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I like it, compact, yet still functional, unlike the KW equivalent(Compact part, not the functional part).
Well, if it's not gonna have the scale of the wolverine, will it have the maneuverability? That's really the important aspect.
But will harvesters who have blue tiberium be able to drop it when they explode instead of just normal green?
Splendid. But seeing them stacked against each other like this, it makes you realize GDI really does have vehicular supremacy in C&C 95. That is, until the stealth tanks the Nod commander sent out reveal and flank the base that the GDI commander so foolishly removed all of the units from.
It's not working, I can see it.
Recently I was thinking about the good old days of TS and how it felt to play it. Somehow, I don't think a 3D game will ever be able to match the feel and drum up the right nostalgia, but whether you achieve that or not, you guys are still doing a hell of a job making something awesome.
This is possibly the only occasion you could lose for using it. And yes, one of the only times you can lose at a poll.
What is it? By the name I assume it's something akin to Worms.
Honestly, I look at them like 3 choices, no 'weakness', 'strength', or 'tactical' element.
But if we're gonna get into the metaphysics of it, a hurled rock still hurts, regardless of the presence of paper. For the record, I voted for the one that hurts to be hit with the most. There was no reason for my decision.
The final is definitely the best.
Unlike the older one you see everywhere else, the bulk seems like it'll match the damage output.
Needs to be a little more random, back in TS and FS, the tiberium wouldn't necessarily destroy every crystal in the field, one would explode, then set off another piece, those detonations would in turn damage another crystal set that would then explode, but in the end, some would still be left over, albeit, in a sorry state. Granted, Tiberium Fields typically had more Tiberium to begin with than in C&C3, and the crystal patches weren't as massive in TS.
I'd say use a smoother gradient, but A. it probably won't matter, and B. I don't know if Renegade would support it.
Get some of that Halloween makeup to make the skin around the 'crystal' look kinda radiation burned, or scarred, or at least mildly irritated. Other than that, Bad ***.
Create a shortcut to C&C 3, but add -ui to the command line to get the Control Center to open.
As for GDI, I wouldn't do them any differently, other than whatever minor tweaks you see fit.
The Scrin on the otherhand have gone from the swamping, light rush team to a larger much more formidable force. I was able to defeat a balanced medium GDI AI with just a couple Defilers(I think, the artillery?) after destroying the outpost they shared with a Balanced Scrin AI with just a Mothership (Not the Planet Killer). The defenses were primarily AA, including Storm Columns. The Scrin's quantity of massive units doesn't help this point very much. Perhaps making each Scrin unit more dependent on others would be better. Think of the pairing of the Juggernaut and Sniper Team, or Stormriders and the Ion Storm ability. I'm just saying if the full strength of some Scrin units depended on the abilities of others, it might help balance out a bit more.
Playing as Nod, it seems a little easy to be overwhelmed at first, but once Nod has a Tech Center, it's just a matter of getting the right Obelisk placement.
Left looks better than the right, I hope that's what you were going for.
Is that thing that appears to be a syringe spewing blob involving the Tlailaxu?
Magnificent, my only wish; There was a larger version suiting 4 or even 6.
Better brush up on my Deutsch
Wait, let me get this straight, you have the ability to spawn base prefabs in game without relighting the scene through the map editor? Downright amazing.
As far as suggestions go, I suggest a sustained beam weapon as a defence turret. Think the laser pointer, but it does damage.
Don't argue with it, that's how it was made. They're just keeping the tradition.
The turret on the Grizzly looks a little bulbous to me, but I can't think of an easy way to fix it.
I was thinking more along the lines of afterburners.
Convenient AND trendy.
Can't wait to see the new, improved, mutated landscape in full.
I love it all, but the flame tanks look a little elongated, I can't really tell if it's just the scale comparison between them and the buildings that makes it look that way, though.
I'm sure TD redux's was just made to emulate the original. From what I've seen of later SAGE engine builds (C&C 3) it's able to use the TS method.
This mod makes me wish I could still run Generals, but I always get issues with starting it up after the first run.
Looks too long for an SMG