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Doesn't seem to functionally different from the MARV with that special ability.
How about that initiates an auto-repair system that deducts the "cost" of repairs from the tiberium it collects?
Reminds me of certain illegal breeds of cacti.
Mutants? Aliens? Extensive body modification?
Ride the lightning.
No, but really, a localized ion storm would probably be best for their super weapon.
The Black Hand's lack of aircraft was made up for with their Mantis drone, albeit somewhat poorly, as each other factions' AA units are superior for their cost and statistical effectiveness. The Mantis also goes against the Black Hand's fanatical hatred for autonomous systems which makes it ripe for replacement, but a simple re-balance would do. Cutting the cost appropriately would make it a viable offensive asset against Scrin while preventing it from dominating the AA market.
I may as well offer two possibilities for each faction mentioned, so here's my second for the Black Hand. Give them a deprecated heli-pad with one slot and the ability to build some transitional phase between the Harpy and the Venom. Have it require refueling/rearming, but it could be armed to the teeth. 6 AT missiles(3 salvos), 4 AA/Defensive(2 salvos), and an HMG(No ammo limit?) for light armor and air.
Upgrades include Charged Particle Beams and Tiberium Core Missiles.
But! You also want a fast attack infantry unit? GDI formely made use of JumpJet infantry. In Tiberian Sun these were actually slow and methodical units that relied heavily on an enemy's inability to target airborne foes, required far too much micro to manage effectively when not in massive swarms and were a poor choice for even a lightly defended base assault.
Allow me to reintroduce GDI's hallmark flyboys: Each squad contains 4 infantry equipped with a winged flight harness and jetpack. This allows them to toggle between airborne and ground states much like Shadow Team. The flight harness has an exo-skeletal rig for the arms, allowing the troopers to carry weaponry once relegated to smaller gunships. In order to maintain stability in flight, the weapons can only be fired in quick bursts, but can go full auto when the infantry are on the ground and stationary. Due to their clunky rigs, entering structures or vehicles for garrison is not possible. To be able to facilitate maximum effect and speed, these troopers have poor armor but can launch chaff(Upgrade?) to temporarily distract enemy AA.
Either or both of these changes would maintain Steel Talons' low tech/shock and awe feel without inserting yet another set of Zone Troopers that perform identically to the others, there's yet more possibilities, and these are just examples of what you could do.
From a lore standpoint, the wolverine is a unit which later became the Zone Trooper's power armor and was phased out in the updated GDI arsenal. In this time, GDI stopped using a far more powerful infantry portable railgun as it had a much longer re-fire rate and produced a great deal of radiation, and as such could only be safely wielded by Forgotten Ghost Stalkers who went into self-imposed exile with the death of Tratos. But maybe the battle hardened veterans of the Steel Talons still have friends and debts within the ranks of the Forgotten. Enter, the new and improved Ghost Stalker. The precise and deadly railgun provides a powerful anti-material sniper unit to the Steel Talon's infantry ranks, the Ghost Stalker is a master survivalist, capable of cloaking and healing while basking in the glow of Tiberium. The Ghost Stalker is also a demolitions expert, but say instead of simply using the existing C4 on structures, he's able to plant tiberium based IEDs to be remote detonated.
But that's literally the definition distinguishing patch and mod.
"Mod: Alteration to the current game files/rulesets to enchance an aspect or multiple aspects of gameplay.
Patch: Fixes broken things/enhances aspects which were meant to be congruent all along."
Steel Talons were meant to depend on their low tier Wolverines for infantry duty, the only difference is that they come out of a war factory. When they finally do, enemy infantry is an afterthought. The engineer has a pretty powerful handgun and armor buff to make up for potential lack of other infantry escorts in the early game, and to give them a leg up on enemy engineers who may be making a run for the same building/husk. Mind you, at the early stages of the game, their infantry has not yet been outclassed. By that point, the Wolverine is in production, ideally. In the final tier, their juggernauts have garrisons, guaranteeing that the infantry don't die until the unit they're supporting does, and rendering enemy anti-infantry somewhat pointless. Finally, as with all GDI, the Steel Talons still have air supremacy compared to Nod, a fact that hits home when just 6 hammerheads laden with rocket troopers and snipers swoops in to clean out the opposition.
That being said, I'm not averse to new features being added, but that's when it stops being a patch and becomes a mod. With the idea of rebalancing factions and maintaining the unique feel of each one, there is plenty of room for improvement that doesn't require smoothing out the edges, so to speak, by adding a third type of an already existent unit that just has amped up versions of the original's abilities and weapons.
I need to break this into more parts.
Refineries should be set to 2000 again, I can offer some reasons as to why, but I don't think I should need to explain why.
Now all it needs is that crater effect to appear underneath it when it deploys.
Much of the drama could be avoided with some minimum of effort contacting the original author, and failing that, notifying potential recipients of the files that an effort was made but came up empty.
