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The proper defense against Scrin heavy aircraft in this remains the same as it was in the original, build firehawks. They tear aircraft apart. Also, defenses are not supposed to completely defend against all comers, you need to keep a eye on enemies that are approaching and reinforce your defensive emplacements with units where needed. Though there are some bugs, I don't find this release as unbalanced as you seem to believe it is, this is a game that requires strategy, and every element has it's place.
I for one love all elements of this mod, and I know Carnius will get to the bugs, be it sooner or later, and I am satisfied with that entirely and without reservation.
My previous computer died and I no longer have one of the discs for Generals, can anyone recommend a place where I could re-obtain C&C:Generals/Zero Hour so that I can play this mod again?
And not EA/Origin, I swore off ever giving money directly to them ever again after C&C4.
Eh, I personally greatly prefer tactical games like C&C over FPS games. Commanding a army has always appealed more than being a soldier in that army.
Carnius is the one who stands nearest to Kane, if ever there is a true C&C4, a final installment in the series that is truly worthy, I hope they give Carnius some part in it, for in my mind he is more worthy than nearly any other to be a part of such a endeavor.
Truly Carnius, you honor us with your creativity, skill, and diligence.
The Scrin seem to be a hivemind, at least from my observation, rather than individually sentient beings. That being the case, certain sentient elements of the Scrin control all other Scrin, and like how a trooper would wield a rocket launcher or a machine gun, or even get in a tank, depending on what he was meant to do, the Scrin combat elements are entirely physically molded towards the purpose desired by the sentience that guides them. Each one of the units individually has no more true individuality or sentience than a gun or bazooka would, that Control Node you go after in the final GDI mission that sent special particles to all Scrin was likely how the HiveMind controlled and guided all of the Scrin, and without it, it was the same as if they all suddenly were brain dead.
I couldn't agree more, this mod has the Mammoth MKII walker, there is no need for a feeble little brother version of it.
Of course, I admit to a bit of bias since I loathe C&C4 with all my heart and everything that came from it.
Personally I like the scrin looking by and large less humanoid rather than more. Having the aliens be truly "alien" (as in not bipeds with two arms and a head like humans have) appeals to me a great deal.
The Mastodon is from C&C4, and in my opinion everything that originated from that game, and the game itself, should be buried beneath the Earth and forgotten forever.
In my case, and I am sure in the case of others, we enjoy what Carnius has made in TE and would just as soon not see anything created for C&C4 in it.
Is that still effective in 1.6? Carnius weakened the Jump Jet troopers a bit in several regards.
Eh? But I thought you said you were also stuck on it, so how is it you can say it is easy? And the Cobras seem to focus initial fire on fixed defenses, the RIG seems to be the first thing the COBRAs go for.
Also the mutant hovel is surrounded by fence and broken down cars, you need to have a unit drive around it destroying that rubbish so your engineer can get to the hovel, since the stuff is blocking it your engineer cannot enter it.
Well, if that "All Mammoth Rush" technique works for you, please tell me, and if anyone else has any tips I would still greatly appreciate it......just tried again and the cyborg commando almost single handedly took out the north quarter of my base while I was focused on some Cobra's to the South, ugh, and then I died.
Anyone have any tips on Sarajevo on GDI Campaign? The mods Cobra Artillery and Cyborg Commando makes this mission quite a bit more difficult than the vanilla version, I have died three times now and if anyone has any tips it would be appreciated.
And yes, I have Orcas on standby to take out the cobras, but they always manage to take out some units/buildings/defenses before I do. Same goes for the cyborg commando.
Eh? The Scrin vehicle production facility is about the same as the others, just it is wide rather than long, and the scrin troop production facility is actually smaller overall than either the GDI barracks or the Hand of Nod.
In the campaign without the mod, does the AI have infinite funds? Been a while since I last played it, and decided to go through it with 1.6 out, and I cannot help but notice on some missions I have to struggle to build a few units, and yet the enemy forces can pump out tanks, artillery, everything perpetually, even if I destroy their harvesters.
