I'm into the command and conquer series, halo series and just about any battlefield game that has helicopters period. i enjoy using unorthodox tactics to fool my opponents into total chaos. my current gaming status is somewhat unfortunate. i am now operating off a MAC, and that being said, i can no longer play most games. i have an alternate PC for any mods i download however so i can still do some reviews and comment with due intel. right now i play games via steam. Borderlands 2 and Star Conflict are on the list as well as Alpha Games such as Interstellar Marines. If anyone would like to group up on BL2 or team up on Star Conflict, my Steam Username is TiberiumWolf. Oh and btw, for those that i consider friends on Borderlands 2, i tend to create and hand out Legendary Rare guns that the creators were either too lazy or too useless to come up with on their own. And I'm talking gamebreaker damage without it being counted as illegal or crash worthy.

Comment History  (150 - 180 of 565)
Tiberium_Exposure
Tiberium_Exposure Mar 28 2013, 11:11pm replied:

nah, more like the RA3 desolator troopers....

0 votes   mod: Mental Omega APYR
Tiberium_Exposure
Tiberium_Exposure Mar 27 2013, 5:38pm says:

why do the new stalker units look soo much like the "Big Daddy's" from Bioshock? when looked at the front, they look alot like them, not to mention their suits look alot like the deep-diver suits from the game.

0 votes   mod: Mental Omega APYR
Tiberium_Exposure
Tiberium_Exposure Mar 27 2013, 5:23pm says:

In terms of map size, why not go with those massive 80-100 planet maps, but instead of it all being packed together like a sardine can, have each planet spread far apart like on a "semi-realistic" planetary chart. When the campaign or GC is started, a game mode can consist of said specific faction starting out with 3 planets under the control of that faction, in a form of triangle with only 1 (maybe 2-3) ways out of that "system". Instead of each planet belonging to a different system on the galactic chart, you could have these groups or small "clusters" of planets belonging each to their own solar system. (It would really put things in perspective and make games last not only longer, but allow the mod to be easier understood. Not to mention, it would erase the need for those pesky "fast-paced" hyperspace lanes that throw everything in favor of the pirates and keep everything balanced.) This method, if used, would add a level of uniqueness to the mod above all else and might pave a stepping stone for more intuitive ideas to be added. Please, at least consider this idea.

+1 vote   mod: Knights of the Old Empire 1 - Knights
Tiberium_Exposure
Tiberium_Exposure Mar 24 2013, 7:56pm replied:

there is also the complete mod for Tiberium wars called C&C3: The Forgotten. but that is besides the point. it may be alot of work, but it is essentially worth it. having a faction that takes the technologies of both primary factions is what offers a challenge to the already standing gameplay. and what with the Scrin being as overly over-powered as they are, the forgotten is literally the only liable 3rd faction that could be brought into it without the balance being severely disrupted. furthermore, the other mods for tiberian sun do not necessarily do it justice. you've already balanced GDI and NOD to the point where they are on "perfect" terms with each other, if you could use that method with making a forgotten faction then alter GDI and NOD further so they each have a uniqueness to them, you'll have a mod for tiberian sun that is a far from the norm as humanly possible, while still maintaining the scene of a(n) appeal.

+1 vote   mod: The Second Tiberium War
Tiberium_Exposure
Tiberium_Exposure Mar 23 2013, 2:00pm replied:

the eclipse is more than capable at taking on capital ships. the way the mod is built, that axial super-laser is even able to take out those damn droid control ships in one shot. I've tried using the executor in-game to go toe-to-toe with one of those ships and the SSD gets ripped apart in under 8 minutes. the eclipse only needs 1-2 minutes to charge the axial and then it just fires off one shot. this can be proven. so the eclipse is a lot more capable at taking out capital ships than the executor. btw, the same goes for most rebellion ships. the executor seems to have both weaker shields and thinner armor than the eclipse, because if it tries to take on more than 5 rebel CS's at any one time, it gets overwhelmed and destroyed. the Eclipse's shields last a whole lot longer and again because of the axial, it can finish the fight much, much faster. the only thing that the executor has, that the eclipse does not is a larger complement of fighters, other than that, its just a massive barge with cargo you wouldn't want to touch with a 2-mile pole tipped with a glass jar of nitro.

