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It's more a matter of the basic defenses for Scrin somehow gaining a range boost vs beam cannons only. My flame tank sitting closer than the beam cannon is fine, but the beam cannons melt as soon as they start to fire...
Try those vs basic defenses, though. The beam cannons will end up being melted by Scrin's basic defense structures, while the juggernauts will just happily fire away.
Flat terrain, single click on a stationary target.
Oh, a mobile AA unit being able to wipe them out is fine. It's the part where a GDI AA gun is shooting down my devastators because they're stupid enough to keep closing in on something they can already attack. The downside to an artillery unit should NOT be that it likes to attack from as close as possible instead of max range :p
It's just kinda sad that Nod has a siege unit that does nothing, while GDI pummels the crap out of everything.
Also, are Devastator Warships SUPPOSED to fly into range of AA defenses, even though their attack range is greater? When you order your devastators to attack an AA defense, they fly closer than they need to and turn into expensive scrap.
So, just one problem with the increase to structure durability...Beam cannons are effectively useless :/
Power plants repair faster than a beam cannon can damage them, which just doesn't seem right...
And yes, I know you're not supposed to demolish bases with just one or two units, but, you know, a siege unit should be able to damage a power plant faster than it can repair.
Steam group, eh? Very interesting...
As it seems to not rely on tracks, it could have a minesweeper upgrade. Hell, somebody made a highly effective one out of scrap in a junkyard on Junkyard Wars.
Purchasable items from some developer's store is a LOT different from cash transactions with other players built into the game's code. And you know, to be honest, there are a LOT of people I wouldn't want messing around with that code.
When there is authorized and ENCOURAGED sale of in-game items for IRL $$$, modding is probably not something to encourage. However, in the case of BF3, that's just cruddy developers saying "well, we THINK it's too complicated for you guys, so we won't even let you try!"
Ahhh, RANDOM can't be set to Xenoforce AI.
May be a third-party map issue for me then. Going to test.
In the rules files for Tiberian Sun, there is a weapon with a comment saying "Never ever EVER give to an infantry, or all hell will break lose!"
I may or may not have accidentally put that on the basic machine gun infantry instead of the incredibly expensive unit I planned to put it on...
Just don't do what I did to a rules file for Tiberian Sun and misplace a decimal point...Took less than 20 seconds for veinhole monsters to cover the entire map >.<
Hey, I recognize that map! Also, woot for more units hitching a ride.
Heh, I played again and the descriptions are reversed for Nod, and I don't see the modified MCV on my build list any more...But you know, I do love that "spawn a crapload of obelisks" power =)
Add the towers to tech centers, since that's what you had to build as the pre-req in vanilla anyway.
Nightmare Pulse is just going to be brutal to go with my 9 Mothership assault then!
As for the GDI AA guns...they have their AA range bonus when targeting infantry and that ludicrous RoF, but they fire 1/4 second bursts at aircraft for no damage...I had to test by force-firing on my own Orca =s
Ok, mildly game-breaking issue for GDI: AA guns melt infantry faster than the anti-infantry defenses, but do literally NOTHING to aircraft. Seriously, they fire, but deal 0 damage.
Ok, completely deleting the folder and re-downloading fixed the icons and description issue for Nod, as well as apparently unlocking units that were missing before...
As for Scrin, I figured out it's just a limit of 7 upgrades per game, but I have yet to find out wtf I need to build for the Nightmare Pulse to trigger.
Any way Scrin can get their tier 3 defense structures back? No lightning towers makes for a sad Scrin.
Well, the description for the liquid tib missile says that 3 bombers deliver nuclear warheads, so...Yeah, that's kind of misleading lol.
I'm going to have to try the missile again on a different map and just see if there wasn't way too much stuff exploding at once.
I've noticed a couple of minor issues so far.
1. Scrin tier 4 upgrades say they require Forcefield Generators, with no way to obtain said upgrade.
2. The Nod powers for the Nuclear Missile and Catalyst Missile appear to be reversed. Every use of the nuke destroys all refineries, silos, and tiberium spikes on the map instead of obliterating a base.
3. Using the Catalyst Missile crashes the game...
I like the idea of all support powers being researched before they can be used.
And about countering vapor bombs...Yeah, it's kind of ridiculous that I can have 8 (stealth detecting) AA defenses in the direct path of the bomber, but my Comm Center and some nearby power plants ALWAYS get blown up. It is no consolation that the bomber dies after dropping the vapor bomb =/
Aside from some of the dependency issues, I'm liking this so far, but could you perhaps make the Cyborg Reapers regenerate in Tiberium? You know, since they self-healed in Tiberian Sun and such.
Smite the whiners. With fire. And hammers. And flaming hammers.
This actually makes snipers good for something besides spotting for Juggernaughts...
Use your Commando to turn them into Body Doubles. They won't have C-4, but they have the same infantry-melting gun.
Aww, why kill the avatar?
Ehh, the self heal isn't all that fast, so a small bonus isn't bad (not as fast as units heal, but still slightly faster than their natural regen).
The reduced health on air strikes makes it a lot easier for AA defenses to shut them down before they hit any key structures, so about the only OP thing would be Nod working with Scrin to fill a base with Tiberium veins...then drop a catalyst missile.
Or even harvestable crystals. But giving regen near the large, solid chunks of Tiberium would add some extra thought to base building.