Tempest Rising

Tempest Rising

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Things the game needs to fix quickly & Dissatisfaction
1.Why is there no random option in the faction selection?

2.Resource and population figures should be moved to the top of the minimap like in traditional Command & Conquer. The interface is too cluttered.

3.When click on multiple identical Dynasty buildings, why doesn't the upgrade button appear? When click on multiple power plants, shouldn't the reactor upgrade button appear?

4.Why did you add silo buildings and resource storage restrictions? They were added in C&C 3, but they were useless, so they were removed in Red Alert 3.

5.The drone control unit, the final unit of the GDF, looks like a low-tech light aircraft in terms of design and unit name. It would be better to fill a sky crane with drone operators as the final unit

6.The support powers button is too small compared to C&C3 or Red Alert 3, and the thumbnail designs are not clear.

7.The interface is too disorganized overall. I wish the status and skill display for units and buildings were moved to the bottom right like in the original C&C3.

8.would also like to see the harvester management button moved to the bottom left or bottom right.

9.When choose to have units attack all buildings in the settings, why is it set to attack walls as well?

10.I don't think the game properly explains Tempest Charge, even though it's a very strategically valuable element.

11.Assign a hotkey to go from the Unit Production/Building Construction tab to the Doctrine Research tab.

12.Please make it so that when you click on multiple identical buildings, you can add production queues at the same time. For example, add production reservations for 2 Havocs to Dynasty Factory the first one and the second one at the same time.

13.Remove the 'Unit Ready' voice and make each unit have its own unique dialogue when produced. It's critical in multiplayer since it's hard to tell what unit was produced.

14.Why is the unit designation 0-9 menu displayed at the bottom left even when it is not normally used?

15.The infantry visibility is too poor. It is difficult to clearly distinguish which infantry is which. The overall infantry modeling needs to be improved. In C&C3 and Red Alert 3, the infantry was not this difficult to distinguish.

16.need to change the hotkeys assigned to production and construction by referring to C&C3 or Red Alert 3.

17. About the plane when is summoned to drop a unit or use a skill, can you remove the message that the unit is being attacked?

18.The defense towers won't be utilized at all, but there are too many of them. In the case of the existing C&C factions, if they specialize in defense, they can be increased to 4, and usually there are 2-3, but now there are too many with 5. In particular, I don't understand why they added a SAM site when the Dynasty already has rocket turrets

19.Once the landing pad is built, why was it built to accommodate only one aircraft instead of four like C&C 3?

20.It is difficult to visually tell if a cloaked unit is properly cloaked.
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Showing 1-5 of 5 comments
not going through all of it given how much you covered, but i did want to hopefully start a discussion given some of this is really relevant. some of this i agree with and some of it i dont. the readability of infantry is an issue as is the lack of multi building queue and the hotkeys need some work., also fully agree on some things just not being explained properly. i would also readily agree with the unit ready thing, half the time i just dont know what i have on the back line waiting to be used when something happens. im not sure about silos and could go either way. on one hand yeah they are a bit low value, on the other mining seems to be quicker in TR (could just be the feel of it and im wrong) so ive found having a few is good to keep things running when im trying to micro my army heavily. that they use no power is good and i will admit to using them to gain a bit of build area at times. though if they stay they probably need to be cheaper. but as i said i can go either way here and think its more my APM. though i will say i am having greater issue switching between structure build queues than i did in C&C3 so that may be feeding it. i outright disagree with turrets not going be used, there is options. since you (reasonably) use C&C3 as comparison, base pushing (where you use multiple MCVs to build forward turrets and creep towards an enemy) was very much an option in that, they also played an important part in responding to to attacks. though the true usefulness of them though would require someone better than me at both games to fully understand. thats my two or three cents and maybe someone better can take it from here.
Cat May 1 @ 6:26pm 
4. Silos have a purpose. They were added as a resource capacity mechanic.

13. Unless the unique unit ready quote is still announced by the comms officer then it's fine. I always hated how each unit needs to say out loud their own voice when built in C&C Generals onwards. I'm ok if it's a powerful unit announcing their presence out loud like the TD commando though.

14. People still use it.

19. Did you play C&C1, C&C2 and Red Alert?!!
PYRACOR May 1 @ 7:08pm 
10.I don't think the game properly explains Tempest Charge, even though it's a very strategically valuable element.

I completed the GDF campaign and I have like 20 skirmish matches in and I still dont understand tempest charge. It seems it just damages my tanks over time if im GDF and driving through tempest fields. IDK maybe im dumb or maybe its just not that important. But either way id like an explanation so I can play the game to its fullest potential.
Originally posted by PYRACOR:
10.I don't think the game properly explains Tempest Charge, even though it's a very strategically valuable element.

I completed the GDF campaign and I have like 20 skirmish matches in and I still dont understand tempest charge. It seems it just damages my tanks over time if im GDF and driving through tempest fields. IDK maybe im dumb or maybe its just not that important. But either way id like an explanation so I can play the game to its fullest potential.
Basically the charge is like a meter, the high it is the more dmg vehicles take from the charge.

The meter increases the longer you stay(?)/you drive thru tempest, meaning you can place your inf on tempest fields to act as a deterrent to crushing.

Once the meter is full, tempest overflow occurs, where you take a big chunk of dmg.

These are the basics, and there’s several units that have mechanics working around them, like there’s a TD specialist who can OHKO any unit in tempest overflow state.
Originally posted by Gin Kenshin98:
Originally posted by PYRACOR:
10.I don't think the game properly explains Tempest Charge, even though it's a very strategically valuable element.

I completed the GDF campaign and I have like 20 skirmish matches in and I still dont understand tempest charge. It seems it just damages my tanks over time if im GDF and driving through tempest fields. IDK maybe im dumb or maybe its just not that important. But either way id like an explanation so I can play the game to its fullest potential.
Basically the charge is like a meter, the high it is the more dmg vehicles take from the charge.

The meter increases the longer you stay(?)/you drive thru tempest, meaning you can place your inf on tempest fields to act as a deterrent to crushing.

Once the meter is full, tempest overflow occurs, where you take a big chunk of dmg.

These are the basics, and there’s several units that have mechanics working around them, like there’s a TD specialist who can OHKO any unit in tempest overflow state.

Excellent I loosely suspected this is how it worked. But I didnt know for sure. I appreciate it!
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