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 (Groups : Tiberium Essence Fans : Forum : General Tiberium Essence Ideas : Suggestions for TE 1.5) Post Reply
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Jan 21 2013, 11:59pm Anchor

In my opinion.....

GDI's Zone Commando needs something done to him. He is no longer a death machine, more times than not I see him killed where the original Commando would laugh heartily and gun down everyone. He just isn't as good as the old.

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Jan 22 2013, 1:59pm Anchor
ARMofORION wrote:In my opinion.....

GDI's Zone Commando needs something done to him. He is no longer a death machine, more times than not I see him killed where the original Commando would laugh heartily and gun down everyone. He just isn't as good as the old.


So very true, I'm really hoping he gets some sort of buff in the coming version... He isn't even worth building now in my Opinion... It would actually be better if his ability would work on anything (As in, more like a portable ion cannon that could be used on vehicles and the like.)

Jan 22 2013, 4:45pm Anchor
Smallchange wrote:
So very true, I'm really hoping he gets some sort of buff in the coming version... He isn't even worth building now in my Opinion... It would actually be better if his ability would work on anything (As in, more like a portable ion cannon that could be used on vehicles and the like.)

Just revert him to the old one. AtlasRedscale, who made a whole walk-through with this mod, says to pretty much revert to the old one, and he argued against making the Zone Commando. If anything, I believe we need a Anti-Armor Commando, but I think this will be argued to heck and back.

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Jan 22 2013, 5:05pm Anchor
ARMofORION wrote:
Smallchange wrote:
So very true, I'm really hoping he gets some sort of buff in the coming version... He isn't even worth building now in my Opinion... It would actually be better if his ability would work on anything (As in, more like a portable ion cannon that could be used on vehicles and the like.)

Just revert him to the old one. AtlasRedscale, who made a whole walk-through with this mod, says to pretty much revert to the old one, and he argued against making the Zone Commando. If anything, I believe we need a Anti-Armor Commando, but I think this will be argued to heck and back.


Well, personally I think the original was far to plain... He (or Nod's I suppose) really needs some uniqueness from the other... Based off the original; One's got a shiny machine gun, and one has a bright laser, otherwise... They're about the same...

Jan 22 2013, 5:23pm Anchor
Smallchange wrote:
ARMofORION wrote:
Smallchange wrote:
So very true, I'm really hoping he gets some sort of buff in the coming version... He isn't even worth building now in my Opinion... It would actually be better if his ability would work on anything (As in, more like a portable ion cannon that could be used on vehicles and the like.)

Just revert him to the old one. AtlasRedscale, who made a whole walk-through with this mod, says to pretty much revert to the old one, and he argued against making the Zone Commando. If anything, I believe we need a Anti-Armor Commando, but I think this will be argued to heck and back.


Well, personally I think the original was far to plain... He (or Nod's I suppose) really needs some uniqueness from the other... Based off the original; One's got a shiny machine gun, and one has a bright laser, otherwise... They're about the same...



One got a Laser Pistol (Star Wars much?) and the other got a magnetically-accelerated assault rifle. I agree that they both looked bland, but the weapon for the old GDI Commando was perfectly fine to me.

The biggest problem they both had was Armored/Air targets and using their C4/Ion Strike. The first was solved by just escorts. The second one, for the old one, was solved by his jet-pack and unsuppressed moving, and if he got caught, he would be able to blow up a structure before he was killed, which often helped quite a bit. The Zone Commando had the issue with needing some time and a set distance to do it, and if he got caught, he was pretty much screwed unless you cancelled the Ion Strike, which made him be a bit poor at surgical strikes, however, certain maps gave him a high-ground advantage where his cousin would be stuck waiting for a distraction.

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Jan 22 2013, 7:03pm Anchor
ARMofORION wrote:
Smallchange wrote:
ARMofORION wrote:
Smallchange wrote:
So very true, I'm really hoping he gets some sort of buff in the coming version... He isn't even worth building now in my Opinion... It would actually be better if his ability would work on anything (As in, more like a portable ion cannon that could be used on vehicles and the like.)

Just revert him to the old one. AtlasRedscale, who made a whole walk-through with this mod, says to pretty much revert to the old one, and he argued against making the Zone Commando. If anything, I believe we need a Anti-Armor Commando, but I think this will be argued to heck and back.


