and the PLAYSTATION®3 computer entertainment system, takes players on an epic adventure to a breathtaking alternate future spawned by time travel run amok . Developed by EA Los Angeles, Red Alert 3 breaks new ground in the RTS genre, featuring a fully co-operative campaign while bringing back the series’ light-hearted style and classic, action-oriented gameplay.
“The Red Alert games are known for challenging hardcore strategy gamers with depth, variety, and innovative gameplay. But they also belong to that rare breed of games that can draw in more casual players with their over-the-top stories, instantly accessible mechanics, and straight-to-the-fun design,” said Mike Verdu, General Manager of EALA. “With Red Alert 3, our team is continuing that proud tradition by introducing genre-first features like co-operative campaign play, which rewards veterans and casual players alike. In Red Alert 3, friends and family can always have your back!”
“It’s been too long.” said Chris Corry, Executive Producer at EALA. “Fans have been waiting for a new Red Alert game for seven years, and we’re working hard to ensure its well worth the wait. The team is staying true to the series’ roots while adding new elements like a co-operatively played story-driven campaign, an astounding new faction that will shake-up the Red Alert universe as we know it, and units that will help make Red Alert 3 everything our fans have been waiting for. And by bringing naval combat into the heart of the game design, we’re transporting that fast, fun and fluid C&C gameplay to the high-seas in ways that you’ve never seen before.”
In Red Alert 3, the desperate leadership of a doomed Soviet Union travels back in time to change history and restore the glory of Mother Russia. The time travel mission goes awry, creating an alternate timeline where technology has followed an entirely different evolution, a new superpower has been thrust on to the world stage, and World War III is raging. The Empire of the Rising Sun has risen in the East, making World War III a three-way struggle between the Soviets, the Allies, and the Empire with armies fielding wacky and wonderful weapons and technologies like Tesla coils, heavily armed War Blimps, teleportation, armored bears, intelligent dolphins, floating island fortresses, and transforming tanks.
Red Alert 3 asks the question “What If?” What if every bizarre research project and technology experiment for the last 70 years had actually borne fruit? What if the Philadelphia Experiment, time travel theory, teleportation, invisibility, Tesla technology, and a hundred other intriguing research projects had all paid off and gone mainstream? What if the Soviet Union survived and thrived; what would it look like 10 years in the future? What if the Japanese Empire had never fallen and instead became the ultimate high-tech military superpower? The end result is an imaginative and playful vision of an alternate future filled with possibility.
Command & Conquer fans eager to experience Red Alert 3 before anyone else can get early access to the beta1 by picking up a copy of Command & Conquer™ 3: Kane’s Wrath or the Command & Conquer 3 Limited Collection later this year.
For fans of Red Alert and Command & Conquer, EA hosts a dedicated online Web cast that goes beyond the game and brings players all the latest series news, tips and strategies. The flagship show, BattleCastTM Primetime, is a unique program that offers a sportscast look and feel for featured fan multiplayer matches, including expert commentary. Command & Conquer, BattleCast Primetime can be seen on the official Command & Conquer website http://www.commandandconquer.com/.
This product is not yet rated by the ESRB, PEGI or USK. For more information about Red Alert 3 or the Command & Conquer series, please visit www.RedAlert3.com.
1 Beta program is available for the PC only. An announcement about the Red Alert 3 beta dates will be made this summer.
Red Alert 3 Beta wrote:
Welcome Back, Comrade!
After seven years, Red Alert is returning with Command & Conquer™ Red Alert™ 3. Be among the first anywhere to play one of the most highly anticipated games of the year by joining the Command & Conquer Red Alert 3 Beta program.
The first step towards participating in the Beta program is ordering Command & Conquer 3: Kane’s Wrath. Not only will you get to play the latest installment of the Command & Conquer 3 Tiberium Wars Saga,, but within every purchase of Command & Conquer 3: Kane’s Wrath that contains the Red Alert 3 Beta Key Sticker is a key that guarantees you access to the Command & Conquer Red Alert 3 Beta program if you register before September 15, 2008.
How the Program Works:
Once you receive your copy of Command & Conquer 3: Kane’s Wrath, look for the Command & Conquer Red Alert 3 Beta Key Insert and visit the designated website.
To reserve your spot in the Beta program, you will follow the directions to register with the code printed on the Beta Key Insert.
Once you have registered, you will be entered into the Beta queue. Depending on when you register and your location, you will be called upon to activate your Beta key at any given point during the Beta program. Once that time comes, you will be contacted via email with instructions for downloading the Command & Conquer Red Alert 3 Beta client. You must download the client within the time period indicated to you in the email.
By ordering Command & Conquer 3: Kane’s Wrath and registering with the Beta Key before September 15th, 2008, you are guaranteed a chance to play the multiplayer Beta before Command & Conquer Red Alert 3 releases.
Be one of the first people to experience the revolution. Order Command & Conquer 3: Kane’s Wrath today!