Does the AI still prioritize the host?
Those chinooks look like they might be able to skylift an MCV, or even offload a single MLRS.
I always imagined the vehicles in red alert being made of putty.
Typically, when a technology advances, it becomes more cost efficient. If the firestorm were made to render some units or structures invulnerable without requiring some pain in the *** hardware to be installed throughout a base, I think that would be a great move.
Here's how I think it could work:
Activating the firestorm generator would render all of the structures (Possibly units as well) in a set radius around the generator invulnerable, as a trade-off, the structures within the protective zone become underpowered as the energy cost to bring the defense systems online is too high. The generator then has a cooldown of several minutes.
Another thought I had was that two mutually exclusive upgrades could be offered. One extends the maximum range and protects vehicles within the base, the second camouflages the structure somehow and kills enemy units within range when activated.
Alternatively, both abilities could be native but require the commander to choose which to activate when the cooldown completes. Meaning they share the same timer.
The murder pulse would of course be red.
Default morrowind walk anims?
OpenMW, I love you, but you gotta stop doin' that!
This seems much more appropriate in that case, I thought that might be the case but didn't want to assume.
Something I forgot to add:
The use of the words "help", "victim", and "lovely" seem opposed to each other. The sentence would really give a better narrative if you chose it to convey that process was to be considered good or bad. If you want it to sound good, replace victim with patient.
If you want it to sound bad, replace help with force or something to that effect, keep victim, and change lovely to ghastly.
Alternatively, you could change it to sound, and I think this is the right choice for anything like CABAL, devious. "The Infector's Web Grenades will 'Compel' (or) 'Encourage' the 'Subject' to consider 'joining our efforts'."
If that's an AI adjutant like CABAL, I don't think it would use these inflections. "Send your infector /in there/" doesn't carry the same gravitas as "Send forth the infector." And "the events of today will haunt the enemy for years", really? How many years, two, maybe three? How about decades, centuries even.
Just plop "to come." after years and it instantly sounds better.
The use of the exclamation mark is misplaced as well. It's not a command, it's a statement, the exclamation mark makes it seem giddy instead of sinister.
I like 1 and 5
Yeah the video is, but those images look like they'll turn out even better.
The original mammoth would fit through that, if just, it's big but not gargantuan like the Mk. 3.
Basically, what Notch is saying is that they don't have a solid plan for minecraft and making a move to Steam, beneficial in many ways though it may be, would eliminate other options in the future that they don't want to rule out quite yet.
I dunno, I always thought of the Harpy as a more smoothed Comanche without the retractable missile pods and a much slimmer profile.
That doesn't look like a sprite.
Apparently they spawn in relation to a threat, I just went to an existing village on a friend's server and the 'iron golem' hadn't spawned yet.
This unit, similar to Yuri's infector, a new trooper type, or another sprayer?
The retro sounds with the newer graphics are goofy as hell, but it's still awesome.
I take it there's no way to trick it into being compatible with 32 bit color.
The Shadow looks pretty sweet, but I don't see that nice sheen that the other covenant vehicles have.
Well, that's just a heaping pile of win. Almost makes me want to play fighting games.
I like those port-a-shack condos you see.
Yeah, besides, the End can't get any more wastelandish than it is.
How do you leave that place, anyways?
Wow, those er... Air units really look like something the banshee would be based off of.
Nah, I know, besides, those Nod helmets aren't good for much in a semi-realistic world.
However, I can see one problem with this helmet, and that is; it looks a little headshot friendly. They gonna be able to combat that somehow?
So, we gonna see that there nod soldier getting an use? T-visors are my favorite.
The whole reason I started liking the brotherhood in the first place.
Great job, guys.
I loves me an asym map. Can't wait to infest this map like some kinda plague with excessive base building.
I assume the rubble is from the floor being pushed up...
All too often games these days, even professionally made/published ones, have piles of junk with no apparent origin. But those fit in.
Will they still lob over walls with those launchers? If not, you might wanna give them a 'barrage' ability.
They all look great, but I think I prefer the one in the center.
Wouldn't it be fun to have a reversible harvester? However that might not work with the engine, just a little thing nobody'd have thought of.
I take it this one doesn't need to deploy. What then are the downsides aside from smaller radius? I might have a couple suggestions.
I made them. The C&C themed skin segments.
Glad it finally updated, I've been waiting ages for this. And you're welcome, fellow C&C fans, or anyone else who likes the Nod and GDI stuff for that matter.
Also, is that Plasma Craft? You should really note the mods you use.
Wreak != Wreck. Pronounced Reek.
Comparing the light tank's ground speed to fire rate is a non-sequitur.
The sniper rifle firing while the guy is talking doesn't help you hear what he's saying.
Everything else is just fine.
