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Still would have liked a 1.61 that ironed out the issues with 1.6.........
My thanks for answering, sadly I am a old C&C fan, and prefer a strategy game have faction specific superweapons. As the base game has them, I was curious what sort of superweapons might fit with the Star Trek universe......but it seems they don't fit with the Star Trek universe. Ah well. And again my thanks.
Does that mean there is another type of Superweapon?
Hmm, this mod looks interesting, does each faction still have a Super Weapon that can be built in orbit around a planet and used for interplanetary attacks like in the base game?
Hey Carnius, have you thought of maybe starting a Patreon? I am sure there are a few fans who would join it, I know I would.
Would be neat if instead of a stream of flames like what NOD has, it pumped out a Blue Tiberium gas (or powder) and then sparked it's natural instability, like a Blue Tiberum fuel air bomb, but in a stream form.
Would be neat to see it pump out a blue glowing stream of gas (or particles) then see it explode in violent blue flames, each time it attacked, and allow it to create a trap of sorts by filling a area with the Blue Tib gas but not yet detonating it.
Eh, just rambling odd ideas really.
It is a little odd, at least to me, that the Laser Generals units and defenses seem to mostly fire condensed plasma rounds rather than lasers. I admit, that is neat, but lasers are heavily focused photon streams, and it strikes me as a tad wonky the general named for such a tech doesn't actually use it as his primary weapons tech.
True, it would be neat if they had a few units that could turn into immobile fortifications, thus allowing a small army to instantly turn into a small scale base of sorts, then create more and move closer, or something to that effect.
No, if you click on the picture for it up in pictures, it mentions that the Forgotten vehicle is for the future 2.0 release where the Forgotten will be a playable faction.
That could become part of the tactics for the map, trying to destroy the Tacitus Archives further away from your base while trying to defend the one closest to it.
Hmmm......maybe he will turn those into Tacitus Archives as well....would actually rather like that, and make them available on many more maps.
It shouldn't have surprised you to be in the top 10 Carnius, after all, I, and many others, absolutely love your mod, and consider it one of the best here on Moddb.
As for potential delays, no worries, I'm not sure if I speak for your other fans, but I at the very least am willing to wait patiently for as long as it takes, there's no pressure. I am fairly sure your other fans feel similarly though, whenever your next update comes, no matter how long it takes, we shall be excited and happy about it.
Seems to have quite the firepower, does it deal as much direct singular damage as the MKII's Railguns? Or does it deal a bit less but in a AOE?
Would be kind of neat if the Tiberium it "Reclaimed" was used as the ammo for it's main cannon.
Heh, would have been interesting if the Tiberium it "reclaimed" was used as it's ammo for the main cannon.
Quite a nice unit, and seems like it will be something people will dread seeing on approach to their Tib fields, and base in general.
Personally I'm hoping he brings us a 1.61 before he releases his mutant update, but whatever will be will be.
2 seconds? I used it against one of the machine gun vehicle units on one of the GLA factions, and I swear to you the effect only lasted at most half a second, I remember because the Nimitz round would impact, the enemy vehicle would shut down, then very shortly afterward would reactivate and start firing on the Nimitz, then the Nimitz would fire again, shut it down, and the cycle repeated a few times until the Nimitz was destroyed. I was testing the different factions and prefer to use the GLA factions as the enemy for such tests. Fairly sure it was less than half a second. Maybe it was a glitch limited to the effect on a single unit though....
I was honestly flabbergasted at the time that one of the High Tier vehicles could be so pointless, but if it's attack lasts longer on other enemy units then it would admittedly be a more valuable unit than I was led to believe by my initial use of it.
....still think it would be cooler as a railgun though, also it's barrel looks more like a rail gun barrel, but maybe that is just me, as aesthetics differ from person to person.
Hmmm, the Creators of this are responding again, may as well ask once more.
Out of curiosity, when did you decide to turn the Nimitz Tank into a rather..innefective EMP artillery unit? When used with the basic USA general at least, it has a main attack that fires a blue ball that deals no damage, and knocks out enemy vehicle power for about 1/4th of a second or so, allowing the enemy to come back online and get in some shots before the Nimitz knocks them out briefly once more. Weren't they Railgun Artillery units? Even the pics you released for FX 5 days ago seem to show them firing direct fire glowing blue bolts that appear to damage buildings, why the sudden change?
Anyone who has stuck with this mod knows you can't hurry Carnius, it will come when it comes.
Don't you remember? Carnius mentioned before that he had planned to replace the Avatar with a form of powerful cyborg, his Destroyer Cyborg was one of his ideas he ended up not using, but then later implementing with the Tacitus Archive. And it would kind of have made sense for Nod to not have a unit that could be destroyed via subterfuge, given their fondness for the use of subterfuge.
Carnius mentioned it back when he first showed off the functional images of his Destroyer Cyborgs Moddb.com
It comes down to the lore once again, the Snipers have stealth not due to the means NOD uses, but due to normal camouflage and skill.