+2 votes   media: To Settle the Dispute
Tiberium_Exposure
Tiberium_Exposure Mar 23 2013, 1:39pm says:

will the force users be in this mod? i mean the greatest good and the greatest evil (or maybe even the one that exists in-between. for reference they are in the clone wars series.) how about vergeree, Nom Anor, or even Anakin Organa Solo? ( btw, if your planning on adding heroes and/or villains from the yuuzahn vong war, there are close to 100 altogether in space and on land. which ones are you going to choose?).

+1 vote   mod: New Galactic Heroes - The Unified Empires
Tiberium_Exposure
Tiberium_Exposure Mar 23 2013, 1:19pm says:

how about incorporating the forgotten as a faction in this mod? the models and coding for them already exist in the standard game, they just need to be given a purpose, and I'm pretty sure everyone always enjoys the presence of a third faction that is not alien in origin.

+1 vote   mod: The Second Tiberium War
Tiberium_Exposure
Tiberium_Exposure Mar 14 2013, 8:15am says:

what the HELL is wrong with everyone!?!?! Why the Hell isn't there anyone playing this mod online via CncNET? since downloading this mod, I've been playing on it almost every day on my free-time, and not once have i seen even a single soul online, so it begs the question, WHERE THE HELL IS EVERYONE?
XD
skirmish A.I. ****** a player off after a while and
needs to be mellowed down with some in-game chat with
another "human" player.

+4 votes   mod: Twisted Insurrection
Tiberium_Exposure
Tiberium_Exposure Mar 14 2013, 8:09am replied:

moron, a mods like this cant be done in only 1-2 months.... depending on how many people he has on a team working on this mod, it can take anywhere from a few months, to a few years before even releasing a beta. so don't expect anything other than updates, videos and pictures for the next few-several weeks. Also, DON'T ASK WHEN THE MOD WILL BE FINISHED! it is disrespectful to the modders as your not doing anything and they are taking the time out of their real-life schedules to work on this mod. allow for time and severe patience to last for a long while before even considering asking that question...

+4 votes   mod: Miracle of the Lightningstorm
Tiberium_Exposure
Tiberium_Exposure Mar 13 2013, 12:20am says:

would those bumper hummers happen to also be amphibious by any chance? it would make for some pretty interesting tactics, not to mention, force people to defend shorelines on water maps...

+2 votes   mod: C&C Crazy Mod: Revived
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 10:20pm replied:

..... well would it ever be possible to rework it into a multiplayer map?

+1 vote   media: Anti-Tank Squads
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 10:15pm says:

by the way, is this going to be strictly a coding mod at first, or is it going to be doing other things?

+1 vote   mod: JAGbot
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 10:14pm replied:

thanks for taking these ideas under advisement. i mentioned this to a few other modder's on other mods and they actually took down the suggestions (either it was so others couldn't agree with me, or it was outside their skills. i do not know.).

+1 vote   mod: JAGbot
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 10:12pm says:

I've already brought this up, but it must have been missed. i was asking fi the renegade insurrectionist's or the standard pirates be beefed up a bit. the rogue planets that are guarded by minimal pirate activity (1 asteroid base and an extremely light armament.), they are far too easy to capture and are no fun at all. if it is possible, beforehand you mentioned handing over derelict forerunner tech to the covenant factions, why not give the pirates some forerunner cruisers or capital ships for defense over those planets? make them harder to capture so that gameplay can be extended. larger, or multiple asteroid colony bases perhaps? an Actual challenge, rather than a final stand with minimal difficulty.... (pirates with heavy tech and capital ships last longer in a fight than one light frigate and a few fighters agreed?)

+1 vote   mod: Galaxies At War
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 10:07pm replied:

RPG chain-blade? chainsaw's cant cut through tough metal (it dull's the blades to nothing)...... something like that would only be useful against infantry.

+3 votes   mod: C&C Crazy Mod: Revived
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 10:05pm replied:

ok. but remember when i mentioned the halo in SWBF2, would it be possible to duplicate the coding in SWBF1 to be used in Halo? for whatever reason the coding in SWBF1 allows the combat A.I. to synch with the multiplayer players across all of the maps in that specific game. if what allows that to be possible were to be isolated, would it be possible to duplicate it in HALO form? i know that they are two completely separate games, but both are in fact space-based in nature, and are only separated by a 2-3-year boundary. but who knows, maybe its possible. i know your not going to test something like that in a mod like this at all, but it could be something for use in the future if you ever plan on advancing this mod into something new.

+1 vote   mod: Halo Star Wars
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 7:36am replied:

hmm?