Hmmm, the initial idea for the Scourge was for it to be a bomber, but instead it fires beams. If it is for balance reasons I had a thought, what if the bomb was generated by having it have to syphon up Tiberium like the Devourer does, with the strength of the Tiberium plasma (Fun to think about, there is solid Tiberium and Liquid Tiberium, why not plasma Tiberium?) bomb dependant on the amount of Tiberium it has absorbed. That way it would have to reload in it's own way between bomb runs and it would fit with the Scrin modus operandi.
Hmmm? The Scrin Scourge fires Beams instead of plasma bombs? Did giving the Scrin a blinking bomber unbalance things or such?
Awesome model by the way, just too bad it cannot pound targets with roiling high velocity spheres of searing plasma.
Ah, I rather miss the tiberium upgrade for the StormRiders, I liked that nifty pattern of green lines across them as well as the increased firepower against targets.
Curious, is it just me or does the shield for the Conqueror seem a bit too small?
Also is there any chance the Scrin will get something equivalent to the GDI Firestorm and NOD Tunnel Network? They are the only faction that didn't get a new structure with a faction themed capability.
A Splendid splendid update I must say.
Considering Predator said it has already been suggested, that seems to drain the credence from your statement. You may have disliked it, but that doesn't mean your opinion was everyone's.
There is also the fact that out of 162 votes it has a average score of 9.2
Hmmm, it seems that Remix Escalation is dead......any chance some elements of it might wind up in this? For instance how Robotics General had a defensive weapon that evolved as you ranked up was interesting. Plus how each team had it's own unique Superweapon.
Eh, can't say I'm a fan of the more mechanical looking Scrin units/structures, or how Nod units in this seem more brute force oriented like GDI rather than their normal focus on stealth and diverse tactics.
This doesn't really seem to match with the normal aesthetics of NOD units...
It looks more like something from GDI, just color it gold/white and put a cockpit window on the front in your mind and you will see what I mean.
Now that I think on it, it looks like a half Orca with legs under the forward wing juts.
Is it just me or in the Beta do the textures seem kind of....off.
The new units textures don't seem to be the same as those of the background...it creates a sort of dissonance. Or maybe that's just me.
I noticed in the 1.3 Beta that the turbines Orca Interceptor wings don't spin, will that be changed?
Ces't la vie.
Well.....here is one other idea...ever thought of making a super weapon for a team that functioned in a different manner than normal? Example: A constructor similar to that that makes a starbase could instead turn into a structure that doubled as a large super weapon, trick is it would have to be built in the area directly around the sun....over time siphoning plasma from the star, and then eventually being able to fire that gathered and concentrated superheated gas at a planet, dealing damage to it and everything in orbit, as though a solar flare had just hit it head on, more powerful than a regular super weapon, but also would take a while to charge and be harder to protect since it would be in solar orbit rather than around a more easily guarded planet.
Any news on how the Nemesis might be rebalanced so it is more tactically viable? I would really like to use it, it has a incredible model......but dies so quickly it has almost no impact on the battlefield.
Any chance in the future you might make the teams a bit more....unique.
For instance maybe give one a defensive weapon that has two parts, such as one large missile pod station, and smaller structures similar to mines, they could not attack anything, but if a enemy entered their range the large missile pod defense could hurl a large salvo of homing rounds from a great distance. And perhaps ships that would be similar, corvette like sensor ships and a missile pod capital ship.
Or perhaps one side with some large ship that is simply a form of artillery, a big beam cannon that after charging fires a powerful blast that damages all enemy ships in it's line of fire......but moves slow and has no other weapons.
Or other similar things, certain units, defenses, structures that would act very differently from those found in any other faction.
For instance I like the Replicators a lot, their ability to copy themselves, and their tractor beam units, they seem like the most unique team out of all of them.
Yes, but three things, one: how long did it take and how deep could the tank get? And two: the drone weighs significantly less than a battle tank, and three: If the ability works on rocky surfaces that explanation makes no sense.