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Well our mod is focused on balance and everything we do is focused on that. We fill the defenses still require minor fine tuning yet but they are pretty much where we want them as far as AT damage is concerned.
As far as the stealth tanks you have to look at them from the TALON mod perspective and not CnC3 vanilla perspective. Stealth tanks are suppose to be able to stand up to mammoths. Mammoths are tier 3 where stealth tanks are like tier 1.5-2, so mammoths should not have to worry about stealth tanks. My suggestion is if you are wanting to screw with the mammoths using stealth tanks, come up from behind because their turrets are slow to turn or use the stealth tanks to drop mines in front of them and leave. I have used these tactics as a last resort, but they do work. Usually i dont dare screw with a mammoth with stealth tanks unless i absolutely have to. Further more the stealth tanks are sneaking into the enemy base and taking out power and other buildings real quick, not for fighting straight up against tier 3 units.
Thanks for the input. Stealth tanks are designed to be...well stealthy, if you use them correctly they can be very very effective (specifically playing human vs human) you can devastate a base with just 6 of them. They are weak but they are not near as weak before the mod, but with the stealth tanks its about stealth/trickery if you find your self in a situation where you are spotted, drop mines and get out of dodge and as the chase you they will hurt themselves. They are met to take on other armored units head on.
Im sorry you dont like the obelisk but I cant remember right now, but i dont think they have auto stealth, dont play nod that much, however they do have auto-matic stealth detection. Hawk would probably remember more specifics on that.
As far as the Mothership, the drops are designed to heal the mothership itself but there is talks about making them heal other units.
EMP is not suppose to kill scrin infantry.
There has been a lot of changes since our first release, however the special powers are still free but they are still a topic of discussion and we hope to have them where we want them by version 1.3.
Thanks for the feedback and we are glad you are enjoying the mod. Play 1.21 with the most recent updates and you may answer some of your own questions and let us know what you think from there.
The damage that the building causes is really minor, but if you dont check the buildings around it every once in a while, you may easily loose other power buildings, but it does like one HP each time, so it takes a while for you to loose a building. LOL..TIP: put it in the back of your base or away from War factory or Infantry barracks.....i put it next to my barracks once and was trying to figure out where all my infantry went.
Snipers and Zone Troopers in APC's are also awesome. But yeah i put a lot of engineers and Grenadiers usually
"Would you rather see half your base explode when you lose an EXPERIMENTAL facility? "
Now there's an Idea...Hmmmmm....
As we have mentioned before, when we started the mod it was/is with the idea of human vs. human in mind. What you'll find when playing human vs. AI is that it is very random on the results which various on maps. On one hand you can just level the AI really easily, then on the other hand you can play with the exact same setup on the same map and the AI will pwn you.
When you play human vs. human you will notice that there is equal balance with any faction you play as which is what we are striving for. One just has to learn, as i have while working on this mod, each faction now requires a different and unique play style to own with. What ever tactics you use when you say play as GDI will not necessarily work when you play as Nod or Scrin. Remember, spamming and rushing with one type of unit while playing this mod will not work, it takes a combination of all possible units you can build to win and win successfully. ;)
This is the first report where some said it crashed their game. We have never really test the mod with that many mods installed before. But i had TWA mod install along with ours when we first started and didnt have any issues.
But if it where me, i would start by uninstall all other mods and just try ours to see if that works, then we'll now for sure if there is a conflict with other mods and ours.
Yeah im kind of curious about that as well
Thank you all for your comments
Welcome back Stoove and thanks for the constructive feed back as always
"Also the game seems to play more like a turtler mod"
If someone takes a quick look at the description of this mod and they only pick out that defenses are tougher, then it may appear that the mod encourages turtling. However that simply isn’t the case. We feel that one extreme play style is turtling but the other extreme play style is tank rushing. We don’t think either should be encouraged or at least offer an advantage in every game. Therefore we have modified the game so that tank rushing isn’t an easy option for a win by making defenses much more effective, but we’ve also put even more work into options that allow players to break defenses. These include; much more effective special powers, better long range artillery options for all factions, Nod’s suicide options (especially the Tiberium Liquid truck), tougher commandos, and so on.
"You need to fix the resource system, there will ALWAYS be mindless spam if the game is built to have 100 units on each team."
The economy is something that we never stop working to perfect, we are working on a few ideas to help with the economy because as you pointed out once a player gets going, he has a lot of money to play with, so thats where we made the per unit upgrades etc to help spend some of that money, so we are still working on ideas such as this to make it where one cant afford a 100+ units etc.
"less tib in value, more damage per unit to structures (so that 5 units are enough to destroy a base given a minute or two)."
Unfortunately that kinda goes against the objective of our mod, which is to bring balance to damage with the amount of units etc. We dont want people to be able to stomp a base with 5 units of just one type we want to make it to the point if you go into a base or even a battle with an army made up of one type of unit....you will loose, we want people to think before they attack. They need to prepare there army which would include some sort of anti-infantry, anti-air and anti-tank etc. Plus the way we've beefed up defenses, if the enemy team builds defenses, you not going to be able to rush a base with just 5 units and accomplish anything. You would have to plan your attack, use your special powers and super weapon to open a whole.
