.: News Archive
.: Submit News
.: Image Gallery
.: Download Database
PAGE 1 || PAGE 2 || PAGE 3 || PAGE 4 || PAGE 5 || GALLERY
Command & Conquer 4 - CommandCOM 2009
Mutliplayer Madness - Page 5
Domination Mode 5 Vs 5This multiplayer mode is designed for 5 vs. 5 matches which before we started playing I was thinking would be perhaps too many players or too many units. However I found once we started this worked remarkably well as I had not anticipated the objective based mode of Domination. Essentially it is allot like Battlefield you must secure Tiberium Control Node’s *instead of Flags like Battlefield* and each player having a class introduces a Team Fortress element I guess you could say to the game play. In the version we played we only had access to the Offensive and Support Class’s and up to Tier 2 tech level only. But this allowed for some pretty rich battles. Anyway the objective is to capture as many Tiberium Control Node’s as you can and hold them. Each team has 1000 points, once you capture your first TCN the enemy team’s points start ticking down, the more TCN’s you secure the faster their points subtract. When the points reach 0 that team looses’ the match.We were in a room with about 20 or more computers so I am unsure who I was playing against but I will report my team won the majority of the match’s we played. I played through what must have been 8 complete matches and had allot of game time on both GDI and Nod. You see we were cycled through in groups as there weren’t enough computers for all 100 of us to play at once, but I was lucky enough to be playing through two group sessions due to some spare spots in the last group.
We were playing on a large snow map with one TCN in the centre, 3 spaced apart on the left (bottom left, middle left, top left) and this was mirrored on the right. So there were 7 TCN’s in total being an odd number I was curious how this would work out but it balanced out nicely with the odd number of members per team 5 vs. 5 in the end. Anyway each player can’t build more then 15-20 units, so at any onetime there were 120 units per team or a total of 240 units on the battlefield. The amount of units you can build is determined by Command Points you have a limited number and heavier units eat up more Command points then weaker ones. This is how the game is balanced and controlled between players. How did it work out? Brilliantly I played allot of matches and I was having a hell of allot of fun. C&C4 nails it right on the head in fun factor and I whenever I died I couldn’t wait to respawn to get right back into the fight. Another note there were 4 Tech Structures on the Snow map we played they were Defence Turrets when I captured one with an Engineer I found them very powerful support for my forces in the area and it gave me a small idea of how th Defence Class will factor into the game play. With all three class’s I can see C&C4 offering some very rich team gameplay with a ton of strategic options.
The Firing SquadThe leads on C&C4, Big Mike Glowseki, Jason Bender, Jim Vessela and Sam Bass sat down for a final talk with the Community Members for a final feedback session. Taking our feedback and thoughts about C&C4’s direction on board. Which is really great EA has the right focus on building a great game for the C&C Community? My suggestion was to make use of the Tiberium Nodes that are decoration at the moment in some form perhaps as a weapon like the Devourer Tank or maybe a Support unit can deploy over it to provide a bonus that charges up all units weapons in the radius. So hopefully we’ll see the Tiberium Nodules used for something more then just decoration Time Vill Tell. After facing some pretty critical feedback from other community members it was time to head off to the EA Sports Bar to party on into the night.
Modding for C&C4?I also took the opportunity during the feedback session to ask about Modding for C&C4 and the word is Modding is been giving a very serious consideration for C&C4 however I was not given specifics on how it would work at this time.
The final night of CommandCOM went out with a bang drinks were on EA at the EA Sports Bar over at EA Germany nearby in Cologne. The best drink on the house was Kolsch great stuff German beer is. It was one awesome night it was great partying with Muldrake, JohnWE, Cypher, Jason Bender, Big Mike, Apoc, Jim Vessela, Amir Ajami I finally got to meet Raj from Battle cast Primetime. Now if threes one dude who knows how to party its Raj really fun guy and David Silverman formerly from Battle cast primetime was there too. Which we had met before at the C&C3 Summit so it was great to catch up with him. Then I ran into Mammutpanzer rather a big fan of the CnC Source galleries and Tiberian Sun Rising, it was kind of cool to meet a fan. It was good to see community wide interest in Tiberian Sun Rising from EA Dev Team and community members both and TheGunRun was good enough to play the TSR trailer for me after the Kane’s Wrath and Red Alert 3 Finals. People were taking turns playing Rockstar and rocking out on stage, while rest of us chatted and drank and enjoyed the night, some lively conversation too. I stayed till incredibly late with Lim Yang and was one of the last to return to the Hostel given I had a whole spare day left in Cologne I was not worried about sleeping in. Which I used my last day to have a real close look at all the other games at GameCOM (as you can see in my photos in the galleries) and their booths and then I had a look around Cologne which usurpingly wasn’t too many sights to see so I saw the Dom, the bridge, the Rhine had a quick look at the Museums on my final day and before I knew it, it was time to fly back home to Down under Australia. I was the community member who had travelled the longest distance all the way from Australia; EA is hoping to get someone from Congo for the next Community Event which should be interesting ;).
PAGE 1 || PAGE 2 || PAGE 3 || PAGE 4 || PAGE 5 || GALLERY
© 2000-2007 CnC Source
Layout and Graphics by Assassin and Midnight Wolf of CnC Source. The text and graphic content of CnC Source HTTP and FTP sites is Copyright © 2000-2007. All content is based on a trust statement acquired in the legal document.