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 1.6 (Groups : Tiberium Essence Fans : Forum : General Tiberium Essence Ideas : Suggestions for TE 1.6) Post Reply
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Jan 16 2014 Anchor

Hey Carnius and other fans,

Can you guys take a look at the following points:

- Stealth units never fire, only when in free fire mode or when directly ordered to. This makes them not very usefull in the gaurd modes.

- The Levathain Mothership's firepower and armor are just too weak for it's price. It neither can't withstand much enemy air OR ground unit fire power. Also it self repair mechanism is really slow, and when being repared, it can fire. It has no other way to repair itself while The NOD and GDI superunits can both be repaired by either Tiberium or repair drones nearby.

- The NOD turret should also be separate deployable like the other NOD turrets.

- The NOD Basilisk Beam Cannon should be more powerfull. Ten of them still can't destroy a mammoth tank!
- The GDI Commando should get the ability back to put C4 on Walkers
- The GDI Jumpjet infantry needs less armor, they are very hard to defeat.
- The Cobra Artillery should get a longer range

Also, if I'm correct, the Reapers also ONLY fire when in free fire mode or when directly ordered to. But I could be wrong here

Jan 27 2014 Anchor

Nice. Creating finally a new thread for newest TE version is a good idea. xd

Nod:
Stealth tank:
Units in Guard stance dont attack units, only structures.
Problem with Stealth tank truly is that it does not attack even when in Hold Ground Stance
So,the only use of them is via micro toggle of Aggressive Stance with Hold Fire Stance.

Cyborg Reaper:
Shoots when both in Hold Ground and Guard Stance.

Basilisk Beam Cannon :
Is T2, only for 1000, has range greater then any defense. Has 100% accuracy,unlike Devourer which need upgrade to have that range and is for 1200.
Basilisk were primarily an artillery, now its a long-ranged support fire ,can help even with infantry.
I were thinking that Laser capacitator upgrade could apply to it too.
Tiberium power pack provides it with +20% attack and movement speed. I think It can provide it also with +5% armor/health.
As a light vehicle, even 10 of them were never supposed to defeat MKII. But greatly help from afar. Though they are probably one of the worst weapons of choice againts MKII.

Cobra:
Its range is good enough, but I think all units can use some upgrade. Tiberium powerpack could suit it nicely. If not even Tiberium warheads upgrade, which optionaly can increase its range, but only slightly.

Sting Turret:
What? It has hub and 2 turret nodes, just like Shredder Turret. You meant SAM site? It can probably use little bit bigger attack speed,but thats all.

GDI:
Jetpack Trooper:
Lesser armor, but not so low as in 1.4. We are talking about it for about a year. And can use a price increase from 700 to 800.
Damage him and send him to your Airfield/Air tower/Gravity Stabilizer and look what nice bug shall appear.
Do the same, send him into high altitude mode and send him into your Barracks/Hand of Nod. Look again. xd

GDI Zone Commando:
Yes, otherwise maybe his Orbital Strike could be used even againts Walkers. Need zero or much lower cooldown, should be able to use only by right-clicking Walker/structure just like common C4 and could use bigger range. Also look on this:
Moddb.com
Moddb.com

Scrin:
My specialty xd , if interested in Scrin, look on page 8+ in Suggestions for TE 1.5. :D

Leviathan:
Were already talking about it. Needs to be little bit like his Assault Mothership predeccesor from 1.4. ..or 1.5 ? nvrmd.
Needs AA, maybe can use Tiberium enhancement upgrade, his movement,attack speed and range could use a buff.
Price can optionaly go from 7500 to 6500. But even so, Leviathan must be slightly inferior to MKII when he has its Railgun AA battery upgraded.
It repairs pretty fast due to my observations, atleast from 1% of health to 50% health, then it starts to repair itself much slower.
Its Ion storm is powerfull, gains pretty nice buff, armor ,for example, in it, and can spawn tiberium.
Has Forcefield generator by default. I think that we can lower the the Heavy Forcefield generator respawn from 120 to 100 seconds and Light Forcefield generator respawn from 90 to 80, 75 seconds. This unit and its ability needs description revamp.

Jan 30 2014 Anchor

"As a light vehicle, even 10 of them were never supposed to defeat MKII. But greatly help from afar. Though they are probably one of the worst weapons of choice againts MKII"

Hey Oaks, I meant the mammoth on tracks, not the walker. Ofcourse they are no match for the walker ;)

"Stealth tank:
Units in Guard stance dont attack units, only structures.
Problem with Stealth tank truly is that it does not attack even when in Hold Ground Stance"

All stealth units should make use of all four stances, not just two

"Sting Turret:
What? It has hub and 2 turret nodes, just like Shredder Turret. You meant SAM site? It can probably use little bit bigger attack speed,but thats all."

