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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Suggestions for TE 1.5 | Locked | |
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Jun 23 2012 Anchor | |
Hey everyone! Our Bug Report thread and the TE page has been getting bombarded with Suggestions, so I've just made a place where we can direct those. Personally I don't have any suggestions for TE 1.5, or atleast not yet. So have it guys! Hope to see some good suggestions! If we get a good amount, we'll ship 'em off to Carnius so he can review them at his leisure. Edited by: GooberTrooper -- "War is timeless, and so are we."~ Forgotten Tick Tank |
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Jun 24 2012 Anchor | ||
- Nod SAM Should has Hub again. Nod should has hub turret as unique turret. |
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Jun 25 2012 Anchor | ||
Visceroids give too much xp. In fact GDI and Nod can put their guys on Tiberium to make Visceroids to train other units. Falcon's firepower seems doubled after upgraded with shockwave. |
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Jun 26 2012 Anchor | ||
Just a suggestion for each race for structures or mechanics that can provide income for each. GDI - Tiberium Field Control Why such a thing? Nod - Increased Income Why such a thing? Scrin - Ichor Reactors Why such a thing? |
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Jun 26 2012 Anchor | ||
That is so over powered it isn't even funny...
This is kind of cheap, especialy if the Nod Harverseters cloak, and/or rush Blue Tiberium patches.
I don't think this is even codeable, you would need to have a seperate building to do this, along with a build limit. Wouldn't it be easier if everyone just got a Supply Drop Zone type building with a build limit of 1? Income was always an issue in this MOD, this would pretty much solve the porblem if this new structure dropped 1000 credits every 60 seconds. Maybe make it cost 3000 and eat alot of power?
ehhhh, I like it better the way it is TBH.
Umm, He costs enough as it is, I don't think this is needed.
I somewhat agree with this, it is well known that those JJI have too much armor or HP. However, back in TS/FS, JJI were weak against explosive weapons, such as rockets and grenades, and took moderate damage from bullet weapons. The same can still apply here, although don't make them too weak, Rocket Infantry are vastly present and would ruin the point of building JJI as they were meant to kill other infantry from above. I would say make the stronger rockets be effective against them, and the smaller ones not as much, but still are.
Yes I agree, this was annoying, it left him to open to be ganked. I say it should be instant, but have a longer cooldown. And please Carnius, buff that machinegun of his, he should be able to dent tanks, and murder light vehicles with that thing...
LOL, I was gonna say something about that before I came in here to post. Also, I would greatly lower the chance of Visceroids to spawn, it is 10x more than what it used to be in TS/FS. |
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Jun 27 2012 Anchor | ||
To make basic infantry more viable late game. Im suggesting that nods basic infantry and gdis basic infantry can be upgraded with AP Bullets/Lasers rifles. I just see no use for the basic grunts other than early scouts. Especially when u can just field Anti infantry vechicles en mass which basicly counter all infantry. Plus almost everything counters infantry Allow the GDI Harvester to get the AP Bullet upgrade too. Nods Harvester gets an awesome stealth ability. While GDI gets a dinky little weak gun on its harvester. And Scrins harvester self heals. Possible for a Morale boosting upgrade for the mammoth? that effects nearby units? Didnt i read that the MK used to give GDI troops morale when it was deployed? Sorry didnt mean to post. But about the GDI harvester. Both Nods and Scrins harvster are still effective even in medium-late game. But the GDi Harvesters ability/weapon is uslesss once the other player roles out anything thats not a starter infantry. |
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Jun 27 2012 Anchor | ||
Good thinking, but about the laser rifles. Have their composite armor upgrade give them pulse baster rifles (more from the side of star wars, or even the lasers those GDI Zone Enforcer's bullets from C&C4.) the lasers i will deny, because that is basically on Nod's side of the story. Also, The Zone Commando and the Black hand commando's health meters should get buffed up. Isn't commandos to be the worst threat a commander will ever faced against? Cuz i don't feel it. |
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Jun 27 2012 Anchor | ||
Yeah, no beam weapons, laser bullets, with a laser type firing sound. And maybe make a Mk. II version of the laser chaingun from Renegade and give it to the Confessors? |
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Jun 28 2012 Anchor | ||
GDi Harvesters is terrible, even against a smol number of racket infantry. should bestronger or have improvements like speed, extra armour, |
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Jun 28 2012 Anchor | ||
Just a better weapon is good enough. |
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Jun 28 2012 Anchor | ||
Just to clarify the thought I had on the income which was just seemingly shot down by someone GDI Nod Scrin |
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Jun 28 2012 Anchor | ||
So what are the rest of the details you left out then? Such as how much income it gets, what is the cost, does it use power, in what way does this structure "contain" etc. This can be OP because you can easily supply chain into someone base and easily kill them.
It really does not take long to rush a Tech Lab and a Chemical Facility. And you encourage a rush of that sort by giving extra money from harvesting via upgrade, so how much money does this upgrade give per type of tiberium and what is the cost?
