what's the armament on top?
I always liked in CNC3 when the gunner got killed in the sniper team and the spotter had to take over shooting.
I feel bad for the GLA. Stinger sites and rebels just don't cut it when the enemy has stealth tanks and battle cruisers and MARVs and PACs.
Does being built into the generals game not count as "something like generals"?
Is there anyway that you could make the Redeemer have a bunker kinda like the Overlord Tank can have? Instead of changing the weapons on the redeemer, you could just have the infantry fire out of it.
Is this for the Black Hand subfaction then?
Also, the roller things on the front look very flat. I know your kinda limited by the poly count but it could use a little improvement in my opinion. Though, I'm not really sure how noticeable it will be in-game, so whatever.
Why is the flame canister visible in one but covered in the other?
Looks great as always.
Just a question about the hackers for China. Will there be some other way for them to collect money besides just sitting on the ground after the internet center is full? This always seemed pretty weak, especially against something like the Soviet's Desolator Air Strike which could really ruin your day if you had 20 hackers sitting around.
I hope that I am not committing a faux pas by suggesting something from another mod, but I know that Shockwave has hacker vans which can hold 4 hackers or something like that.
If you give each game's factions an advantage on their type of resource then how would you balance the skirmish maps?
Nice idea, but what kind of "Tiberium Control Network" spits out tiberium fields?
Frankly the deployed cannon looks like it would have less armor than the tank. I mean one good hit to the legs in front and the whole thing just falls over.
I can see it now:
Captain: "Communications room! Align the dish with GDI Ion Cannon OBS-3!"
Communications Officer:"But Captain, the game's on!"
If I am judging the scale correctly, then that is one big satellite dish.
Flash already has the hover transport and the Reckoner. Adding another transport for Nod might be going a little overboard in my opinion.
Thanks for putting in the supports. Looks great.
Looks cool.
Maybe making it a little wider or shorter might remove the boxy feel. Possibly make the front a little more angled. Just my suggestions, take it or leave it.
Looks kinda like this one btw:
Moddb.com
Somehow I think flashknight has his hands full with the "mere" 14 factions he has now.
But it would be fun to see Stukas taking down laser tanks and so on.
Not trying to be hypercritical here but is the Nod shipyard just sitting on top of the water or are there supports beneath it?
I only ask because the nod sub is beneath the water, so I'm wondering if supports for the shipyard could be placed under. Again, not trying to be too realistic, but it looks kinda funny having a big metal and concrete structure just floating there.
Overall, looks awesome though.
Are you still including the ambush rocket boat for Nod?
Moddb.com
Looking good. I know you said this before someplace but how are the tib factions going to work with training squads of infantry?
Will the Firehawk be able to switch ammo between AA missiles and bombs?
Is the avatar going to be able to crush units that it walks over? Because with this scaling, it looks like the avatar would just trip over the buggy rather then crush it.
I'm not sure if this was answered somewhere else in the mess of posts, but here it is anyway:
How are the different factions going to build buildings? Are they going to be specific to the game (Generals factions have dozers, tib factions have build menu, etc.) or is there going to be a general way of building?
Also, are there going to be crawlers at all? I ask because in some of the earlier concepts you had Chinese crawlers and stuff but I haven't seen any more for a while.
You are forgetting this (though it's a mammoth not an elephant):
Portal.commandandconquer.com
Of course calling this a mammoth tank would have everyone confused.
I like the design. I agree with kazarr about replacing the horns though. Is this like a tank hunter or an anti-building kind of artillery?
Also, not to be over-realistic but where would the driver and gunner be in this vehicle? The only hatch I see is right behind the main gun and so they would have to be in the little bit off to the side with about one inch to move. Then again, this is a Soviet unit...
I assume this is not the same as the nod flame stealth tank here:
Moddb.com
If not then what is the difference besides that one is artillery and one is rockets?
Does this unit have frontal armor like a nod scorpion in cnc3? I ask because it looks like one good hit to the back would ruin this unit's day but the front looks like it could take a beating and still live.
I have two questions:
Do the tiberium factions get to build like more than one super weapon, because in cnc3 you can only build one temple of nod/ion cannon/rift generator while in generals you can build as many superweapons as you can afford (with the limit turned off). So will all factions have a limit, will there be no limit, or are the superweapons being disposed of entirely to be replaced by the super-units (the MARV, etc.)?
Secondly will the tiberium factions and the red alert factions get an alternate way of collecting resources? On a generals style map with a limited amount of resources these factions would seem to be at a major disadvantage because the generals factions as they are in zero hour would have supply drops and hackers and such. So will the tib and RA factions get alternate resource collecting stuff or will the generals factions lose it?
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