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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adv stealth generator? (Groups : Tiberium Essence Fans : Forum : Nod Ideas : adv stealth generator?) Locked
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GoldenArbiter
GoldenArbiter Proud servant of Kane
Feb 7 2011, 7:20am Anchor

not sure if its been looked at yet...

anyways, does anyone else hate how the stealth generators of current leave you kind of vulnerable? yah sure they could have tactical applications, but when they are the only thing the enemy can see of your stuff, your, youll be boned...
we all know that nod isnt the big bad boy in the mod yet, and maybe this will help balance things. maybe: a stealth generator that cloaks itself?

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

Starfox100
Starfox100 "Inferno Phoenix" field Commander
Feb 7 2011, 12:47pm Anchor

If you played the game multi player yet or skirmish:
the stealth generators are already stealth themselves also (maybe in some missions they still will be visible, but not anywhere else)
i do want to make them more... generator like instead of spiky statues.

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May the fox be with you...

GoldenArbiter
GoldenArbiter Proud servant of Kane
Feb 7 2011, 3:06pm Anchor

oh, sorry... i havnt played multi in several months and have just been going through the campaign again... i guess that gave me the wrong idea... whoops...

but yah, a less spiky one would be good too.

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

Mar 14 2011, 7:48pm Anchor

I like the phantom tank. Very handy. The old stealth generator, used on TW (I don't remember its name now), can be removed. I prefer the reintroduction of the stealth gen. building instead. It's a nonsense that GDI, in TS was using the mobile radar array to find out the stealth units and now no more.

GoldenArbiter
GoldenArbiter Proud servant of Kane
Mar 14 2011, 11:27pm Anchor

re-instantiation of the mobile sensor array would be nice too...

Edited by: GoldenArbiter

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

Mar 15 2011, 5:48am Anchor

It was removed because it's useless. The reason is: several GDI (and other sides) units have stealth detectors (even base defences), so there's no reason to introduce a mobile detector unable to defend itself.

Edited by: FortressMaximus

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I agree, also they need the "deploy" ability in order to fire. now they are too fast, they can fire and run without any time delay.

The "minibomb" of the shadow team (and their explosive) is too much weak.

Mar 15 2011, 11:01am Anchor

Maybe integrating it in the Rig?

playmsbk
playmsbk 21st Special Nod Division
Mar 15 2011, 11:24am Anchor

I think that an upgrade making the Generators' stealth field unable to be compromised by the Radar Scan abillity would be very usefull and balancing.

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FIGHT FOR THE BROTHERHOOD, DIE FOR KANE!

GoldenArbiter
GoldenArbiter Proud servant of Kane
Mar 15 2011, 11:30am Anchor

oh, i like that idea playmsbk...

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

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Mar 15 2011, 10:08pm Anchor
GoldenArbiter wrote:oh, i like that idea playmsbk...

so do i

Mar 16 2011, 6:44am Anchor

That may be good but how can be counterable?

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I agree, also they need the "deploy" ability in order to fire. now they are too fast, they can fire and run without any time delay.

The "minibomb" of the shadow team (and their explosive) is too much weak.

playmsbk
playmsbk 21st Special Nod Division
Mar 16 2011, 9:31am Anchor

With units with stealth detection capabillities.

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FIGHT FOR THE BROTHERHOOD, DIE FOR KANE!

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Mar 16 2011, 9:46am Anchor
playmsbk wrote:With units with stealth detection capabillities.

yeah like the wolverine for example.
I do like that it would make fighting you nod ***holes an actuall challenge :D

playmsbk
playmsbk 21st Special Nod Division
Mar 16 2011, 9:49am Anchor

Nod's just too unprotected with that minimum number of overkill units and the tens of units and abillities disabling stealth. The Radar Scan just seems too overpowered to me when it can cripple a base from its stealth.

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FIGHT FOR THE BROTHERHOOD, DIE FOR KANE!

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Mar 16 2011, 10:02am Anchor

yeah i agree with you there, like i said it would make it a challenge to take you ***kers out

GoldenArbiter
GoldenArbiter Proud servant of Kane
Mar 16 2011, 1:01pm Anchor

i currently dont even use stealth do to its underpoweredness. that and the ai basically ignores stealth....

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

playmsbk
playmsbk 21st Special Nod Division
Mar 16 2011, 1:42pm Anchor

But when playing online, GDI players use the Radar Scan ability too effectively and too often.

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FIGHT FOR THE BROTHERHOOD, DIE FOR KANE!

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