In the lore it is stated that the GDI have never been able to properly replicate the stealth technology NOD developed, the best they could do was create means of penetrating it so they could detect them and loading such tech onto their defenses.
The reason GDI doesn't have stealth generators on their vehicles is, quite simply, because they cannot create functioning stealth generators. That has been the lore since the first C&C in the Tiberium Universe. The stealth tech was created in part via Kanes brilliance, and the scientists of the GDI have never been able to properly figure out how he managed to do it.
And for the record I still use the Vertigo Bomber, I often use it as both a scout and a bomber, it's speed and stealth make it handy for keeping tabs on what's going on around the map, especially if you have one or more following flight paths.
And the Montauk was a NOD command vehicle, most of the time staying underground, it's greatest strength is it's tactical options, rather than it's size or innate firepower, and was not designed to frequently engage in front line combat. And it follows the NOD combat doctrine well, as it can tunnel to different parts of the map, produce units, vanish again, and help set up ambushes or surprise reinforcements that can approach attackers from behind.
True, but only so long as the changes and balancing do not reduce the diversity and uniqueness of each faction. I would prefer it that any steps to balance the sides would increase their diversity in some manner or another. And I still think if anyone can both increase diversity and uniqueness for the sides WHILE also balancing them, that person is Carnius.
I really like the way Scrin vehicles get repaired, it makes any generator or Tiberium field a repair bay, and it seems far more high tech and interesting for them to repair via the absorption of ambient energies and particles rather than to use the same exact means of repair as the to Earth Dwelling factions.
Being unique doesn't necessarily mean good or possible, but it is quite true that it makes it more enjoyable, if each side is too similar, the game becomes boring, if each side functions in a manner too similar, to me, and to others I am sure, it is less like playing as different factions and more like playing as the same faction but reskinned. The negative side of balance is that sometimes in trying to make each faction equal to the others, you end up destroying their diversity in pursuit of that, you have to admit that perfect balance would be achieved if each side functioned the same, and had the same vehicles and units in form, cost, and ability, just with different appearances. I personally find the Srin far more enjoyable to play as with Carnius's modifications than with the base version in either C&C3; or Kanes Wrath. One has to find a proper balance of both Uniqueness and Balance. Personally I think giving them abilities or traits that are unique to the Scrin is better than making them more like the human factions.
Hmmm.....I had a interesting thought...what if instead of garrisoning, the Shock trooper, or perhaps another infantry unit, had a ability that had a similar function? For instance perhaps the ability to generate a shield with basic elements similar to being garrisoned, they couldn't move when the shield was active, and it would take damage instead of them, and also perhaps it could cover two infantry groups, like a alien energy based variant of the GDI troopers Dig In ability, but with the added effect that anti garrison attacks could not take out the Scrin in the shield. If they could create a shield like that, it could act as a barrier keeping tanks from advancing, using a few to create a blockage in chokepoints and such since vehicles could not drive over the shields. But unlike garrisoning or such the Scrin infantry could only move again after the shield is destroyed or they deactivate it.
Just a thought, as rather than make them garrison, why not consider other methods to balance them that could be unique to the Scrin.
Ah, and a bit tired at the moment, so if the whole "infantry group shield" idea is a tad less clever than I think at the moment, my apologies.
Admittedly I could be wrong, in the end we have no choice but to wait and see precisely what direction Carnius plans to head, for no matter how either of us feel about any aspect of it, in the end it is his mod to do with as he so wishes, it shall follow his vision, his purpose.
You don't care, but based upon the evidence available, I believe that Carnius does, and even if he puts the lore first and balances second as I think he does, that doesn't change the fact this is the most well balanced mod I have encountered for the game. And nano assembler is in reference to nano-tech, all the buildings suddenly forming the way they do with the Scrin, and then "Primary base has been established using nano-assembler" is indicative of the structures being created via nanomachines, not drones, if drones were responsible you would see them when buildings were made, not just when reparing vehicles. I think, and based on available evidence I believe Carnius thinks, that Story, lore, and sticking to the realism of the Tiberium Universe, is just as important as gameplay balance, if not slightly more so. As mentioned initially, if you want a mod based solely around perfect gameplay balance alone, then likely you would have to make it yourself, as I don't think that is what Carnius is aiming for. He does a great job of balancing, but I don't think the proof available indicates he lets balancing interfere with his vision of what C&C3; should be.
Personally I think it is more likely that Carnius will increase their model size, individual power and toughness, and reduce the number in the squad, to reflect their forms as shown outside of gameplay, rather than make them able to garrison.
In the video and other medium not within the gameplay itself, in a RTS the units always are a bit off size wise.
For their size in the Tiberium Universe: Img1.wikia.nocookie.net Rs249.pbsrc.com
Their actual size, and their size as shown in gameplay, are a bit off, but as mentioned that is a rather common occurence in RTS games, the most agregious being the spaceships in StarCraft, which are big enough to hold a army, but look only a fraction of their size when in use in the gameplay segments. As such, even if it looks closer to human size in the gameplay segments, it's actual size is about twice the height of a Zone Trooper and several times the width.