You are right, I meant the SAM site. It should also be placed in hubs just like the Shredder turret

For the rest: Good arguments :thumbup:

Feb 2 2014 Anchor

Nod:
add the Fist of Nod as a buildable unit in the warfactory

Tacitus Archive:
Make it a requirement building instead of a production one, so that will not give the players a Forward base that you can get early on

GDI Zone Defender:
Get a female voice for them

Edited by: BlackRangerXIII

Feb 2 2014 Anchor

Well, i am pretty sure this is not supposed to happen. Montauk is obviously not disigned to be tranfered IN that Nightwind. But that is still pretty funny, as Montauk seems to make attemts to copy terrain under it even while being carried AROUND nightwind.

Edited by: Vozhban

Feb 2 2014 Anchor

A few things I noticed:

- the Readme file claims that Command Post / Operations Center / Nerve Center take 20 seconds to build, but they actually take 30 seconds to build, which feels a bit too long. Can you lower their build time to 20 seconds?

- make GDI's Zone Commando able to C4 Walkers, make him use the Ion Cannon against structures when you click to attack them, and either reduce or remove the cooldown of the Ion Cannon ability.

- did you completely remove Scrin's Devourer Tank? They don't appear as a buildable unit in the Warp Sphere's build queue.

Edited by: Sefie1999AD

Feb 3 2014 Anchor

Vozhban wrote: Well, i am pretty sure this is not supposed to happen. Montauk is obviously not disigned to be tranfered IN that Nightwind. But that is still pretty funny, as Montauk seems to make attemts to copy terrain under it even while being carried AROUND nightwind.


My my. it happened the same thing with da mammoth. well if Chuck Norris wants it to be transported over the mountains, HE MEANS IT!! XD

Feb 3 2014 Anchor

Chemical missile Viscroid bug still exist! whenever you use chemical missile to turn enemy infantry to viscroid they will attack each other instead of enemy building which leave them useless...
Also cant Veinhole monster roots grow farther just like tiberium fields?

Feb 3 2014 Anchor

IMO, Kodiak II should be slower by 20-30%.
Haven't tested the remade Scrin motherships yet, but right now it feels that Kodiak moves way too fast for something of its epicness.

Also, is it a bug or a feature that Harvesters now need to be manually ordered to gather resources?

Feb 3 2014 Anchor

OK PLEASE CARNIUS SEE THIS! These are the three major problems when I play.
1: The tacitus Archive is not on the new maps. There is like a glitchy line at the spots that its supposed to be at. Even though The Tacitus Archive isnt on the map, NOD AI is the only AI to somehow still send Toxin Troopers, Decimator Cyborgs, and the new Harpy to fight me.
2: The Nod Montauk is too weak and the Mammoth Mark 2 is still not almighty like it should be. Dont get me wrong it is very strong, just not the way it is described in TS2.
3: AI still isnt good. I fought a medium Nod and Gdi Steamroller to test out the AI. GDI builds 2 mammoth tanks, 2 missile squads and 10 orcas. That is there idea of "Steamroller". Nod just spams harpys, scorpion tanks, rocket squads and toxin troopers. AI still doesnt take advantage of Mutant hovels.
However there are 3 things I do love in the Mod.
1: The new Annihilator Quadropod is BADASS! I love the look, sound and attack.
2: The Kodiak is awesome, but it is a little to fast.
3: I like the new neutral building textures. Like the new guard tower or whatever its called. It looks awesome.

Feb 4 2014 Anchor

1. it would be good if all TE maps and some CNC3 8player maps get Tacticus Archive, also it would be nice if it will be added in some of campaign levels too!
2. For balancing sake the tacticus units should have limited build like only 6 colossus! so it will both buff owner player and stop players from spamming them instead of other units
3. NOD commando really need some abilities like zone commando

4. Viscroid life should be buffed up a little after the hostile bug is fixed!

Feb 7 2014 Anchor

I really think Conqueror should have the sonic upgrade removed, as it looks kinda weird, and it should have the juggernout upgrade back, as it was totally awesome. I really enjoyed the long range tiberium-explosive-ball-firing weapon :de: Perhaps some more scrin units could have this tiberium grenade weapon as well.
Also I am really disappointed that the scrin devastator warships are now almost useless. Previously they were able to easily kill infantry and tanks and get throught defences like knife throught butter. Now I had 15 devastator warships and they were almost unable to kill one single mamoth tank. They are really useless against anything except building and even for buildings its not something really strong.

Feb 7 2014 Anchor

i agree with having build limit on tacitus/mutant units

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Feb 8 2014 Anchor

Oh hey... this is a thing... Thanks' for making this - no clue why I hadn't thought about us needing an update to the forum ideas XD

I'll pin this and stuff right meow.