"The range on the juggernoughts is rediculous it can just barely outrange basic defences - be consistant if you are going to make hard counters."
The juggs are pretty long range and can shot across the map when using snipers to spot for them, but if you walking them right up the front door it is possible that you juggs get taken out, which is what we want. Again this falls under the idea of our mod which is to use strategy and not brute force. As far as consistency i feel we have take extra efforts to stay consistent, so if you can be some what more specific maybe i can clear that up for you.
The idea would be...? ;)
The Mothership's weapon only seemed to work in two scenarios; 1. Against the AI who didn't regard it as a threat worthy of a couple AA turrets, and 2. Against a very naive human player.
Any experienced player would be more than prepared for a mothership well before it got near their base. Therefore it was regarded as an ineffective unit. However, we liked the idea of a Mothership and we wanted to provide all factions with long range artillery options and this seemed like a perfect platform for Scrin's long range artillery. We think that the Mothership is actually now much more effective against quality opposition. Add to that the multitude of new abilities it offers we would pick the new mothership over the old one any day!
No problem, we aim to please!!
I loved the game, played the first one, it was great, this one is an improvement. I would like to see more focus on the team play aspect. With the capabilities for creating your own squad without having the commander choose for you and the capability to switch teams so you can get on the same side with your buddies or clan mates. I also think the class could use some balance, i don think the scout units should be able to easily take on a Savage/Hunter unit, i started playing as scout a lot and it was ridiculous how easy it is to take out the bigger unit. Hell i was evening kicking but with the builder unit as well, and i found it very funny. So i do think there needs to be some balance with the different class types.
This a more personal thing, but my main draw to the game is the sword fighting, having the guns i think takes away from that a bit. I think sticking with strictly swords and bows would be fine, guns seem off, like they dont really fit.
But overall, i love the combat, its very well done and the idea of a FPS/RTS game is something i always remembering thinking would be awesome back int eh Q2 days, so i was glade when the initial Savage came out a while back and i was glade to see that the developers didnt let such a great idea die and continued with it with Savage 2. So ill be looking for a new addition in the future, maybe with a little more focus on teamwork and team with a perfect squad and commander system.
Great Job guys!
Yeah, we only made the mod with the multilayer in mind, sorry
Rest assured we'll keep the defenses, that was one the main reasons for this mod was to make the defenses useful, before you could have 3+ tier 3 defenses and 1 tank would take them out. So yeah we are proud of this modification, despite what some might think about the mod as being a "turtle" mod, which anyone that actually plays our mod and pays attention and uses their head would realize that calling it a "turtle" mod is far from the truth.
Glade you like it, plz continue to provide us feedback
danw13335 is correct, we didnt change the skin, just added the upgrades
Any experienced player would be more than prepared for a mothership well before it got near their base. Therefore it was regarded as an ineffective unit. However, we liked the idea of a Mothership and we wanted to provide all factions with long range artillery options and this seemed like a perfect platform for Scrin's long range artillery. We think that the Mothership is actually now much more effective against quality opposition. Add to that the multitude of new abilities it offers we would pick the new mothership over the old one any day
Well the scrin WMD isnt avalible now or are you talking about other super weapons?
We are still working with the mother ship and the long range arty. right now the devs. dont have to leave the comfort of there own base to use the mother ship to rape bases, this is something we are THINKING of adjusting, where the devs have a limit ranges, so they have to follow the mother ship some what to shot at a target.
Its funny that you say that, we have been talking a lot about something along the lines of what you said, no guarantee that we'll do it, but we looking into something along those lines
Well we saw the mother ship a very unbalanced game ending weapon and we thought its was just to much and thought that the mother ship could play a more important role, so the mother ship no longer has a super weapon. As described before, its more of a battering ram for bases, you pop it into a base to distract the AA defenses long enough to bombard the base with Devastators. If a base has adequate AA defenses, the mother ship can be taken out.
With that being said, we added other features to the mother ship such as a map scan that can detect stealth and the warp jump. We are still working with the mother ship to add a little more to it, hopefully for the next release of the mod.
That Talon Mod for cnc3 is pretty sweet!! ;)
The mod does not work with Kane's Wraith, this is not because we didnt want it to, but as explained before, there is no mod capabilities for Kane's Wraith. So unfortunately it wont work with Kane's Wraith, sorry.
It looks fragile, but its not, it survived a blast from an Ion Cannon(not a direct hit) but when other buildings fell around it, it was still standing. Now it did have little to no health left so it was very vulnerable after that so its not super strong, but it can last.
Yeah we kinda killed two birds with one stone with the mothership. We always felt that the mothership when it had its super weapon that could take out a base in one blast was to noobish but we wanted to keep the mothership in the game but didnt know what to do with it, we went through several ideas and nothing seemed to fit. Then when we realized that Scrin needed some sort of long range arty. thats when we came up with the idea of a "Battering Ram" etc. So no more noob cannon ;)
The revealing stealth is only temporary, so if your not specifically looking at that spot, you would not even know that it was there.