Well, personally I think the original was far to plain... He (or Nod's I suppose) really needs some uniqueness from the other... Based off the original; One's got a shiny machine gun, and one has a bright laser, otherwise... They're about the same...



One got a Laser Pistol (Star Wars much?) and the other got a magnetically-accelerated assault rifle. I agree that they both looked bland, but the weapon for the old GDI Commando was perfectly fine to me.

The biggest problem they both had was Armored/Air targets and using their C4/Ion Strike. The first was solved by just escorts. The second one, for the old one, was solved by his jet-pack and unsuppressed moving, and if he got caught, he would be able to blow up a structure before he was killed, which often helped quite a bit. The Zone Commando had the issue with needing some time and a set distance to do it, and if he got caught, he was pretty much screwed unless you cancelled the Ion Strike, which made him be a bit poor at surgical strikes, however, certain maps gave him a high-ground advantage where his cousin would be stuck waiting for a distraction.


What if they were merged? Something to the extent of... The look of the new Com, the Weapons/abilities of the Old com, and then an expensive placeable, portable Ion cannon mine (i.e. one mine $1200) that when run over by anything, or if a building is placed on it, it activates an ion beacon, and destroys whatever was on it.. (probably about enough AT damage to kill a Mammoth, and enough AS damage to kill about 2/3 of a warfactory)... Just trying to mix it up a bit :P

Jan 22 2013, 9:26pm Anchor
Smallchange wrote:
ARMofORION wrote:
Smallchange wrote:

Well, personally I think the
original was far to plain... He (or Nod's I suppose) really needs some
uniqueness from the other... Based off the original; One's got a shiny
machine gun, and one has a bright laser, otherwise... They're about the
same...



One got a Laser Pistol (Star Wars much?) and
the other got a magnetically-accelerated assault rifle. I agree that
they both looked bland, but the weapon for the old GDI Commando was
perfectly fine to me.

The biggest problem they both had was
Armored/Air targets and using their C4/Ion Strike. The first was solved
by just escorts. The second one, for the old one, was solved by his
jet-pack and unsuppressed moving, and if he got caught, he would be able
to blow up a structure before he was killed, which often helped quite a
bit. The Zone Commando had the issue with needing some time and a set
distance to do it, and if he got caught, he was pretty much screwed
unless you cancelled the Ion Strike, which made him be a bit poor at
surgical strikes, however, certain maps gave him a high-ground advantage
where his cousin would be stuck waiting for a distraction.


What
if they were merged? Something to the extent of... The look of the new
Com, the Weapons/abilities of the Old com, and then an expensive
placeable, portable Ion cannon mine (i.e. one mine $1200) that when run
over by anything, or if a building is placed on it, it activates an ion
beacon, and destroys whatever was on it.. (probably about enough AT
damage to kill a Mammoth, and enough AS damage to kill about 2/3 of a
warfactory)... Just trying to mix it up a bit :P



I'm
not a big fan of the new Commando and how he looks. His suit just seems
to much like a variant of the Zone Troopers, even through last I checked
those suits were prototypes. Not a fan of the shoulder Chaingun the
most though, seems to me a bit of a knock-off of GoW 3's Vulcan
Chaingun.

I like the idea of the Ion Mines.

Jan 25 2013, 8:13am Anchor

Hi was wondering what you guys think to this idea, it kind of grew out of another thread:
Proposal for new type of mutant light infantry:

Mutant Sludger

This unit is slightly similar to the Tiberium Troopers from Kane's Wrath. This large mutant moves quickly wielding a hose connected to a tank of liquid-tiberium sludge which it can spray at its enemies.This unit is designed to clear garrison and be anti-infantry however it is far less effective than NOD's flames on infantry units but perhaps with a slightly greater range.

This Unit also has another purpose, the Sludger can fire on friendly tiberium based units (other mutants, cyborgs, scrin) to heal them when there are no crystals present, making them a kind of mutant medic and good for a support role in addition to its other qualities.