Last edited by PhaxeNor (2008-02-14 07:09:52)
Damn, those ARE ingame shotsPhaxeNor wrote:
Beta info at the bottom of this posthttp://www.ea.com/redalert/images/media … enshot.jpgPress Release wrote:
EA REWRITES HISTORY IN COMMAND & CONQUER: RED ALERT 3
Be Among the First to Return to Red Alert with the Exclusive Beta Invite in Command & Conquer 3: Kane’s Wrath or the Command & Conquer 3 Limited Collection
Redwood City, Calif., February 14, 2008 – After a seven-year hiatus, Electronic Arts Inc. (NASDAQ: ERTS) today announced the return of Red Alert, one of the most beloved and best-selling real time strategy (RTS) series of all time. Command & Conquer™: Red Alert™ 3, for the PC, Xbox 360TM video game and entertainment system and the PLAYSTATION®3 computer entertainment system, takes players on an epic adventure to a breathtaking alternate future spawned by time travel run amok . Developed by EA Los Angeles, Red Alert 3 breaks new ground in the RTS genre, featuring a fully co-operative campaign while bringing back the series’ light-hearted style and classic, action-oriented gameplay.
“The Red Alert games are known for challenging hardcore strategy gamers with depth, variety, and innovative gameplay. But they also belong to that rare breed of games that can draw in more casual players with their over-the-top stories, instantly accessible mechanics, and straight-to-the-fun design,” said Mike Verdu, General Manager of EALA. “With Red Alert 3, our team is continuing that proud tradition by introducing genre-first features like co-operative campaign play, which rewards veterans and casual players alike. In Red Alert 3, friends and family can always have your back!”
“It’s been too long.” said Chris Corry, Executive Producer at EALA. “Fans have been waiting for a new Red Alert game for seven years, and we’re working hard to ensure its well worth the wait. The team is staying true to the series’ roots while adding new elements like a co-operatively played story-driven campaign, an astounding new faction that will shake-up the Red Alert universe as we know it, and units that will help make Red Alert 3 everything our fans have been waiting for. And by bringing naval combat into the heart of the game design, we’re transporting that fast, fun and fluid C&C gameplay to the high-seas in ways that you’ve never seen before.”
In Red Alert 3, the desperate leadership of a doomed Soviet Union travels back in time to change history and restore the glory of Mother Russia. The time travel mission goes awry, creating an alternate timeline where technology has followed an entirely different evolution, a new superpower has been thrust on to the world stage, and World War III is raging. The Empire of the Rising Sun has risen in the East, making World War III a three-way struggle between the Soviets, the Allies, and the Empire with armies fielding wacky and wonderful weapons and technologies like Tesla coils, heavily armed War Blimps, teleportation, armored bears, intelligent dolphins, floating island fortresses, and transforming tanks.
Red Alert 3 asks the question “What If?” What if every bizarre research project and technology experiment for the last 70 years had actually borne fruit? What if the Philadelphia Experiment, time travel theory, teleportation, invisibility, Tesla technology, and a hundred other intriguing research projects had all paid off and gone mainstream? What if the Soviet Union survived and thrived; what would it look like 10 years in the future? What if the Japanese Empire had never fallen and instead became the ultimate high-tech military superpower? The end result is an imaginative and playful vision of an alternate future filled with possibility.
Command & Conquer fans eager to experience Red Alert 3 before anyone else can get early access to the beta1 by picking up a copy of Command & Conquer™ 3: Kane’s Wrath or the Command & Conquer 3 Limited Collection later this year.
For fans of Red Alert and Command & Conquer, EA hosts a dedicated online Web cast that goes beyond the game and brings players all the latest series news, tips and strategies. The flagship show, BattleCastTM Primetime, is a unique program that offers a sportscast look and feel for featured fan multiplayer matches, including expert commentary. Command & Conquer, BattleCast Primetime can be seen on the official Command & Conquer website http://www.commandandconquer.com/.
This product is not yet rated by the ESRB, PEGI or USK. For more information about Red Alert 3 or the Command & Conquer series, please visit www.RedAlert3.com.
1 Beta program is available for the PC only. An announcement about the Red Alert 3 beta dates will be made this summer.
http://www.ea.com/redalert/images/media … enshot.jpg
http://www.ea.com/redalert/images/media/03_art.jpgRed Alert 3 Beta wrote:
Welcome Back, Comrade!
After seven years, Red Alert is returning with Command & Conquer™ Red Alert™ 3. Be among the first anywhere to play one of the most highly anticipated games of the year by joining the Command & Conquer Red Alert 3 Beta program.
The first step towards participating in the Beta program is ordering Command & Conquer 3: Kane’s Wrath. Not only will you get to play the latest installment of the Command & Conquer 3 Tiberium Wars Saga,, but within every purchase of Command & Conquer 3: Kane’s Wrath that contains the Red Alert 3 Beta Key Sticker is a key that guarantees you access to the Command & Conquer Red Alert 3 Beta program if you register before September 15, 2008.
