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T4 units will work exactly like the Scrin PAC. You can make as many as you want.
Everybody is invited to participate and I will dismiss nobody. I think it is not too much to expect minimal effort to be made.
it is a fast Rocket-Cruiser that can be upgraded with Tiberium Core Missiles. It costs less than a PAC but also has less utility and higher movement speed.
yep they do
well, just wait until you see what GDI gets ;)
yeah, that's why it's called the Basilisk despite having the Salamander model.
I can confirm now that GDI Eingneers can now repair neutral garrisons as a special ability ;)
Like you suggested, they don't die in the process, but they don't heal all garrison 100% but more like 4000 HP. It's still a lot, mind you and most garrisons will be fully healed by this.
it's already built in. You just need to start the mod and go.
yea, I have a couple of different nicks :P
They are very dark ingame, it's just hard to get a proper screenshot of it.
Yes, I should probably do that :P
What do you mean with, Fusions are cool but kinda different?
We will see. Bikes are still superior in firepower, range and speed but they only have about half the health of a Pitbull.
I think most noticable will be the increased range, which makes them much more enjoyable to play.
Also, regarding the Pitbull I noticable increased damage and weapon range. It is still no match for a Seeker, but it can hunt bikes much more reliably now.
it's an old Thundermods model made by Golan. You also find it in Tiberium Wars Advanced.
not if I tell it to deploy into a veteran Battlestation ;D
I know it's silly, but I thought I should just go with it.
Just copies. They don't deal damage. It is more of an escape mechanism or to draw fire towards the decoys.
Interesting. Over time I created my own interpretation of the factions. It's interesting to see that Traveler is among the factions that have changed the least in how the faction is perceived since then.
So, for those who can't be bothered to read the (admittedly long) description. Traveler-59 will gain 2 new assets for the next version:
- T2 "Phantasm Device" Tank
Devourer counterpart with longer range, no charge but more damage and speed. It cannot fire on the move but can create copies of itself.
- T3 "Phantom Army" Support Power
Basically a copy of Nod's "Decoy Army"
You are doing something really amazing here.
Keep up the great work.
The engineering ability has long been on my todo list. I always thought there was bigger fish to fry, but perhaps it is time to try it out already. It's not something I am targeting for the next release, but probably something for the one after that (guess that would be version 1.0 :O)
However, I suppose it would be a GDI engineer exclusive ability that kills the engineer in the process and it's not quite as easy as one might think.
On the bunker thing, I have a vague concept on how to make buildable bunkers, but they would not be created by the construction yard. If it is about to come, it'd probably be along with a minor redesign of the infantry forces. Or maybe just a ZOCOM specific thing.
I am talking in vague terms, but I think I got an interesting concept planned that only time will tell if I ever bring it to live.
are you still having the same issues?
be assured that the Manhunters will be brought to a reasonable level. However, I also have to say that the player's response to them was rather poor, as they should have used infantry or aircraft against them... before a critical mass of them was reached.
Btw. I was present at the stream ;)
I know, a new mutation for Devs is in schedule and the Splicer is already implemented (say hallo to vampire corrupters ;) ).
The purpose of Red Tiberium is not to be harvested, it just exists so you can charge your tiberium based weapons. Making it worth a damn would be pretty stupid since you could heavily abuse it on your side or give the enemy cash when you killed some of his stuff.
It is indeed T4, it will be the Black Hand's unique unit. It costs 2400 with 6000 health and 67 speed.
Regarding the Specter, you need to use them like a hit and run unit. Being Nod, cheap and having stealth it is obvious that it will lose in a straight up fight with Juggernauts. However, it outranges them (750 range vs 600) and if I am not mistaken 2-3 Specter shots can decimate a group of Juggernaut a fair bit.
the Juggernaut actually deals cannon type damage which is why you can use it to melt away enemy epic units.
It does not give them a "flamethrower type damage" (which would be grenade damage).
I am aware that you think you know everything better without even playing with said units, however there are major differences between the units. Most of all is that Specters primarily have an anti-unit purpose similar to Juggernauts due to their cannon damage type. They are fast and cheap but most often they are used to counter epic units or enemy artillery units. They do find use in sieging structures, but it takes them a rather long time to actually finish it, even hen upgraded.
The new unit, on the other hand, does rather little damage to infantry and vehicles and deals grenade type damage which is designed to kill structures primarily. Moreover, the splash is easily twice of not triple the size of a Specter and can lay whole chunks of a base to waste.
It is like you compare a Juggernaut to a Devastator Warship, they are completely different units with an entirely different purpose.
The reason why I chose this unit is because BH has more than enough frontline units already. However, what they lack is aircraft or rather a reliable way for surgical strikes in the heart of an enemy's base. Like, killing a superweapon behind heavily fortified defenses.
This is why this unit provides them with a reliable way to kill structures, something BH has lacked ever since (Flametanks are more gimmicky than reliable and every other sort of flame unit dies too fast). In terms of speed, range and health it is more comparable with a Juggernaut and because it is so expensive you need to take better care of it.
Same for the Beamcannon, it is a completely different unit. It's an infantry support unit that can be used in a deadly combo where you got a lot of anti-armor rocket militants in the front and a handful of long range anti-structure beamcannons in the back. As a designated artillery unit it cannot be used because it dies too fast on its own and cannot even shoot over obstacles or structures.
You don't want to use them and keep killing structures with Specters? Fine, but I am designing this for the meta of high level play as there balance is much more fragile.
what units do you have in mind?