Mutant Sludger's have low HP and Armour but heal quickly in Tiberium and are significantly faster than the Blackhand (due to not carrying all that armour). When a Sludger is killed, the tank on its back explodes damaging nearby units (in the style of C&C1 flamethrower guys) leaving behind a small cluster of green tiberuim crystals. Also explodes when crushed.

I think the old Mutant Marauder model with some slight tweaks would be ideal for this unit.

Edited by: M0nkfish

Jan 26 2013, 12:43pm Anchor

Seems like a decent idea, just need to see what Carnius thinks of it.

Someone else brought the topic of the Scrin Vortex (Their old Superweapon), and I wonder: Why did it change to the Green Beam instead of using that?

Jan 26 2013, 5:15pm Anchor

More balanced i guess, perhaps its range is reduced to compensate for the awesomeness of the Leviathan, personally i think if the scrin superweapon is a beam it should be black. It seems there's green effects everywhere in this mod and it can be slightly confusing at times...

Jan 28 2013, 10:59am Anchor

Thanks to Monkfish I was reintroduced to this mod, and I must say I love it a lot. Seeing I'm rusty with the entire game I decided to play the campaign again. On hard, because I like a challenge.
Regardless, I've noticed that on just about 6 missions, I've ran out of Tiberium. Now I'm not sure if it's because I was playing on hard. But to my recollection Tiberium regeneration was not affected by difficulty in TS, so I guess it shouldn't here either. According to the same recollection, a single tree (Riparius or Vinifera) should be able to suffice fully for a single harvester. While during my game in the campaign, I noticed that the harvest barely gets 20% of it's bar full, and that's when he's coming from a distance.

tl;dr, To my opinion, Tiberium trees, both Riparius and Vinifera, need a faster rate of production.
Mind you, I only tested this in Campaign, I haven't touched Skirmish yet, nor do I recall if there's different settings for that.

Jan 28 2013, 5:31pm Anchor
Alphasoldier1990 wrote:Thanks to Monkfish I was reintroduced to this mod, and I must say I love it a lot. Seeing I'm rusty with the entire game I decided to play the campaign again. On hard, because I like a challenge.
Regardless, I've noticed that on just about 6 missions, I've ran out of Tiberium. Now I'm not sure if it's because I was playing on hard. But to my recollection Tiberium regeneration was not affected by difficulty in TS, so I guess it shouldn't here either. According to the same recollection, a single tree (Riparius or Vinifera) should be able to suffice fully for a single harvester. While during my game in the campaign, I noticed that the harvest barely gets 20% of it's bar full, and that's when he's coming from a distance.

tl;dr, To my opinion, Tiberium trees, both Riparius and Vinifera, need a faster rate of production.
Mind you, I only tested this in Campaign, I haven't touched Skirmish yet, nor do I recall if there's different settings for that.


I do believe that is a map-related problem rather than a mod problem. Some maps have very slow regeneration, while others have a better regeneration speed. I have messed with the Map-editor and modified the tiberium regeneration rate so I could test a few mods.

GoldenArbiter
GoldenArbiter Proud servant of Kane
Jan 28 2013, 5:49pm Anchor
Alphasoldier1990 wrote:Thanks to Monkfish I was reintroduced to this mod, and I must say I love it a lot. Seeing I'm rusty with the entire game I decided to play the campaign again. On hard, because I like a challenge.
Regardless, I've noticed that on just about 6 missions, I've ran out of Tiberium. Now I'm not sure if it's because I was playing on hard. But to my recollection Tiberium regeneration was not affected by difficulty in TS, so I guess it shouldn't here either. According to the same recollection, a single tree (Riparius or Vinifera) should be able to suffice fully for a single harvester. While during my game in the campaign, I noticed that the harvest barely gets 20% of it's bar full, and that's when he's coming from a distance.

tl;dr, To my opinion, Tiberium trees, both Riparius and Vinifera, need a faster rate of production.
Mind you, I only tested this in Campaign, I haven't touched Skirmish yet, nor do I recall if there's different settings for that.


I've completed both campaigns on hard (Don't even try and get me to do the Scrin campaign on hard... I can barely do the bloody thing on easy...) and I never noticed any monetary problems. You may just have bad money sense, and are spending way more than you need. (No offence)

--

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

Jan 28 2013, 11:53pm Anchor

Zone Commando just needs a higher ROF, and extra damage to tanks. And possibly more HP, cus other Commandos just own him easily.