+1 vote   member: Tiberium_Exposure
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 7:03am replied:

found 3 maps that could be used as examples. Dogs of War Night fight (team-based synched A.I. spread across multiple locations), Snowtorngrove Ai (structured A.I. based team-play. the A.I. form in groups and consistently reinforce positions as soldiers are lost.), and Desert Floodwar (the A.I. in this map are scattered but consistently defend their "home base" from any member, A.I. or otherwise, that is from the rival team. the A.I. use vehicles to great effect for both offensive and defensive measures.). if the makers of these maps could get it to work in each, I am sure it is possible for the coding that was developed for each of these multiplayer maps, could be altered and applied for use with the A.I. that would be available in this mod. albeit it would be difficult, but the end result could be revolutionary. think about it, a synchronized tactically-sound combat-based A.I. within a mod, that can coincide with players fighting each-other while at the same time maintaining a constant battle with the other A.I. both for use as scenery, but also as an obstacle that players would have to circumnavigate to get at the players on the opposite team. this would also solve the in-activity issue as there would also be no need for players to constantly base-camp in order to defend a flag in CTF mode (the A.I. would be wired to defend the flag at all cost.). sure it would take a serious amount of time to implement, but it would also open up enough doors to allow you to branch out and make larger maps without the need of more than the standard 16 players. Not to mention, it would make your mod one of the most advanced mods on this or any site where the focus is on mod development.

+2 votes   mod: Halo Star Wars
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 6:40am replied:

but i thought they did that already. otherwise a certain map released on HALOMAPS.org wouldn't be able to run properly. it was customized for halo CE so that both teams have never-ending RED VS. BLUE A.I. bots spilling out and fighting eachother. there are 2 of them. one takes place in a desert where the AI even use vehicles against the other faction, and vice-versa, and the other takes place in a snowy canyon. i will get the map names as soon as possible so you can see for yourself. but if the coding could be found on those maps and, with permission of course, altered for use on this mod, then would it work?

+2 votes   mod: Halo Star Wars
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 6:33am replied:

well the forgotten are very much just a single faction with a cross between GDI and NOD in terms of low-tech units. the highest tech unit the forgotten have is the mammoth tank and the only aircraft they would have are propeller planes. the mutant infantry models could be taken from files from firestorm. the only challenging part would be coding them to all work in synch. the base would be a single faction with a mix between GDI and NOD buildings. the standard buildings used as background structures could be used in place of barracks and armories (port-o-shack and subterranean station). the NOD war factory, radar and powerplant with the GDI tech center, refinery, Command center, and airfields. they own no repair pads, or stealth capabilities and rely on sandbags for walls. all low-tech. only up-side is that the prices for the tech costs less and they rely heavily on numbers, ambush tactics and the "local wildlife". the superweapon, if coded properly could be a tiberium vapor missile that turns all local infantry into rogue visceroids (coincides with Yuri's genetic mutator.). the general idea is there, so please, at least give it some thought, maybe for even in a future update. ( think of the forgotten as VERY DANGEROUS HIPPIES with abandoned toys.)

+2 votes   mod: C&C: Reloaded
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 6:16am says:

i have a funny idea. know how usa has some light artillery? well, do you happen to remember those old hot wheels launcher sets? think of this, a mobile artillery piece about the same size as the nuke cannon, only it has a car launcher housing in the back and a hot wheels track with ramp leading off of the front. And it launches explosive hot wheels cars.... and if a target is too far, the hot wheel car that is launched, per special ability, can be launched, then it can speed toward the intended target once it lands on the ground. it would give USA something can can be both ground based and hit opponents units at long ranges. (it could replace the tomahawk missile launcher).

+2 votes   mod: C&C Crazy Mod: Revived
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 6:10am replied:

thankyou.

+1 vote   member: ‡vlado32‡
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 6:07am replied:

why not just hand them over to the pirates for use? it would make the rogue planets a lot more interesting and difficult to capture during the space battles. and i'm pretty sure I'm not the only one who is sick of the standard pirates guarding their home turf being far too easy to wipe out ( single asteroid base, 1 medium ship and a few fighter squads? at least give them a couple of capital ships and a few dozen flights of fighters like an ACTUAL pirate or insurrectionist installation. those planets are so easy to take, the AI set on easy already has all of them conquered long before we in our laziness decide to move on them. if the rogue planets were somewhat more of a challenge to take...........).