Why not just call it the Outback? Tagging Australian on there just seems like redundancy.
Looks a cross between GDI soldier and a dirt biker.
Helmet's alright but looks a little eggy from the front.
I think if you cut down the thick outline on top of the helmet, it wouldn't appear that way
To complete the feel you've got going, I'd say use the shin guard.
If you're up to a slight overhaul, I'd suggest having no armor portions larger than the plates on his thighs. The reason is threefold: Using layered plates is less expensive for armor manufacturers and organizations that buy armor. Damaged plates can be swapped out where needed and you'll never run into the problem of "We're out of torso plates". They also allow a greater degree of mobility. Of course, it helps the illusion of the armor plates are stored in canvas pockets on the character's body. I just get the feeling, looking at this image that the chestplate isn't inside a pocket, but just strapped on. That feeling may change when this gets to the modeled stage.
Not to say your current design doesn't allow for mobility, it's rather agile-looking as light armor should be. You might take the above list of reasons into consideration for heavy armor, though, as when people select heavy armor, it implies they're going to be getting shot at more. So realistically, heavy armor would be the guys getting their armor plates swapped out more often. For the record, I just always assumed getting healed involved some sort of armor maintenance as well as treating wounds.
It's alright, but it could use some variation.
Much better, very nice design.
Those look like cartoonish laser turrets from 50's sci-fi on the back.
The texture tiling in Bonsai probably isn't so apparent in first person, but if it is, that's just gonna kill the mood for me.
Of course we know about the Banshee, but that comment kind of makes me hope there is going to be a third faction. It almost seems necessary to give CABAL its own equipment the way it worked in Firestorm.
Good point, there should be water walls and... (snicker) watergates. Also, f gates were made amphibious, they'd have to retract sideways instead of down.
I was under the impression Red Tiberium will only be harvest-able in the late game, making its presence a moot point in that case.
With gate that fortified, why not just go through wall?
Red tib seems more accessible to the center teams.
This thing's radius should probably be a little larger than the typical super weapon radius. Meaning this wouldn't get hit by a super weapon but damage might be dealt to building surrounding it.
That bubble effect looks like it could be used as a weapon or countermeasure. I could see them drifting slowly to the ground causing an EMP effect and moderate damage or attracting missiles.
Mythology strikes back.
Do you plan on boosting the function of the Spy to affect more structures? As I see it, there are a couple ways you could deal with a spy in the con yard.
Yeah, I don't think the contrast is bad, but the body color just feels ever so slightly off. Also, I think they're programmed to group together with other infantry like that, I've seen squads co-mingle with other infantry types in formation when left to their own devices.
You didn't mention what sort of help you're looking for.
Building off the C&C 3 red zone style, I see. You guys should experiment with the C&C 3 and TS types just in case you find the other better suited, but I think you could pull either off.
I mean, that previous screen sort of implies that's what you were going to do.
I have to say, it's not very often I see something that makes me want to reinstall generals, but that right there might have done it single handedly. Well, not really, but your mod as a whole did.
Seriously, I can't go back to FO3 after playing New Vegas.
On the contrary, large scale RTS-FPS projects have a high failure rate where smaller scale projects like mods, and now Natural Selection 2 see much more success. But I'm glad to see someone here's capable of voicing doubts in a logical and well thought out manner.
I'm looking at this optimistically and not gonna be a C&C fanboy(yes there's a stereotype now, and it isn't flattering) as these are the people that voted on the survey for making C&C 4 what it was and then turned around screaming heresy when it came out. I offer my support and hope more people can look at this and see the potential instead of foaming at the mouth and throwing a tantrum. If you lose watchers in this case, it means less detractors and more positive feedback like the above post.
As for your guys' forum troubles, tell me about it, it's so hard to keep them active.
It doesn't look aweful, but the sprites could use some work. They're nondescript and don't fit in with the background very well. Also, I'd suggest taking a look at having ghosts you're actually able of piloting, Megaman X had some pretty awesome sequences with that kind of thing, and it would work well with the Halo theme.
This version's better, as the crystals are actually visible individually.
You're just now complaining? Check the news updates, this has been around for a while.
This is a damn good titan. I'm on the fence about that whole dual cannon thing being on this one, though. I mean, if they fired in unison, there's a high chance that they'd knock it over.
I hope they're getting their a new model/skin. They look like normal GDI troops to me. I can barely make out a T shaped visor on the faces.
The Nod crawler could use a little more detail, or maybe I'm just having trouble seeing it because the render's black.
Well I guess it isn't a carryALL then is it? Huh? Huh?
But, really, can't wait to see what's next.
I'd offer modeling, but I'm pretty much limiting myself to prop work, and I have a fairly slow work pace at the moment as I'm in a modeling course at a local trade school. On the bright side, I do my own textures whenever possible. But I should also note I'm a bit of a perfectionist which gets me hung up on individual projects for longer than I should be.