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Jan 29 2013, 6:16pm Anchor

So, new thread for Zone commander, please divert any more statements about it to there... 

Moddb.com

Feb 1 2013, 6:47am Anchor
GoldenArbiter wrote:I've completed both campaigns on hard (Don't even try and get me to do the Scrin campaign on hard... I can barely do the bloody thing on easy...) and I never noticed any monetary problems. You may just have bad money sense, and are spending way more than you need. (No offence)

If you would've read my post properly, you'd know that I'm not even talking about spending money. I'm talking about the regeneration of Tiberium, which has near to nothing to do with money spending. Unless you don't spend a dime, the field will become empty within the first 10-15 minutes of the game.

Regardless, I know hard is possible, you just need to win the game in the first 10 minutes, while you still have money. After that you're simply screwed. I had 1 GDI mission, with the mission of destroying the harbor of NOD. There's 2 green tib fields there, and at a certain point I had just enough money to keep up my defenses, eventually getting things done with a single very strategical Zone Commander.

I did indeed notice that tiberium field regenerate at different rates in different maps, but isn't there a general setting overall?
I'll go play the proper campaign again at some point, seeing if there's any difference.

Mar 5 2013, 1:29am Anchor

Carnius may have already put thought into how to help the following unit, but I think GDI's Mobile EMP Cannon could definitely use some buffing so it'd be more worthwhile to build.

First of all, I'd suggest that either a) its firing range is increased so it's at least equal to the range of the large, neutral Defensive Towers, or b) have its EMP effect be increased from 5sec to however long it is for the EMP Station (10 seconds?). Or possibly both?

Also, I'd really like to see it have a secondary ability. I had thought of the possibility of an ability that's essentially the same as the Buggy's EMP ability, but on steroids - The radius is a bit larger, enemy vehicles/structures get injured within that blast radius, and the EMP itself lasts 5-10seconds; this ability would disable itself for maybe 2 seconds but it wouldn't hurt itself. But I'm not sure about this particular ability, what do you guys think?

Or do you have other ideas to make it more interesting and worthwhile? Maybe allow it to benefit from some upgrades for its defense, like Reactive Armor as an example? Otherwise, as much as I'd like this unit to be kept in TE, at this point it is not worthwhile buying, especially after the Falcons get the EMP Warhead upgrade (their EMP only last 2sec, but they shoot fast).

Edited by: .Mac.

Mar 9 2013, 5:36pm Anchor

Not too sure about he idea of vehicles getting damaged by the emp blast, this seems similar to the virus ability discussed for a future Cyborg Commando i still think its more fitting for him.
How about this: its kept largely as it is now but it benefits from Reactive Armour and has the secondary ability to target aircraft, killing them instantly. This would have a moderate to long cool down time and a cost per use to prevent this from being overused.

Mar 11 2013, 4:02pm Anchor
M0nkfish wrote:Not too sure about he idea of vehicles getting damaged by the emp blast, this seems similar to the virus ability discussed for a future Cyborg Commando i still think its more fitting for him.
How about this: its kept largely as it is now but it benefits from Reactive Armour and has the secondary ability to target aircraft, killing them instantly. This would have a moderate to long cool down time and a cost per use to prevent this from being overused.

I wasn't sure about the idea either, but the concept I had in mind is the EMP blast would be so intense and concentrated that it'd actually damage the internal electrical/hardware components of the vehicles/structures within a radius. Yes, almost like the "Virus" ability for the CC we discussed before, but I had thought it'd still be different and called something else.

 But I really like your idea more, for targeting an individual air unit and instantly knocking it down from the sky with an AA EMP (it would look so cool to have a Harpy/Venom swirling out of control toward the ground, or a Vertigo doing a nose dive XD ) - this idea is original and it'll be useful for this suitable unit :thumbup: (I don't think it would need a cost, but definitely a balanced cool down, and it should exclude epic air units) Good thinking! And maybe still possibly increase (not too much, just a little bit) the range or the effect of its primary weapon also, plus the Reactive Armor upgrade? Then I think this unit will be much more worthwhile, especially since you can only have one built at a time anyway :)

Edited by: .Mac.

