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Now all it needs at level 3 is to allow Tesla Troopers to charge it up.
Needs moar Hendrix.
I prefer Left, the one on the right looks a little too easy to damage from a technical standpoint.
This news makes me excited, I've always wished Renegade or some game like it would live up to its original potential, and now I hear Ren X is that game.
This may not be the time or place, but watching part of this vid(2:34), I was reminded of something that's kinda bugged me about renegade for a while, forgive the rant:
The rocket launcher sucks, its slow speed and beeline trajectory makes it more of a liability against its intended vehicular targets. Making the rockets button lock would probably be a good idea at this stage. Basically meaning the player can fire the rocket launcher at a vehicle and as long as they keep the left mouse button depressed it will track that target. The beauty of that is that it doesn't limit the rate of fire anymore than the weapon is already set to, unless a player wants the rocket to be more accurate, and it rewards players who learn how to lead by granting them normal ROF. Releasing the LMB disables tracking on the previous rocket and primes the next one. On top of all that, it doesn't hurt the effectiveness against stationary structures at all. This also gives the average rocket inf more of a chance against skilled pilots by allowing them to deal more hits. I think it's worth a look, if not the above method, some other way to give the a more balanced payoff is sure to come up, but I still say it could use a serious working on.
I was never really quite sure what the aim of this project was specifically, like how you guys expected to "Fix C&C 4", just watched to see if I'd get a definitive answer. At least I don't have to be curious anymore.
For a mod I'm just now learning of, this looks rather expertly done. Tracking.
I prefer upper right.
You may just have inspired me to get Civ4.
I only like 1, really, the others I could say are neat, but I'm not fond of them.
Stealth gen was always supposed to be pretty bulky by comparison, but yeah, this seems a little macro. compared to that obelisk, unless that's going to be some special super sized stealth gen. Really, it could use some scaling down. I feel that way about the radar dish too.
Also, I think the rings should be an option or only present when selected/decloaked, they just kind of disrupt the aesthetic like they are now.
So basically you slap some red paint on it and it gains the ability to exceed the speed of sound?
That simply isn't enough, it needs more dakka.
Damn, and if you guys got the MCV stuff down, that could have been a new game mode: MCV Defense; Form a convoy, transport an MCV to a suitable location to build a base, and then you need to turn the tide and assault the team formerly known as attacker. The attacker would be static at a tech level. The team defending the MCV would have limited available at first, and then progress to slightly more capability than the attackers. The gamemode is a give/take of tactical advantage, I don't think either team should ever have their tech tree filled out entirely for this, though.
Just pitching an idea. Take it or leave it.
But I'd definitely like to see some ideas on new gamemodes, the old renegade thing is kinda dull.
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.
Can't wait. Why isn't this out now?(rhetorical)
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
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.
Increased range, I assume it doesn't have a further reach than the laser turret, that'd be a problem. I don't like the mortar that much as I rarely encounter infantry past the very start of the game. As far as I'm concerned it will not be missed.
If it gets imbalanced, which I doubt, due to the wolverines being used in tandem, you might want to add a weak machine gun like the harvester's.
Nostalgic, yet new. I see the webbed portion between the claw/wing things as optional, I don't think it will affect it strongly either way.(By webbed, I don't mean the texture, I mean the drawn out center part)
Only thing I think would make it better would be curving the thruster/engine thing around the base model more.
With the slow speed of the banshee in Tiberian Sun, I think a speed enhancement as an upgrade is a good idea.
Those beady little black eyes... they haunt me.
Give them about a meter, or three feet's equivalent clearance, and it should look fine.
Good job on the muscular forearm bit, it makes sense with him having to lug around that bruiser all day.
I don't like how the gas mask/nose piece thing has a concave indentation.
Other than that, which it's more my problem with it, I guess, just the messed up elbow, and everything else is fine.
I was referencing Media.giantbomb.com this dainty little contraption. But I think a Spinfusor would probably be overkill in a game like this.
Last I checked, that's still being worked on. We're busy dealing with a more imminent threat.
Like I said above, you don't need an AA gun to protect it from aircraft, just give it a recharging sonic burst ability similar to the one GDI uses in KW.