Not saying it isn't good, but unless this game is going in a different direction I thought initially, I don't see it as fitting.
I love how fickle the 12 year old portion of the community has become since the studio where C&C was developed changed its name from Westwood to EALA.
A. German is one of the parent languages of English, tons of words can be found in common. (Not to mention, German borrows new words from English)
B. If you can't identify the things in your build menu by picture, then you probably can't really play C&C.
C. Learn some patience, if you want progress to be halted on an unfinished product just so you can play a buggy version of the final product, GB2 Renegade.
I'd rather wait for something nice than rush it as it is now.
But, hey, maybe if all the people who are angry that you have the audacity to make it in your own language rather than theirs stop watching, they'll stop spamming "MAEK ENLIH VERSON PLZ" and you won't need to be constantly explaining to them that you're doing what's in their best interest.
They're still called MCV's in C&C 4.
And, no, C&C 4 isn't a C&C 3 'Mod', not even in an insulting joke fashion. C&C 4 used an updated RA3 engine, that's like saying RA3 is a C&C3 mod, which is a Generals mod, and Generals is an Emperor: Battle For Dune mod.
If the model ends up looking half as good as that drawing, Kudos.
That white shape is kinda... I dunno, looks out of place.
Doesn't seem very ergonomic... And I've always wondered why an energy weapon has a stock, there's no kick...
Reminds me of the TS cutscene where the lasers blast apart the wolverines.
So this replaces the Elite beams, or the Scrin beams?
I was thinking more along the lines of afterburners.
Convenient AND trendy.
Only problem I see is the claw looks like it won't be able to reach beyond the vehicle's hull. That put aside, it reminds me of House Ordos from Emperor: Battle for Dune. I like the design.
Give them about a meter, or three feet's equivalent clearance, and it should look fine.
Damn, quit giving me more incentive to buy that, I have enough as it is.
I like it, glad to see this is still going.
I doesn't seem quite the same to me. I kind of imagined it going in a different direction. Rather than a sinewy dog, I was thinking it would look like a skeletal rat-ish creature.
Regardless of perceptions, it's a great job. I can't wait to see more.
I see what you mean about the Ion Cannon not being double sided. I think the Mammoth's railgun shot is sort of anti-climactic for having it's large trademark firing coils. But I suppose you're showing off the awesome muzzleflash fx, if that's the case, it's perfect.
Lower the pitch with a sound editor, or the volume, it's overpowering. Forgive the pun, but it would disrupt the gameplay to use it as is. Back in the day, the sound had 10 levels, all of Tiberian Sun's foley was set at level 1 by default, and the sound sliders in the menu actually amplified the sounds. Nowadays, the sound is at maximum by default and the slider lowers volume. Also, the sound effect seems sped up, I'm pretty sure the weapon had a longer duration before.
Other than that very nice
I like the new use of the sonic pulse animation but I don't know what the results of having 3 of those firing at once would be, let alone if you take my advice and lengthen the firing duration. I suppose that's what configurable graphics settings are all about, though.
Every time I try extracting the filefront one, I get an error about some vista map or something being corrupt.
Call Dr. Who, it's a red Tardis!
Rob Zombie isn't really for RTS's, unless the RTS is about Doom, that is (Consult me before taking that awesome idea, I'll probably support it).
Anyways, while any kind of industrial mix (not flat industrial) is good for RTS's in general, most fitting of all would simply be Warfare, it's from C&C, and it works with C&C. It kinda fits with the frantic pace of the video too.
Actually, I was referring to the Heavy Weapons Guy saying "it costs $400,000 for me to fire weapon for 12 seconds!" But you got the joke, and that's what matters.
It costs 4,000,000 dollars to fire this weapon for 12 seconds.
Another great infantry model. However GDI soldier will never be as cool as Nod, no matter how awesome they look.
So you're using CABAL's name and even what it stands for, but it's not about CABAL? Well, either way, it sounds cool. The Scrin are gonna need some major tweaks to bring them back in the balanced range.
I'm just gonna say this. I know people who, no matter how awesome your maps and mod stuff are, will completely ignore the existence of it if you don't use proper language. What I did for a while was type everything up in Word and copy it to the website I was posting on.
Are the feet gonna reposition while turning in the future? Hardly necessity, just a nice little bit of polish.
What's that about Source? The only link this has to Half-Life is this game's predecessor.
Oh, cool squads of 4.
Hah! So it isn't really a carryALL is it?
But seriously, nice job, the props on it look relatively small, though.
I like where this is going, but the stacks on the power plant and the radar dish don't quite fit The Brotherhood's low profile style. I think the dish could at least be sized down a little, and maybe the stacks have a little darker coloration.
Great job, now I can stand to use ground vehicles other than motor cycles, but I still feel like they are still a little awkward to drive.