Thanks again, also... I'll contribute when I have time ^_^

Feb 19 2014 Anchor

I have a request about the flame tank:
1. Fiery tank could shoot a flame during a move.
He started to shoot fire before reaching the target, while moving.2. could Fiery tank get bonus from tiberium power pack-move fasterStealth tank:
It seems to me that it would be better to shoot two rocket volley then individually 4 missiles. Shortly would be exposed to hit.Caused by the fact that it was easier to stealth tank attack from ambush than now because most of the units is able to give it back to stealth tank before it gets invisible.Another thing is the tank could have extra bonus to defend when is not detected.

Feb 20 2014 Anchor

Nod units buff:
Devils Tongue:
As greg0r@vp.pl says, Devils tongue aka Flame tank (though "Fiery tank" also sounds cool xd) could use a movement speed increase of Tiberium power pack upgrade. It can apply on Scarab APC and Harvester as well.
Tiberium power pack could slightly increase armor of influenced units by few, for example 5, percents.
Titans price has been reduced, why not Devils tongues? (from 1400 to 1300 credits. or to 1350 if needed.)
Devil tongues range, AoE splash damage is inferior to Black hands. Tiberium power pack could very slightly increase these (lets say for 2%)

Stealth reaction time:
Units with stealth should become stealthed much faster (stealth reaction time)- Saboteur, Black Hand Commando, Stealth tank, Cyborg commando, Shadow squad

Black Hand, Black Hand commando:
After Black hand Elite/Forced evolution upgrade, the heavy infantry Black hand should become unsuppresable, should not be able to be rolled over,stomped-except for MKII,Conqueror.
Forced evolution upgrade and the same behavior of being unsuppresable should apply on Black Hand commando. She is being suppresed by her own C4.Thats wrong. Stealthed when standing still need faster stealth reaction time. When shes fired upon she need to quickly run, not that she will become suppressed and killed by mere 3 riflemen squads.

SAM site, Stealth tank:
Attack speed of SAM site, Stealth tank should be in accordance of its doctrines. These units should fire in quick bursts instead of continuous shooting.

Avatar Voice of Kane self-optional upgrade price-for 800,decrease it on 400/450/500. Its hardly worth of its price now, being more expensive then Particle beams and Flamer turret upgrades.

Buff Scarab APC health,armor and price from 600 to 800. Give a Tiberium power pack upgrade and maybe even a weapon.
Otherwise its unused unit,even if it has Drilling mechanism. Be it more equal to Goliath APC.

Edited by: Oaks

Feb 20 2014 Anchor

Hello, just a small personal note, i think NOD militants are better off with their Kane's wrath icon, surely new one i s a classic one. But it looks kinda out of place there imho of cource.

Feb 20 2014 Anchor

It is little pointless to get Stealth tank to hit by opponent with more armor. A stealth tank should fire missiles as the most rapidly and automatically go to invisible.
so that the enemy was not able to give a shot. The idea is that stealth tank attacks from the back to the opponent and hi is not able to give it back.
But when stealth tank attacks enemy from the front then he should hit the stealth tank. G
ood to have units against
the stealth tank is highly not effective.
The price of a stealth tank 1600
now it's too much for something that is weak in combat. It is better to buy a Scorpion tank.

If Devils Tongueas could do to fight as Flame tan from Emperor battel foe dune. Then hi would be very effective.
It seems to me the price is too high. But I do not know what to suggest since Devils Tongueas can move under ground:(

Edited by: greg0r@vp.pl

Feb 21 2014 Anchor

Some suggestion may same as 1.51

- Nod Sam should have Hub again. It's Nod's unique turret don't remove it.
- Cobra need some nerf. It's too powerful IMO.
- Kodiak II need speed reduce.
- GDI Commado should painter on vehicle. but longer cool down.
- Viceroid exp should be zero. You should not get easy heroic unit by kill few of them.

Feb 21 2014 Anchor

GDI Commando should have a larger range of ion cannon to destroy the buildings and a grenade launcher to fight with lightvehicles.

Feb 25 2014 Anchor

Its a great mod but I think that you should replace Nod laser upgrades with something else, I mean that Nod already have a Laser tower (obelisk) also a beam cannon, and with this upgrade you have Laser buggies, Laser tanks, Laser helis, Lasers everywhere. It really ruins the game for me and I never research it. Also I really like what you did with the SAM (removing the hub), you should also remove the hub from other Nod defences. Thats it fo now, Thanks!

Feb 25 2014 Anchor

APC and flying transport should take more than one infantry branch.