How the Program Works:
Once you receive your copy of Command & Conquer 3: Kane’s Wrath, look for the Command & Conquer Red Alert 3 Beta Key Insert and visit the designated website.
To reserve your spot in the Beta program, you will follow the directions to register with the code printed on the Beta Key Insert.
Once you have registered, you will be entered into the Beta queue. Depending on when you register and your location, you will be called upon to activate your Beta key at any given point during the Beta program. Once that time comes, you will be contacted via email with instructions for downloading the Command & Conquer Red Alert 3 Beta client. You must download the client within the time period indicated to you in the email.
By ordering Command & Conquer 3: Kane’s Wrath and registering with the Beta Key before September 15th, 2008, you are guaranteed a chance to play the multiplayer Beta before Command & Conquer Red Alert 3 releases.
Be one of the first people to experience the revolution. Order Command & Conquer 3: Kane’s Wrath today!
well, at least the Kirov is back......
Your thoughts, insights, and musings on this matter intrigue me
fuck ... why do they have to add a 3ed faction to all the C&C games. They should have just updated the gfx engine of RA added a few units.
meh, I'll go play some RA2 now
meh, I'll go play some RA2 now
once upon a midnight dreary, while i pron surfed, weak and weary, over many a strange and spurious site of ' hot xxx galore'. While i clicked my fav'rite bookmark, suddenly there came a warning, and my heart was filled with mourning, mourning for my dear amour, " 'Tis not possible!", i muttered, " give me back my free hardcore!"..... quoth the server, 404.
Kirovs are so much better than puny Motherships.
Agreed.max wrote:
fuck ... why do they have to add a 3ed faction to all the C&C games. They should have just updated the gfx engine of RA added a few units.
meh, I'll go play some RA2 now
Anyway, I'll buy C&C3:KW and get a beta invite, but I think they should just activate the beta for those that already have the collectors edition, since I bet the hardcore C&C fans (like me) would have bought it as soon as it came out (like me)
But, ah fuck, I can foresee that the RA3 beta will only be in the US version of C&C3:KW or something
I remember the vortexes, annoying shit that fucks up your base, and the fact that the chronosphere could only chrono one unit at a time (which, IIRC would revert to original position after some time) it was rather useless, only thing I used it for was to chrono my Cruisers right outside the enemy base.Snake wrote:
GPS Satellite was the Allies greatest advantage and I loved it. Rarely used the Chronosphere as it always used to send a vortex around and kill my stuff! Strangely I only ever saw it on the PS, never on the PC
But yeah, Cruisers > all. It would have been balanced if they couldnt fire at Subs. I remember when I first realised force fire would work...my friend had a huge shock when his 30 odd subs got sank in 3 volleys from my cruisers
Oh, and yes, Cruisers are balanced by their shitty aim, but you can get 100% accuracy if you just force fire at the right spot
Last edited by PBAsydney (2008-02-14 08:12:26)
Wait, so you have to order kane's wrath online to get the beta?
Let's hope that it will be a downloadable thing, so that I don't have to buy it for the doubled price for shipping.
Let's hope that it will be a downloadable thing, so that I don't have to buy it for the doubled price for shipping.
It kind of looks cartoonish
Sweeeet naval warfare I loved spamming cruisers and wreaking havoc from long range after taking control of the sea
Those screenies like exactly like RA2 but with updated graphics. Im not liking the sound of a lot of this "new technology" and a 3rd faction just ruins it. I like the look of Tesla ships though.
And the re-appearance of Kirovs really pisses me off. Seriously...airships that are fucking hard to shoot down?
Ill probably play it anyway, but from screenies alone, RA1 will still be umpteen times better.
And the re-appearance of Kirovs really pisses me off. Seriously...airships that are fucking hard to shoot down?
Ill probably play it anyway, but from screenies alone, RA1 will still be umpteen times better.
Give me one elite Aegis Cruiser and send all the Kirovs you want.Snake wrote:
Those screenies like exactly like RA2 but with updated graphics. Im not liking the sound of a lot of this "new technology" and a 3rd faction just ruins it. I like the look of Tesla ships though.
And the re-appearance of Kirovs really pisses me off. Seriously...airships that are fucking hard to shoot down?
Ill probably play it anyway, but from screenies alone, RA1 will still be umpteen times better.
Two factions is boring, and what is wrong with Kirvos and better tech? CnC is a si-fi/fantasy series.Snake wrote:
Those screenies like exactly like RA2 but with updated graphics. Im not liking the sound of a lot of this "new technology" and a 3rd faction just ruins it. I like the look of Tesla ships though.
And the re-appearance of Kirovs really pisses me off. Seriously...airships that are fucking hard to shoot down?
Ill probably play it anyway, but from screenies alone, RA1 will still be umpteen times better.