Just like Kane's Vision, this mod aims to perfect the gameplay experience of Kane's Wrath. With countless new faction unique upgrades and units, this is a comprehensive overhaul of this already great game. Every change that was introduced in this mod was with quality gameplay in mind and do justice to the lore of the factions. Furthermoe, One Vision is keen on maintaining the game's high visual level and improve upon it wherever possible.

Forum Thread
  Posts  
Balance requests (Games : Command & Conquer 3: Kane's Wrath : Mods : One Vision : Forum : Balance : Balance requests) Locked
Thread Options
Sep 7 2017 Anchor

To allow more cat and mouse gameplay with nod vs gdi, please consider adding these changes.

1. Super weapons require no fog of war over an area to use them.
This prevents players who have not built a super weapon from getting killed without being scouted. It also prevents the AI from abusing the super weapon by hitting it as soon as its up with perfect targeting, and no knowledge of the target.

2. Orca bombardment requires no fog of war to use.
This prevents gdi from using a single cheap attack to harass nod without risking anything. That is nod's role!

3. Stealth generators cloak themselves.
This allows nod to be truly sneaky!

4. Nod outposts get innate stealth and repair drones.
This will allow nod to repair their harvesters more efficiently, and allow small forward bases that keep the harassment going.

5. Only units with detect stealth can see stealth.
This prevents non stealth detectors from engaging stealth units when stealth units want to escape.

6. Gdi gets a stealth detection radar built into their mcv.
This will prevent some early nod rushes, and force nod to pick at the edges of gdi bases.

7. Reckoner gets 1 more carrying slot while mobile, and gets innate repair, crush immunity, and stealth while deployed.
This allow reckoners to role out to tiberium fields. city blocks, and other key places with a full load, and start offering resistance.

8. Make some gdi structures immune to fire. This makes the black hand and flame tank less powerful, and more niche.

9. Let the stealth tank have a tiny amount of passive repair.

Oct 21 2017 Anchor

1. The SW's cost 5000 and have a 7 minute cooldown, the fact that they can target through fog is not an issue. Plus its easy to counter super weapons. The AI target the most expensive area with their superweapons, so if one is due to hit move your units out of your base.

2. You have to have vision of the enemy base to use it.

3. No, it will make nod stupidly op. If you really want to cloak your disruption tower then use a disruption pod from a vertigo bomber.

4. No, outposts are meant to expand your build radius, thats it. If you need healing at an expansion build a war factory.

5. Alright, let's say we implement this, I am just going to stealth 5 flame tanks and burn down your whole base while I have 3 stealth scorpions camping your warfactory killing any units that you build. It would make nod stupidly broken. Shadow teams would also be abused.

6. The 3 GDI factions have the best time dealing with nod rushes (with talons being the strongest). Plus nod uses no stealth units at the start of the game as its to expensive (besides shadows).

7. I will go black hand and go 3 blackhand squad reckoner rush every game. It will make blackhand even more overpowered. Not even talons will beat their early game with this.

8. The flame tank and black hand squad will still cripple your economy regardless.

9. Nah, once again to broken.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.