5 vs 1000 - Red Alert 2 #GreenElf 🕹️ Red Alert 2 / YR / Mental Omega * Testing * 👍 leave a ⬅️ if you wanna help this channel 🎮 game name: Command & Conquer: Red Alert 2 : Yuri's Revenge and mods Red Alert 1 C&C 3
0:38 State-of-the-art pathfinding from the year 2000 was actually really good at the time. You don't see many other examples because they were terrible.
The pathfinding was the main reason why Tiberian Sun took forever to come out, Westwood really wanted to reinvent the RTS genre with TibSun but got stuck on the pathfinding for a long time. Eventually, they used a principle they described as "If a unit doesn't look like it's doing something very stupid, it looks like it's doing something very smart." To this day, Tiberian Sun has better pathfinding than some modern RTS games. Said lesson carried over into RA2, hence the actually good pathfinding.
@@RoadKamelot2nd it makes about as much sense as how someone describes onboard calculations on a modern day ballistics missle, and I find that plausible.
@@RoadKamelot2nd There was an old game... Age of Empires IIRC... The pathing was ok 95% of the time. Then you would find a random villager stuck on a tree in the middle of a field.
@@moseszero3281 Age of Empires has rather bad pathfinding but we would rarely notice that due to controlling what, 10-15 military units on average? When Rise of Rome increased the population capacity from 50 to 200 in multiplayer, the pathfinding problems became rather obvious.
Same as Mayan Pyramid, Eiffel tower can destroy bridges, except Eiffel destroys the bridge instantly while Mayan takes about 3-4 hits to destroy bridges
The first conscript to attack head-on a fully powered Paris Tower with electrocuted ability, that in the story, is said to be able to electrocuted WHOLE Paris, the first sentence that he said was: "You Sure?"
Oh no! The nazi propaganda has gotten to you. 😊 The Soviets actually had lots of manpower shortages during ww2. The german feeling of “hordes” of infantry attacking them is simply the result of effective soviet diversionary tactics. The germans thinned out a sector because they believe the ruskies made them believe that another sector is about to be attacked. The ruskies then attacked the weakened sectors. It’s the same with overlord, actually. The germans also completely forgot that they vastly outnumbered the ruskies during barbarossa.
@@guts2787 Oh, really? How long Russians tried to attack Bakhmut or Avdiivka cities? Like what Putin said in his latest press-conference "we captured 19 buildings in 4 months", and said this as success.
iirc the tesla trooper can power the Paris Tower. Does that affect the fire rate or reload in this scenario? In the mission it was because there was no power station.
2 towers take out 3 times as many conscripts, which reminds me of something I noticed when playing MMORPGS, fighting 2 of the same types of opponents with the same level at once, tends to cost as much health as fighting 3 of those same opponents back to back to back with no healing in between.
Paris tower does not strike with lighting, it cries "Merde!" and sends pigeons to bomb the attackers with shit. That's how it works. So the verdict is 0% of realism.
If the game is remastered, I wouldn't be surprised if it'll be optimized to accommodate i9 processor & 32GB RAM hardware 🤣 in order to cope with the extra stuff at high FPS without lag.
graphics is _generally_ not what actually lags RA2, not anymore anyway, with community patches that have fixed several graphics bugs that caused lag. in this particular case, it's mostly the pathfinding. i dont remember _exactly_ what the bugs were, but a few of them had something to do with engine-drawn effects like lasers and tesla lightning bolts, and also particles. the main issue limiting the game is that it only uses a single CPU thread to calculate all the game logic and this is a huge limitation because the more that goes on in the game loop the faster processing speed *on a single thread* it needs.
@@Templarfreak eh if only the programmers would've guessed that a few years down the line computers would come with processor chips capable of multi-threading...
@@admontblanc i think at the time multi-threading was already becoming a thing. there however is a lot of pervasive culture in video game development that threading is not worth the costs today that was probably still a thing back then. said culture shouldnt really exist, because like any other tool there are excellent points to use it in that are definitely worthwhile.
great fight and after seeing this i think 2 mayan pyramids would have won against 1000 if they were placed same way as towers or atleast would have taken out more before falling
It was obvious the problem starts when conscripts get in range and fire back then gameover for the paris tower... so how many can line up to do that? 5
I found out about this tower purely by luck while playing a soviet campaign. I know that tesla troopers can charge coils when they're near it, and unknowingly moved 2-3 tesla troopers near this tower and after a while i realised they were charging the tower. That was the best experience i had, destroyed everything in range. 🤣🤣🤣
You could just use a function with a few variables (number of conscripts, frequency of tower hits, strength of hit, corridor size, towers as obstacles) and arrive at the result without having to make a video. Then you could spend the time in calculating more complicated stuff, such as when Biden will be un-alive.