Ohhh, I see. That makes sense, then. I thought it was just idling.
That's a lot of exhaust, maybe cut down distance of how far down it goes?
Lesson1: Deutsch ist töll. Deutsch macht spass.
I dunno, don't really look like disks anymore...
There are Ion Storms, but seeing as base power and function are unaffected by even a close proximity storm, I think it's safe to say they'd put the same power/shielding tech in the MRLS. Not to mention, MRLS' could still fire when grounded, they weren't defenseless, despite their value being further diminished by the lack of air units to attack during a storm.
Ich kann Deutsch Sprechen, aber nicht viel D:.
But, yes, waiting does usually entail a better final result.
Can't wait for a download.
I'm so angry because I own a PSP, I don't think ANYONE ELSE should be able to play this. I'm gonna stop watching it for this outrage and send the dev team hate mail on a regular basis./sarcasm
Seriously, it's a Quake derivative, they don't need to recreate the game from scratch to get it working on the Wii, they'll progress all the same. Assuming it's not an April Fool's joke.
If it is, that's not cool, getting my hopes up with a well-made hoax vid.
I bet the mutants use it.
Neutral Capturable, I believe.
No mention of Steam in that whatsoever. I assume this method will work for it though, as Steam's issue is caused by not going through the same EXE one would assume you'd use.
But I have yet to get a graphical enhancement mod to work with my Steam version, played most of TNM, though.
Wow, I can't wait. But I always thought of a C&C 3 style shooter as one where the other infantry would be bots in your squad that you can order to take cover somewhere or run with you.
Looks good, for the record, I enjoyed the C&C 4 single player greatly, but I loves me the classic RTS feel.
Yeah, the video's felt kinda corny, but I liked the story regardless.
Looks like one angry robot.
Very fitting Harkonnen design in general.
Btw, that was also a pun.
When can we expect to see the Preorder available on Steam?
You guys know you can play this in L4D2, right?
Nice, are these gonna be VTOL like the orca, or standard forward flight units with a strafing attack?
I press shift+f12, but don't notice any changes. Nor does my game look any better. And my video card is on the list of ones that support this.
The only complaint I have: The AA guns look like they wouldn't be too stable. If you want to keep the barrels the same length, but agree with my thoughts, one compromise I can think of right away would be to move the barrels into the turret so that they are coming out the back, maybe with ammo belts extending to them. Or at least put something on the back so it looks like it has adequate counter-balance.
I love the realistic scaling of the vehicles.
Act on instinct, nice! I never really thought C&C and Starcraft could go well together, glad to see I was wrong.
This gamemode has never turned out as fun as I hoped, at least not when using it in RA2.
Personally, I think I'd prefer a tech shuffle where different units and structures of specific tiers/roles get swapped between their respective factions' tech trees. Not presuming this is possible, just making a pitch.
Actually I did need to be told which was the better one, they both have their merits, but I like the left more anyways.
Sorry to double post, but that coop mission sounds f'n amazing.
I don't think C&C 4 would have been considered so terrible if they had just called it what it was: A C&C themed MOBA designed by fisher price.
Also would have helped if it wasn't made according to a survey sent out to people who just bought Kane's Wrath.
So, Cruentus and Aboreus were present in the TS game files(As in the code, not actual .shps), but never saw the light of day, and this led to a lot of fan speculation on the topic, even whether it would be red or yellow, possibly even orange. As I recall, cruentus itself would have been unharvestable due to a lack of efficient industrial processing.
It was widely considered to exist in the universe as an extreme rarity, it had an appearance in Firestorm as a single recolored blue tiberium formation and was later used in C&C 4 for the research mechanic.
I just feel like it was established that larger formations tend to be more stable, hence the vinifera "trees" that were able to produce more tiberium even when the field had detonated.
It looks awesome, but I don't think you'd be able to give a new and interesting delivery method for a blue tiberium bomb.
I think if blue tiberium was carpet dropped into an area and then detonated, that'd be a neat delivery method, but I don't think it'd generate an explosion like that.
I'd say this is now a full-fledged mod instead of a patch.
Heh, I was just wondering about this yesterday.
Maybe add some other form of paygate than cats for research levels. Who's all that money going to?
Is it like a voodoo sacrifice for the elder gods to pass along forbidden knowledge, or something?
See, you just need to find a coder, and then hold their family hostage, or better, stick them in a cage. Or find one of those coder hobos, they'll be holding a sign "Will program for food".
I've picked up space engineers, but I'm still eagerly awaiting this, there's some features in this I just don't see being able to work in that game.
Emperor: Battle For Dune's explanation of Carryalls went against the lore as they were allegedly automated and un-manned in the games. The manual explicitly states that Thinking Machines are a taboo in the Dust Scout entry. Then again, the refinery and harvester were one in the same in the source material. Westwood probably just wanted a reason to make you build carryalls and 'advanced carryalls' separately.
