All of the thanks to goes to Carnius for a great mod, I am thankful that you are kind enough to make this for me and the rest of the CNC community, without caring about any kind of pay or reimbersment. I and, I believe the rest of the CNC community really just want to say, THANKS CARNIUS! and thank you for coming to TEF.

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AA Units and balance (Groups : Tiberium Essence Fans : Forum : General Tiberium Essence Ideas : AA Units and balance) Locked
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May 6 2012, 4:38am Anchor

Hello,

I was talking to Smallchange after watching a few of our 3-way battle replays on the issue that mainly Nod, and partly GDI lacks effective AA against the Scrin's spacecraft units.
As Nod, you are limited to use attack bikes, buggies, rocket soldiers and stealth tanks. You also have the banshee, but it's super-late game, needs an upgrade to fire at air-units, it needs to be reloaded after an attack, and it costs a lot.

What do all these share in common? They break/die if you just look at them.
Sure, you can do hit and run attacks against Devestators, but against direct-fire units like the swarms of Stormriders and PACs? If the Scrin-commander has any sense he/she will have a mix of Devestators and PACs, guarded by Stormriders, and then as Nod, you are in no position to perform any hit and run. 

GDI has an easier time with their long-range HMRLS and Firehawks here, but it's still never a fair fight (Ion storms).

Whats the difference between TE and Kanes Wrath then?
Well, in Kanes Wrath, GDI was given the super-sonic AA attack, which never made any sense, but it worked, Scrin could never mass air-units like that. And they had the Slingshot with the tungsten-upgrade.
Nod had the Tiberium-missle upgrade which I believe was a lot stronger in KW, especialy if you played as the Black Hand which had the Mantis (Seriously, that little thing can take down a fleet of Devestators alone, I've done it myself.)

A few  ideas I head:
1. Simply buff missle vs air damage for all missle-firing units. Possibly range too?
2. Make the GDI and Nod rocket soldiers more usefull by either giving them an upgrade for their launchers, or a special AA ability. (If you look close at them now, they carry RPG launchers, and since when is RPG AA? I had in mind something like a missle ability/upgrade.)

If anyone has any other ideas you are more than welcome to post them here.

GoldenArbiter
GoldenArbiter Proud servant of Kane
May 6 2012, 11:01pm Anchor

Hmm, I think I already brought up nods abhorrent lack of effective AA, but my poorly worded argument died 30 seconds later...

What I suggest, is make missiles go faster. That's about it.

--

"Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb

May 7 2012, 4:13am Anchor
GoldenArbiter wrote:Hmm, I think I already brought up nods abhorrent lack of effective AA, but my poorly worded argument died 30 seconds later...

What I suggest, is make missiles go faster. That's about it.


And fire faster as well?

GoldenArbiter
GoldenArbiter Proud servant of Kane
May 7 2012, 5:48pm Anchor

no. they already do a metric fu... a lot of damage. they just cant hit fast moving aircraft.

--

"Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb

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