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Actually, I should note that if you're up to the task of making them fit in with the rest of the art, my votes would be:
3 (Cyborg Commando has always been a heavy shock unit, and thus fills a different role than Nod's Commando)
I think these would need a pretty significant overhaul to make up for the change in aesthetic between C&C 3 and 4.
1 and 1 if only because the models and textures are a bit too... Buzz Lightyear.
I'd say this is now a full-fledged mod instead of a patch.
Is that a shout out to RA2?
To be fair, I feel Steel Talons could use rail guns of a sort, but I think an older model like that would probably be better relegated to a high-tier sniper, say an enlisted mutant Ghoststalker(As a commando replacement?), or a weapons platform bearing a striking resemblance to a Mammoth Mk. 2
I feel like that goes against the idea of steel talons' second tiberium war tech level. High-tech heavy hitters is more ZOCOM's thing.
Maybe something akin to a fast attack light armored jumpjet squad would be more appropriate?
I can think of a couple simple yet appropriate nature names.
Arachnid or Camel Spider
The names fit Nod's theme. When equated with the desert, most spider relatives are thought to be quick and decisive as opposed to their slow and methodical temperate/domestic counterparts.
I'd have said scorpion, but I feel it'd be thematically inappropriate as a scorpion is supposed to deliver stings and then endure its prey's defense until the poison runs its course. Not ideal for a fast attack tank, more appropriate for a heavy tank. It's also fairly unoriginal due to its use in C&C 3, many C&C mods, and Halo.
Cheetahs are another easy one, they need to be fast in order to live another day. This also hearkens back to the Panzer, and other tanks named for well known big cats.
Thunderbolts are fast, strong and dissipate quickly, but that may be more fitting for something equipped with an energy weapon, or the weapon itself.
Dust storms may also be an evocative mental image, but I doubt you'd want to get any more cryptic by calling this unit a haboob, that just sounds silly.
Anywho, I believe I've given enough examples of qualitative naming procedure so that even if one of my suggestions aren't used, the method may help influence the decision process.
This version of the Taurus looks p. great IMO.
Found the problem, nvm. Non-standard installation directory has some kinks to work out.
This looks great, showing this to all my friends!
I'm in the config tool at the moment, and none of the settings can be changed, is this as of yet unimplemented?
I agree, I mean otherwise it just looks like a recolor.
It's a little hard to visually discern, maybe find a way to get a little more contrast into the color scheme?
Some kind of facemask.
Looks like cold weather gear.
Compare the dogs to the full masked helmets both factions wear.
Not only do dogs need to rip through that full-body hazmat armor, but they need to be able to breathe and survive in contaminated locales.
EA might not like that, they might be okay with putting it up on Origin, though. Or maybe both?
Huh, yeah, sounds good.
You mean to say it's no longer twitch team arena shooting with no real tactical element other than aiming at a hitbox?
And this is instead of spotting for juggernauts?
So I found it, buried in your FAQ.
Here, for any of you who come here wondering:
"When players join a server they start in the Ready Room, an intermediate area where players can hang out and choose which race they’ll be playing as. Players may also choose to join a random team, or spectate matches. Once a round starts, both teams battle it out, earning experience points for purchasing advanced weaponry, abilities upgrades, and different lifeforms. The team that destroys the opposing race’s command structure wins the round." - Faultlinegames.com
Rotate them out instead of running them all at once?
I used to think that was the place to go for mods, but I've seen more decent mods vanish there than I've seen great mods thrive, and that just will not do for an archivist like myself who borders on OCD in cases where peoples' creative works are at risk of being lost forever.
Everything made since DOOM uses hitboxes or "damage positions", man.
Actually, I was just thinking they should run three different versions of APB side by side with some diagnostic tools designed to record and report the hit data from the tanks to see if they actually effect player performance.
One of them would be using these new hit zones, one using the old, and one using a single hitbox system. Players don't know which one they're on, people collecting the data don't know which one they're collecting so it's double blinded.
I feel like the tread housing should match the mammoth on all of the tanks.
While I suppose it's good practice to attempt managing the tank in such a way to steer into incoming fire than twist away, I don't see it making that much of a difference in the long run.
Those are auxiliary fuel tanks, compared to the T-72 they are optional.
Don't get me wrong, I won't pretend for a second that the Red Alert universe is "realistic", but assuming they were at the appropriate fuel to air ratio to explode as violently as possible, they would not do significant damage to the tank's armor itself as they are not shaped charges or contained in such a way that they direct the force at the tank.
Just looked it up, apparently T-72s also used Diesel, which is not known to be very inflammable, and is used in compression combustion instead of ignition.
Oh snap, an actual update containing no user-submitted anime reskins.
I've always had an issue with comp stomp in TS because the AI tends to target Player 1 and rush early on, and if alliances are enabled, they all join up at once.
So, the description is very vague, and while I've been playing NS since goldsrc, I'm still not entirely sure NS2: Combat is supposed to be the equivalent of NS1's CO maps or something different.
Anyone coming into this without that experience probably can't tell this apart from NS2 itself with the way this has been worded. NS2 is already an asymmetric combo of stealth and twitch action, why should we think any differently?
It reads like a pitch to a boardroom of non-gamers designed to sell them on the idea of clearing the project.
I say describe the game in how it plays, not in terms of who it's made to appeal to, and if it is like old NS1's CO mode, play up the nostalgia a bit so us returning players can vouch for it to the uninitiated.
If only there was some way to align those lights...
I have two opinions on this, but mostly apathy.