Mar 1 2014 Anchor

Been a while since I've posted at the forums, but here's a cosmetic suggestion I've been thinking about:

I enjoy how Scrin is a unique faction from the others because they have various styles of infantry units, mostly insect-like units with some bi-pedal humanoids mixed in (as opposed to the human counterparts). With that said, my suggestion is I'd like to see the Assimilator get a model change so that his upper body is humanoid and yet he has multiple insect-like legs.

Here's why:
I really like the idea of there being a Scrin infantry unit being the "intermediary" of their insect side and humanoid side. Since Scrin's engineer needs to access and capture human tech/structures anyway, to me he seems to be the most logical choice. He would then appear more intelligent for his role (not saying bugs can't be intelligent also, but still) and have human-like qualities that'd give him a more convincing capability to make use of human tech.

I found this concept art from here Ninjasonmotorcycles.blogspot.com (there's other cool Scrin-like concepts there too) that has several bug-like humanoids that can inspire ideas:
http://1.bp.blogspot.com/-RcsWvcAtYQM/Uqqvb9dJUbI/AAAAAAAAAck/u6sTzPdBHqA/s1600/thumbnails_alien_medium_102613.jpg

While I'm at it, I'm imagining Scrin's Mastermind could also be improved with an update and will look especially awesome with one of those concepts?

What do you guys think?? :)

Edited by: .Mac.

Mar 1 2014 Anchor

Heheh, these are Starship troopers design suggestions for Arachnids. xd or maybe like Aliens from Earth 2160.
But these also remind me those blood-line relatives of Nerubians,Aqir and Mantid, the Viziers of Qiraji from Ahn'Qiraj empire as an lore of WoW.

But whats the point of Assimilator of looking either like Crysis Cephaloid or aliens from War of Worlds or Indenpendence day movies or any other looks,including that which he has now when he shall stay this much mere insect-like?
Again, Scrin are being depicted as some stupid bugs, free yourself finally from the clutches of stupid EA created and its nonsensical lore.
Why would the extraterrestrial force should look like an earth bugs in the first place?
Multi-legged units as Scrin infantry are already questionable enough, when it comes to their questionable lore, strange garrisoning ability distribution and the rest is already too similiar to the vehicle walkers Corrupter,1.3(1.4?) Defiler,Conqueror,Annihilator Quadpod.
And on the other hand,the vannila Corrupter with Gunner walker looked rather as infantry than vehicles.
Changing Assimilator for example into the only somewhat sensible,with some humanoid features-number 11, I must ask. Whats the deal changing it into this, whens its original model is practicaly the same.."thing".. from which you cant expect that it will be able or grasp the intellect to take over neutral capturable structures. I say:" Less hentai tentacle porn insectoids, and more humanoid aproach."
They look far more for something as is the Colony faction in Tiberium secrets mod,than crystalline exoskeletons of Scrin. Tiberium is far more like metallic compound material,albeit organic, than the elytra,wing case of mere insect bugs. Scrin cant be both humanoid and insectoid, we are not in the Mimic movie.
Predecessors of todays Scrin were humanoid, therefore I'd say their representatives as a race are still humanoids as Stalwarts and Eradicators.
I already wrote down my theory about disintegrators,buzzers, Shock troopers,Mastermind,KW Prodigy,KW Ravager and Pacifier.
Disintegrators are supposed to be a harvesting machines? Pff, kiss my .. EA, with your stupid lore. No matter how you will look at Disintegrators,those are not machines. But Razorback, Manta, Seeker,Devourer,Stormrider,Ravager gunship, PAC, Devastator,Leviathan, Talos, Scourge, Mothership(s) and probably even Tripod/Quadpod are machines, most probably piloted by soldiers like Stalwarts. Tiberium crystal and metal compound materials are not a bug.
Bugs with plasma,proton weaponry; black hole singularity rift, statis shield, forcefields, phase fields and wormhole technologies, yeah right..
This is not Disctrict 9, this is.. Scrin empire.

Mar 3 2014 Anchor

I finally got around to trying this mod, and while I'm still discovering everything it has to offer, so far I'm very impressed indeed. Great work!

The only real suggestion I have at the moment for improving the mod is that some of the written unit descriptions are in fairly poor English. I mean no offence by saying that, I'm assuming English is simply not Carnius' first language. But (assuming he reads these boards) have you thought about getting a fluent English speaker to help out with things like that? It's just that you've put so much effort into making everything else in the mod look so great, its a bit of a disappointment to see really disjointed English in the descriptions. It slightly spoils the immersion for me.

Again, I mean absolutely no offence by saying this. I can guarantee that wherever Carnius is from, he is far better at speaking English than I would be a trying to speak his native language! But it's something that could be quite easily fixed.

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