Mar 14 2013, 2:07pm Anchor

As long as its balanced in some way i'm happy (let's leave it for carnius to decide whats best) but i think this AA capability would add another dimension to the unit and would also make a lot of sense, I totally agree about it excluding epic units, this would obviously be OP, but it should still affect things like the PAC etc. I also agree about a slight increase in the blast radius of the EMP as its a specialised unit, but not necessarily the range. It should definitely benefit from reactive armour IMO.

Edited by: M0nkfish

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Mar 29 2013, 10:58pm Anchor

Well, instead of completely exluding epic units, how about make it just EMP them like vehicles? As in, the EMP isn't strong enough to take down the anti-grav engines, but it is strong enough to take out weapons/motor functions/maybe-even-shields?

Mar 30 2013, 8:27pm Anchor

Interesting idea SC but i think it might be a pain to code for as air units typically take heavy damage from EMP. Has anyone seen how the Leviathan Mothership responds to an EMP blast from the EMP Control Center buildings? I've never seen this but my guess is that it takes damage and probably quite a lot of it, but obviously this is a much more intense blast than the one that would be generated from the Moblie EMP Cannon. 

While i can imagine the Leviathan being able to maintain lift but not motion while most of its systems are down I would think this feat pretty impossible for the Kodiak, thinking plausibly it would probably just fall out of the sky like a house-brick.  Also I would imagine that aircraft as advanced as these would have inbuilt EMP counter-measures up to a certain level of charge, so while they'd be affected by the EMP Control Center (and i guess take damage rather than lose mobility) they would probably remain unaffected by the Mobile EMP Cannon's AA blast as the charge generated would be too small to overload their safeguards.

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Mar 31 2013, 10:26am Anchor
M0nkfish wrote:Interesting idea SC but i think it might be a pain to code for as air units typically take heavy damage from EMP. Has anyone seen how the Leviathan Mothership responds to an EMP blast from the EMP Control Center buildings? I've never seen this but my guess is that it takes damage and probably quite a lot of it, but obviously this is a much more intense blast than the one that would be generated from the Moblie EMP Cannon. 

While i can imagine the Leviathan being able to maintain lift but not motion while most of its systems are down I would think this feat pretty impossible for the Kodiak, thinking plausibly it would probably just fall out of the sky like a house-brick.  Also I would imagine that aircraft as advanced as these would have inbuilt EMP counter-measures up to a certain level of charge, so while they'd be affected by the EMP Control Center (and i guess take damage rather than lose mobility) they would probably remain unaffected by the Mobile EMP Cannon's AA blast as the charge generated would be too small to overload their safeguards.


Well, I KNOW it can be done, retarded had an epic sniper thing that EMP'd aircraft when shot, even low level craft like venoms.

Although, you bring up some good points on a more practical level, I agree that they would probably have safeguards against it... I honestly wouldn't be surprised if the kodiak had a rudimentary prototype shield system o.O, because - seriously... it had to cross their minds at some point that it could be nice to have shields ._.

Edited by: Smallchange

May 14 2013, 10:26am Anchor

i had an idea for an interesting hit & run vehicle for the mutants, i certainly think it would be cooler than the Pitbull and maybe fit to replace it but i'd be interested to hear other peoples opinions so it can develop before putting it into the Mutant Ideas Thread.

Was thinking of a motorbike and sidecar with a fast movement speed and light to medium armour, and a crew of 2 mutants, one to drive and the other to fire the sidecar-mounted mortar cannon, which would be used for ungarrisoning (as the pitbulls') but also used for anti tank perposes. It would be as fast as the pitbull (if not a little faster) and have more armour.  

Was thinking of modelling it on the russian military motorcycles here: Youtu.be

I was considering the idea of having these units built weaponless and upgraded in different ways like the avatar, but with only 2 options: Mortar, for ungarrisoning and anti-tank OR Flak-cannon for anti-air and anti-infantry. But as there's a build-cap of 3 on all mutant units this specialisation seems a little pointless.

thoughts and opinions please

Edited by: M0nkfish

Jun 15 2013, 9:56pm Anchor

if possible give gdi the ability to build concrete so nod cant send apcs and devils tounges into your base

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