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Comment History
duderino
duderino - - 9 comments @ Tiberium Essence

I also found a bug when you use the CC's flamer on certain units (like infantry): The CC will 'freeze' for about 30 seconds. He can still use his weapons but you can't move him around anymore (the cursor also changes to a square to amplify this). Strangely this doesn't seem to happen if he attacks together with a group of your other units.

Good karma+1 vote
duderino
duderino - - 9 comments @ Tiberium Essence

I also found a bug when you use the CC's flamer on certain units (like infantry): The CC will 'freeze' for about 30 seconds. He can still use his weapons but you can't move him around anymore (the cursor also changes to a square to amplify this). Strangely this doesn't seem to happen if he attacks together with a group of your other units.

Good karma+1 vote
duderino
duderino - - 9 comments @ Tiberium Essence

I also found a bug when you use the CC's flamer on certain units (like infantry): The CC will 'freeze' for about 30 seconds. He can still use his weapons but you can't move him around anymore (the cursor also changes to a square to amplify this). Strangely this doesn't seem to happen if he attacks together with a group of your other units.

Good karma+1 vote
duderino
duderino - - 9 comments @ Chris BSSA to RPD Costume

I'm pretty amazed nobody thought of this or already made a mod for it: Make the flamethrower a playable/buy-able weapon on every chapter. C' on that weapon was badass and the flame effect was one of the best I have ever seen.
I mean the model already exist, you can already ignite enemies with some grenades (so the response animation is also already in the game), modders just have to figure out how to import them into the whole story mode. Maybe so that you can use the same flame rounds for the grenade launcher as ammunition.
There will be people complaining that it will be too OP of course, but so is the gatling gun for Chris.

Good karma+2 votes
duderino
duderino - - 9 comments @ Tiberium Essence

Please, please stop complaining about the cyborg commando being OP. It is in fact much, much more easy to kill than the CC in Tiberium Sun (damage output is about the same) because now you only have to put a few snipers in a building/bunker and bye bye CC. A standard commando unit can do the trick nicely if you distract the CC with armored units. My CC always gets killed real fast against GDI and NOD hard AI in skirmish even if I throw a few avatars in the mix. The AI always went for my CC and left my avatars alone. GDI's epic is much stronger in comparison and you can solo with him against a hard AI. He really can take a punch and is much more versatile than the CC. In fact its a much more powerfull unit than the mammoth in Tiberium Sun (it had NO twin railguns and no anti infantry cannon), but nobody complains about that!!!!

Good karma+1 vote
duderino
duderino - - 9 comments @ Tiberium Essence

It fires a green blob that homes in on it's targets including air units.
Check gamefaqs if you don't believe me.

Good karma+1 vote
duderino
duderino - - 9 comments @ Tiberium Essence

The CC armor is also weak against missile, grenade and flame units. Like I said before, only tanks (in small numbers) have a real difficulty in bringing the CC down. If you really insist on lowering the CC's firepower (which in my opinion really isn't necessarry) can you please make it so that it (at the very least) can target aircraft like it did in Tiberium Sun?? It's not like you can build a whole army of those units, so it would be nice it wouldn't get destroyed by a medium/hard AI almost every 30 seconds (even at Heroic status!!!).
By the way, I have nothing against the CC's design or size, I really like it actually. I think it's just not fair to give GDI such a more powerfull version of the MKII, while giving NOD a weaker version of the CC, compared to Tiberium Sun.

Good karma+1 vote
duderino
duderino - - 9 comments @ Tiberium Essence

The attack power of the CC is about the same as it was in Tiberium Sun (which is fine), but in TS it's weapon could also target aircraft. The biggest difference is that in TS the CC was way tougher. You only need a few sniper squads to take out the CC in this mod, which is a shame. It's armor is only good against cannon fire (tanks), that's why I don't understand the people here complaining about it beiing too OP. Yes, it can heal fast in tiberium (just as the CC in TS) but that's just because it has such low HP, so there isn't much to heal. It would be very unwise to make the CC weaker in 1.4 than it already is in 1.3. If the GDI gets an incredible powerfull single unit (the MKII) that owns everything (and is in fact much stronger than the TS version), why should NOD only get a much weaker version of the CC in TS, instead of something really awesome like the Epic Warmech in KW???
Also Carnius, how about making an epic land unit for Scrin in 1.4 (something like a really large snake/mechapede kinda creature)????
As it is now the Mothership is much to slow and useless (unless your opponent is a complete moron)to be even considered an Epic unit.

Good karma+1 vote
duderino
duderino - - 9 comments @ Tiberium Essence

First of all, absolutely fabulous mod! Especially what you did with the NOD avatars. a very welcome change.

As to reply on one of ApornasPlanet comments regarding the cyborg commando, he is dead wrong about it being overpowered. If anything it is underpowered. Don't forget this unit is suppose to be the über NOD unit.
It doesn't stand a chance against GDI Mammoth MKII (that unit really is overpowered, it is stronger than KW MARV and simply owns everything) but it also lost several times against the GDI commando in a skirmish match. The attack power of the CC is fine but it just simply dies to easy to be of real use. The purifier avatar is much, much more durable and usefull in comparison. An example:
I managed somehow (by picking up crates) to get my CC to heroic status.
Then I send him accompanied by 10 avatars (5 of each type) towards the enemy. Within 30 seconds after the first encounter my CC died on me while the first avatar died after 2 minutes (!!!). When the fight was over I had 6 avatars still. I reloaded a couple of times and tried the same thing but everytime it was the CC who died ages before the rest.
I don't recall the CC in Tiberium Sun being so fragile (not to forget it could shoot down aircraft too).
So my suggestion for 1.4 would be: leave his attack power where it is but buff his HP and/or armor (especially against gunfire from infantry, commando, aircraft and turrets).

Good karma+1 vote