The wolverine I remember walked like those windup toys with the legs.
Was going back through the images, I see I was negged for an objective assessment.
Well, now, you look ridiculous, anonymous user. You know who you are.
Is this a global repair, or higher volume repair radius? What makes it any better than standard war factory repair?
Well that's a weird thing to neg.
I suppose I should elaborate. A theory states that one method by which cells became complex and attained new organelles was by consuming incompatible bacteria, or being invaded by them. Over time a symbiotic relationship emerged which later became integral. It just seems more in-depth than cells picking and choosing random DNA they 'collect'.
I think a mechanic where one type of NPC bacteria with a particular trait made a habit of invading player made cells, and then the cells had to adapt to not be impacted negatively and incorporate the benefits of the new organelle would be interesting.
I take it this isn't going to use the theory that complex cells evolved through convergent symbiosis between simpler single cell organisms.
A couple of those bugs sound pretty serious, I think I'll hold off until the next snapshot or even release of the version. Sounds like they're getting close if they're starting to hammer out the existing bugs.
But why not use the full helmet for the nod troops? Those look kinda wonky.
The other ones didn't really need it, but the lack of shading really isn't doing these ones any good. But I suppose if you shade these ones, the others need it too.
Kinda... Digging pretty far back into the stockpiles for a plane like this, aren't they?
I don't imagine mushrooms still spread while in those.
Something tells me we won't be seeing this on any titan maps.
Is it going to fire something more along the lines of an actual RPG in this, or still gonna lob a projectile?
I was always under the impression the RPG tower was originally supposed to serve the anti-armor and anti-air function like the old advanced guard tower, hence the name.
If you could manage to use the model they use in Sven Coop, it's actually pretty decent a quality model, about the same quality as the Gauss Gun's.
Yeah, it's actually more of a description of the scientist or the SEVA suit. They both have 'closed cycle air supplies' as I recall, and are built almost specifically for environmental hazards.
Compared to how the Ordos Mortar Infantry worked in Emperor: Battle for Dune, this appearance is a fitting one. The mortar infantry proved very weak by themselves, and were of course easy to destroy when under-supported. All the Ordos infantry looked the same, so the only real difference was their voice, which bore a distinctly younger or inexperienced quality.
I missed chromehounds, if you manage to outdo it, you win everything.
Any reason for the design change?
I think this is just about as good as the other one, just curious.
It's really hard to find these in any decent quality. Great job.
What arguments? Those'r facts. It'd be refreshing to see some original content for once.
Porting pre-existing content...
Okay, granted a simpler design for a rifle would be easier to clean and maintain, but more exposed moving parts means higher chance sand getting in and jamming it, which I admit probably won't be a problem if sandstorms aren't gonna be a prominent feature.
The weight he put on?
Well, there was a lot of work done, that's a plus, the em... Architecture isn't bad, and it doesn't appear too robotic in design.
The problems I have with it; Flat maps are a minor setback just because they don't require much creativity in dealing with irregular terrain. Personally, I'm not such a big fan of cities because if you're in a city on a server, there isn't much drive to explore and strike out on your own to fill necessities. Those are just personal preferences, so I can't say I have any real problem with this.
My idea for how ladders should work is a bit different. Collision would be necessary, but they could be placed free floating as long as some ladder had a block behind it for support at a point. Of course, if that block is removed, they'd all break.
Some of us don't know what this is from, or its relevance. By the looks of it, I'm guessing Kingdom Hearts. The shoulders are f'n weird, I'm not a KH fan, and I especially dislike cross-media recolors, so I think I'll let these be.
An actual description is ALWAYS a decent touch, I remember back in my Quake 2 days browsing through piles of models at the ol' Polycount. I'd be looking for models I liked, found Daleks, some superheros, Cyborgs, etc. I didn't know a thing about Johnny the Homicidal Maniac, but I found some related player models. Had I not read the descriptions, I would never have been able to remember where to get them when I later became a JTHM fan. Had that never happened, my friend that I showed them to would have never converted them to be compatible with Sven Coop 2.(numbers) something and, well, I dunno, some other stuff. My attention span is drifting elsewhere, so bleh.
I like that there is a hologram, but I'm not to fond of the idea of it just spelling something out constantly, maybe it should be a rotating cylinder marque display of a propaganda vid.
Oh, I thought it was an A, like it just spelled out Kane over and over, I didn't see the bottom portion of the logo due to transparency in the middle and being unobservant. This hologram is fine, disregard the above statement.
Yes, and you can get in on it by pre-ordering it from their site right now.
Is that gonna be a team specific feature, or is every faction gonna have it?
Soviets progressing to art deco? That IS science fiction!
I've seen too many frigg'n houndeye models, but this one seems to do the best justice.