Nowhere in my statement did I complain, agree, or disagree. |
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Jun 28 2012 Anchor | ||
Just gonna say, I like the idea of capping the tib fields for GDI. The really need some source of income once all the tib on the map is gone. Granted this is my experience against AI with my pal WhiteWolf. On that subject, the ai builds way too many harvesters and lags up the game once they clog up. |
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Jun 29 2012 Anchor | ||
Attempt no#2 "So what are the rest of the details you left out then? Such as how much income it gets, what is the cost, does it use power, in what way does this structure "contain" etc. This can be OP because you can easily supply chain into someone base and easily kill them." - Quote "It really does not take long to rush a Tech Lab and a Chemical Facility. And you encourage a rush of that sort by giving extra money from harvesting via upgrade, so how much money does this upgrade give per type of tiberium and what is the cost? " - Quote The mechanics I suggested are meant to be used end game where it is more Resource Wars than anything else, your enemy has no units or they waste their funds on high tier units which you can lay waste to without effort. There is nothing I hate more than having my economy or my enemies economy coming to a halt. Edited by: Krusade |
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Jul 4 2012 Anchor | |
Have you ever played against someone who competently uses a commando? The GDI commando used to be something to fear with the jump pack + C4, but now it is less viable, but it can still screw your day up if you aren't careful. The nod commando has stealth when standing still, meh, but it can definitely fool someone who is again, not paying attention. The scrin commando, is disgusting. The only thing it cant effectively fight are multiple anti infantry vehicles, and air units. Suggestions: Random Ion storms that damage everyone, scrin included. Limpet mines for nod. stronger harvester gun for GDI. that's about all I have... -- "Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb |
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Jul 6 2012 Anchor | ||
i think that the GDI airborne based reinforcment powers should be brought back as it fits with their military doctrine of rapid response ORCA fighter should keep its minigun, this just make it so much more useful and gives GDI some more anit-infantry weaponary, which it seems to lack some sort fo increase to the reasorces; either by increasing the value of tiberium or some sort of supply drop point |
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Jul 10 2012 Anchor | ||
awesome, i also will suggest my ideas here. If u dont mind i will suggest only two structure remodel, the GDI radar structure Command Post also need a remodel, i suggest to remodel it to Tiberian Sun version Images.wikia.com . Also need remodel is the Nod Temple of Nod, the vanilla version looks like a ribcage bonehouse which i dont prefer. I saw many fans before had suggested remodelling it, so i suggest to remodel Temple of Nod or combine it into something like a silo in TiberianSun Images.wikia.com . Edited by: toph16 |
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Jul 10 2012 Anchor | |
Excellent ideas lads. Keep them coming. Some I particularly like and support: Keep em coming. I'll send a shipment of suggestions down to Carnius in a few days! -- "War is timeless, and so are we."~ Forgotten Tick Tank |
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Jul 10 2012 Anchor | ||
I had two suggestions. One would be GDI's Refinery. Is it possible to have a building that can support 2 entry points that to dump off tiberium ? Cause I figured instead of just one harvester GDI could have a double refinery that begins with 2, since GDI's harvesters are fairly poor while Nod harvesters can avoid danger with their cloak. I suppose the drawback to this building is that harvesters collect less but make faster trips back and fourth and it's more unstable and makes a much volatile explosion when destroyed, plus being slightly more expensive to build. Just figured would be interesting since it would stand out to being different to the other Faction's refineries and also saving build space if there's not much room to setup. Another would be regarding Garrison buildings and the Engineer. Since you cannot directly order your engineer to instantly fix a neutral structure, a bunker emplacement for example, is it possible to include a feature that when a engineer garrisons a building, he can slowly repair it ? Would make him more useful asset rather than just to capture strategic structures, the obvious balance to counter this is that he can't really fight back, and you're trading room for another offensive infantry unit to occupy it. But would make better defended garrison positions last longer. |
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Jul 11 2012 Anchor | |
A: I could see that working for nod or scrin, but not GDI (the refinery idea). 2, As for the Engy thing, all of my yes. -- "Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb |
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Jul 25 2012 Anchor | ||
I find it rather strange to have a classic Barracks design inside this mod. I think it looks out of place and the architecture and logistics don't fit within the confines of the Tiberium universe, nor of the potential of technology past 2030. If you look at the C&C2 Barracks, it looks sort of simple, but futuristic. This looks neither, really. So, I thought, what kind of design should the Barracks have? How about the old design for Continuum and Incursion? The C&C3 GDI Radar dish, Power Plant, Nod ConYard and Power Plant all are designs from the original C&C3 project started at Westwood back in the early 2000s, so it seems reasonable that it should fit right in, no? Here are some pictures of it: Here's an example of it colored like the other GDI Buildings. It fits right in, compared to the rather archaic-looking Barracks that is in the game: What does everyone think? |
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Jul 25 2012 Anchor | ||
What is that little thing in the middle of the barracks concrete? |
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Jul 25 2012 Anchor | |
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Jul 25 2012 Anchor | ||
Support struts and a small antennae, I think.
I believe their Training Yard (Barracks) was mobile, indeed, but I am unsure if the rest of their base was. Additionally, Nod could entirely make their base mobile in an earlier version of EALA's C&C3. (In the 2-3 months after it was announced, there was an article mentioning that Nod's base could be packed up and moved) Edited by: Alex_06 |
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Jul 25 2012 Anchor | |
That's an interesting concept, mobile bases, would be cool to see how it'd be implemented into a mod. -- "War is timeless, and so are we."~ Forgotten Tick Tank |
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