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.

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Misc Balance and reasoning (Games : Command & Conquer 3: Kane's Wrath : Mods : One Vision : Forum : Balance : Misc Balance and reasoning) Locked
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Sep 27 2013 Anchor

-set gdi dig-in ability to free but increase time some. Reasoning that this ability can't really be spammed anyway and cost requirement is so minor that all it really does is prevent you from using this ability when you are spending money too fast or are out of money (in which case you have bigger problems then digging fox-holes for your riflemen). A few other mods already do this and I don't see any reason why not to include this feature.

-change confessor cabal hallucination grenade from manual to automatic toss (maybe limit it to one member of the unit/group as designated grenade tosser). I don't think anyone actually uses the manual throw grenade feature and for a faction based on numbers and macro-management it is too much of a hassle to use this ability.

-increase redeemer rage generator duration to 20 seconds or increase weapon range. Reason; Each epic unit is designed to not only act as a super tank but also boost their sides economy or cover a weakness. For GDI the MARV allows you to "steal" tibfields from the enemy while boosting your credits, it gives quick cash to help GDI boost their manpower to steam roll the enemy. The MARV is intended to be an economic harassment unit that allows GDI to starve other sides of resources while boosting their own. The Scrin hexapod works in a similar way except it is more of a fast maneuverable supertank that rewards aggression with credits by using the life form recycler. This fits with the Scrins theme of blitz war that is even more pronounced in Reaper 17. The Hexapod plays to scrins strength for fast deadly assaults and covers their weakness of having epensive higher end aircraft and fragile basic units by allowing them to get back some credits following each attack. Similarly Nods epic unit the Redeemer is designed to counter Nods weakness which is dealing with better spammers than themselves. Most of Nods units (including the redeemer) are relativly weaker (but faster and more damaging) than their enemy counterparts. This means that while nod is good at quick surgical strikes they are poor at direct sustained combat. Nods answer to this is the rage generator which throws enemy massed units into a momentary frenzy. However because of the extremely short duration of the rage generator this effect is rarely notice or effective (a $3000 cloaking field on a $6000 redeemer is the only way to make it even slightly useful). My suggestion then is that either the rage generators duration be increased or it be given enough range so that enemy units wont lock onto it and ignore the rage effect.

-decrease price and build time of emissary/explored/outpost or increase their health and decrease setup/deploy time. These units are cost inefficient and a requirement now that many buildings don't expand the build radius (Power plants, barracks war factory, etc.) Players should be encouraged to expand and build forward bases instead of turtling and base crawling.

Edited by: tyronebiggum7

Dec 24 2013 Anchor

Oh how could I overlook this!1. Reasonable and written down
2. CABALS area already ridiculously overpowered (nerf is coming). This would make annihilating infantry even easier.

3. I dunno. If you watch good people using the Rage Generator it's already a very powerful weapon and it's range is actually greater than it looks.I'm not exactly sure where to change this too... there is no xml and only an ini file but there is an effect which is responsible for all rage effects. So making it last longer would make all kind of hallucigenics/rages last longer.Maybe a short reload time for now?
I had a longer rage planned for the MoK Deviator Neurotixin gas anyway. Since they cannot get Black Hand units, their Redeemer is the worst (on par with vanilla ST MARV) in the game.
4. Yeah, they suck against good opponents. Additional health and a bit less costy should fix it :)

Sep 16 2014 Anchor

One Vision 0.7 Balance Suggestions (for now)

RRF
-Bulldog
This unit is new and seems incredibly powerful for me. With the speed of a Pitbull, the ability to attack air like an APC, the firepower that almost resembles an Wolverine after AP Rounds upgrade, a RRF player can easily mass Bulldogs and rush the opponents. It's cheap, fast, and can just out-number or out-gun any other early units. The only unit I find cost-effective against them is the Predator Tank, but Predators just cannot keep up with the Bulldogs while they wipe out the harvesters so fast.

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