And yes, I remember there were supposed to be some kind of whisker type things in the eye area.
Could use something, can't put my finger on it.
Maybe clean up a bit of the center, that dark ring looks kind of off.
I have to admit, compared to the others it lacks a certain quality, but I think that's a little much. I mean, it's still pretty cool.
It's got a kind of generals feel, but I think it goes along well with the theme.
First Aros ad, I'm getting a "Hey, kids, join today and get an AWESOME FREAK'N HELMET!" kind of vibe from it.
Pretty cool, all around. One question; Every unit on that team gonna be Russian? Doesn't really lend to the feel of it being a coalition, if so.
The best part about all of this is, aside from the player's gauntlets, the textures, models, and brushes don't look patently Source-ey, which I feel is a common issue. That bit I assume is a doorway could use some sprucing up. Maybe a couple inlaid lights and/or a serial number/door code thing(for example something like C-108).
My guess is a barracks. Tiny door for anything else.
Honestly, I forgot I was watching this. Not disappointed, though. Far from it.
Also, I admire your ability to use/stand using Zbrush.
Put a filter on the voice. It's passable as is, but I think you could make it a better fit by making him at least sound like he's in a heavy vehicle.
See, the best april fools posts are thinly veiled, yet still hard to determine. See, for the most part, minus the ikea thing and technobabbel, you could actually pull off a decent mod with those goals.
And yes, I agree, you've demonstrated a nack for modding. It wasn't anything revolutionary, but your mod was rather enjoyable. Sequels tend to only satisfy when premeditated, though. So I can understand if you still don't follow up this short but sweet mod.
No, no, no. You don't seem to get it. You say you're gonna start selling stupid cosmetic digital hats and you better start ****'n selling stupid cosmetic digital hats. If you don't there is no return for you. I want my GOTTDAMN TANKHELMET.
Explanations are nice, but if there's an ongoing case or a settlement being made, both parties are obliged to keep their mouths shut on the topic until it's over with, and even then sometimes the agreement involves that as a condition, too. By the sounds of it, this isn't as bad as EA's unpaid overtime scandal, so I'm not too inclined to do something that'll ultimately make the devs clam up and shut their doors to the community.
Stands out like a more of sore thumb in the typical theater of war, though. Could be worse colors... But why not a buggy? There's plenty of usable resources to choose from, or make your own. At least if this really is for ArmA.
Yeah, the whole leaking radioactive chemicals/coolant and age-cracked smokestacks weren't even a theme for the soviets, which means it should be even less so for a team that's supposed to be a fusion of Allied and Soviet design.
Maybe if those are parts of the structure damage phases, but that just seems like a gross overstatement of workplace hazards, that, lets face it, would debilitate their forces. Everything else is fine, I don't even have a problem with the skewed perspective on the radioactive symbol, but come on, leaking toxic glowing goo, WHILE running at full efficiency?
The contrast between the edges and the other surfaces makes it look kinda grungy.
I can't tell if being in that big bulky suit will increase or decrease a sniper's odds of survival. I want to say the latter, because it stands out more.
Seeing it IRL, I always thought it should have some sort of blade runner type feel to it.
That looks like it's getting there.
Actually, that having to be injured for heal spray to do damage sounds more like a feature than a bug. It implies some complexity.
My best guess is desaturate it a little, but I've never had to do color work with SAGE.
His name's Steve.
I dunno, I'd expect a SAM to take out an aircraft with a single missile, at least blow off a wing if your aircraft had one to speak of. That is, if realism is your thing. The countermeasure should count for something though if that was the case.
As I recall Flak wasn't that great at taking down missiles, but I guess it did alright against aircraft carriers.
You know how people begin worshiping things they don't understand in an attempt to assign meaning and find some understanding? Kind of like the ancient Greeks and lightning, this would be on of those instances. Honestly, I'm surprised this faction didn't exist already in Freelancer. Nice job.
I think the flying tickle monsters your teacher mentioned are a reference to the Nightgaunt, a race of creatures with a gargoyle like appearance, though lacking any facial features, that take flight at night in search of victims. Once located they swoop down and grab hold, tickling their quarry into submission to ease the task of dropping them into an abyss. They came from the H.P. Lovecraft's childhood nightmares, so you know it's good stuff.
My, my. The homeless in your country are well groomed.
Very nice, the paintjob's a little WH40k, but that suits just fine.
I'm trying to wrap my head around why its bone structure would appear to be carved stone, but it's pretty cool.
Ultimately, I think the removal of devour might be for the best due to a tendency to create rage-quits out of thin air, besides, why bother waisting the calories to consume a whole marine when the marine and entire nutritional value simply cease to be after a second?
Actually, you could probably bring it back as a corpse eating move, similar to the skulk's, but it would take time, like an anaconda engulfing fresh prey.