+1 vote   mod: Galaxies At War
Tiberium_Exposure
Tiberium_Exposure Mar 8 2013, 6:01am says:

while working on this mod, there is something that you may want to "re-code" while your at it.there is a coding error that EA forgot to fix after all was said and done. it has to do with the NOD harvesters. after a certain period of time passes in prolonged matches, they simply shut down and completely stop responding. the will outright refuse to respond to harvesting commands and will not respond to move orders as well. the same happens from time-to-time with scrin harvesters as well, but that is rare in case and it usually only happens if you are in a match for 5+ hours. so please, if you can, look into this bug in the game and correct it in the mod file. it would greatly improve the play-ability of the game during prolonged matches against difficult AI. and from what your page says, that we do not want to face off against that AI type, it would really help a lot if our harvesters didn't suddenly stop harvesting tiberium and refuse all commands to resume operations. by the way, if i may ask, will you be modifying the production costs of any of the units while under the control of certain AI types? for example, when the militia AI is used, that respective NOD faction will have a 45% cost deduction for infantry, or if Iron Hand is used, tank have a armor boost and the rail-gun upgrade does double damage? it would be neat to alternate abilities between the AI types, as it would branch out the game play and bring in unexpected and unpredictable results.

+1 vote   mod: JAGbot
Tiberium_Exposure
Tiberium_Exposure Mar 7 2013, 8:50pm says:

no flood or promethians.....? awwwwwwwww.........

+1 vote   mod: Galaxies At War
Tiberium_Exposure
Tiberium_Exposure Mar 7 2013, 8:47pm says:

tracking, and i am also going to let a few of my friends know about this mod. they are always looking for new DLC's (even modded ones) to keep playing FO3 with some purpose.

+2 votes   mod: The Deep South
Tiberium_Exposure
Tiberium_Exposure Mar 5 2013, 4:20am says:

tiny request to ask. as you may know, that final update by EA on tw3 jacked up the NOD harvesters in such a way that once they have harvested up to 100k in cash, they shut down and outright refuse to collect anymore. do you think you can look into this coding bug and possibly fix it? that way when the mod is applied to the game, NOD can actually last in a long-term game, rather than hit the 100k shutdown mark and slowly, but surely lose... it was rather annoying in the beta because its not just buggy like that for the A.I., the bug happens with the players as well. BTW, will the online properties be fixed in the next mod update? i tried facing a friend that has the mod in an online match and for some reason it causes a de-synching error and kicks both of us offline. it would be really cool to be able to face-off against someone else who is using the "SERIES" faction online without the connection having a stroke.

+1 vote   mod: Crossfire
Tiberium_Exposure
Tiberium_Exposure Mar 1 2013, 11:27pm says:

is there any chance that you would release the music you made for the C&C3 Tiberium Essence mod in mp3 format? it sounds wicked cool and it would be even cooler to listen to it outside of the mod. I already asked this on the Mod's page, but no answer was given, so i checked the name next to the music and it led me here. i hope that you will at the very least consider it.

+1 vote   member: ‡vlado32‡
Tiberium_Exposure
Tiberium_Exposure Mar 1 2013, 11:18pm replied:

how would i do that? i may have Google chrome, but i am not very "chrome adept".

+1 vote   mod: Tiberium Essence
Tiberium_Exposure
Tiberium_Exposure Mar 1 2013, 10:54pm replied:

get google chrome, then download.....

+1 vote   download: Super Star Wars: Rise of the Droid Empire
Tiberium_Exposure
Tiberium_Exposure Mar 1 2013, 10:53pm replied:

hey Matt, wanna tip? something that may solve your problems. download and install Google chrome and then look up "IZarc" on Google. its a program that works just like WINzip, only its unlimited free use and it covers almost every type of file format. 7z files are soon going to completely replace .zip file format. and because of this, people need to keep moving forward. besides, 7z is in essence, easier to upload and download, so i highly doubt anyone would go through the trouble of uploading a massive .zip file online that takes forever btw, after they already loaded the mod via 7z.

+1 vote   download: Super Star Wars: Rise of the Droid Empire
Tiberium_Exposure
Tiberium_Exposure Apr 12 2013, 2:09am says:

however long this mod takes, i hope that you eventually do get around to adding your own storyline and quests for this. (maybe even a section of the vault that was locked away from the main part that still has people living in it as if nothing has happened? like a 200 person section relative to Fo3's 101?) any-who nice work on what you have done so far, and i hope that in time, or the relative future, that this mod will be finished.

+1 vote   mod: Vault 24
Tiberium_Exposure
Tiberium_Exposure Apr 12 2013, 1:25am says:

dead?

+1 vote   mod: Fallout Who (Doctor Who Mod)
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