Sure, it's neat, but I've been seeing the bulked up gas station nozzle quite a bit in modern games.
That's just an 'outpost'?
I'd love to see what passes for a base.
They land to fire, right? Otherwise, I think the recoil would be insane.
I heard it's relatively simple to set up mocap systems, the only major problem being the space required. Would you say the cost doing it this way was better than what it would have taken to get something adequately set up yourselves?
Camouflage? More like conformoflage!
Come on guys, this soldier's obviously a pretty cool dude, trying to not get shot on sight is sooo yesterday.
I like the addition of speed holes on the breastplate and shoulder to make the wearer move faster.
Sonic weapons always seemed like a bad idea to me on Arrakis. As one of the many things that attract sandworms, using them on the open sands cannot end well for anyone in the area.
So, the reapers have always been anti-armor, but do you plan on maintaining the laser that particular version uses, or something else? Also, seeing as the lesser cyborgs will be armed with EMP, is there any plan to give the reapers the good old fashioned web launcher?
Frankly, I'm glad you went with the C&C 4 reapers instead of trying to create some from scratch, don't get me wrong, not saying you'd be bad at it, but I've seen too many hastily designed crawly spider things in my time... As for the textures, the typical quality I've seen in your mod has more than proven the quality.
I think a yellow or orange color would be more appropriate for the leaves, they look like they're dead already.
I've seen more, and taller too, of course we had to hand stack them for that.
Nice, before I read the description, I was going to ask if it was a rail gun. Now I've always wondered if a rail gun would have recoil, and I guess it would from the magnetic propulsion.
I like the the contrast between the streamlined left and bulky right side, and yet they still manage to blend together nicely.
Maybe you guys should add the DOF to Reborn, then.
Very nice. The model looks finished, as far as I can tell. Just on to the color scheme now.
Those can also produce spiders and skeletons, but only one monster type per block. According to a friend, you can mine them and when you place it, it will become a pig spawner.
Very nice, I like the one on the left because the one on the right is a little too yellow.
It's original, I can't think of anything bad about it to point out.
Or I could just type what all of the people that dislike this are thinking in an unflattering fashion. Something along the lines of:
"LERN 2 FOTOSHOP U DONT UZ ENUF LENZ FLAYR U NED XTRA LINZ & CHEVRONZ LYK TS LOGGO HAD"
I think it's just fine, and fits with the aesthetic of the mod quite nicely.
So it's like the transit hub, but you can pretty much place it anywhere.
Will any attempt be made to recover some of the functionality initially intended for the campaign when Renegade was first made public knowledge?
For example some ability to call in airstrikes, or at least tertiary objectives that will allow similar events to take place? Example: Take out the SAM and paint a laser target.
To be honest, I expected nothing more from you guys than a multiplayer remake, so just this is a pleasant, if not incredible surprise.
Well, if it's not gonna have the scale of the wolverine, will it have the maneuverability? That's really the important aspect.
It's not working, I can see it.
Unlike the older one you see everywhere else, the bulk seems like it'll match the damage output.
Left looks better than the right, I hope that's what you were going for.
The turret on the Grizzly looks a little bulbous to me, but I can't think of an easy way to fix it.
With those massive airfoils, it feels like they should be spread out from the main body a little more. In fact, everything but the fuselage looks like it should have some space put between it, seems too compact for a bomber. But, altogether, not a bad model.
That thing supposed to achieve orbit?
Well, the HUD can be any color, really, it just needs some good ol' fashioned transparency. The actual visor looks pretty BA, though.
I like the new HUD, but it just feels so empty without anything at the top. Maybe stylize the score tracker? Visible weapon tabs across the top? I dunno, I just feel like it needs something up there.
Individually, they're just cool futuristic versions of normal everyday things(Excluding robotic arms). But altogether they give a nice description of what the mise en scene will be like.
I dunno, I think the best field effect to use would be the sonic barrier for at least a placeholder.
Is there going to be a secondary and primary? For example primary is buckshot, secondary is slug.
The darker texture really does make it look better. I was a little put off to it before by the large glowing yellow toes, but this is nice.
The toes seem a litle blocky, I'd say extrude the faces and then bevel them. Oh, and slant them all downward towards the outer edge.
I don't think they would... Bah, who am I kidding, this is RA2 we're talking about.
Looking at Alyx, I see that the shading is kinda texture based. And the wall to the right seems to be giving off more light than the openness on the other side.
The one thing that really bugs me after a while is that the NPC shading doesn't match the lift's shading. Alyx's arm on the lift's wall is much brighter than the dark background.
I was looking forward to the next build, but the former Westwood staff have really gotten stuck up since the full merger with EA. I don't even feel the same about Petroglyph, it seems the rigid community support attitude that was there in the beginning is gone now.
Maybe they'll come around in time, but nobody should expect you to work with broken tools.
How do us TFD users play this?