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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ZOCOM combat doctrine (Games : Command & Conquer 3: Kane's Wrath : Mods : One Vision : Forum : Suggestions : ZOCOM combat doctrine) Locked
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Feb 24 2015 Anchor

Vehicle Armor upgrade
The upgrade, the name escapes me atm, for vehicles is stellar and makes for some great APC micro with Rig support but using it on surveyors seems odd to me... Surveyors aren't really important in comparison to say other support vehicles like harvesters and MCVs. Their harvesters could see a bit of improved armoring but that might take Steel Talon's heavy harvester concept away. Though they also get an awesome upgrade and can garrison 2 infantry squads.
Hammerheads (Sonic?)
These are great units especially with ceramic armor however without the AP ammo upgrade they are inferior to core GDI despite core GDI not getting ceramic armor. Seeing as how ZOCOM has a custom orca unit, perhaps a custom hammerhead like ST would fit? Say it fires its 2 machineguns but also launches sonic grenades like the orca however doing half the damage and having a similar ROF to not make them overpowered (1800-2000 creds for each) which have to be microed effectively anyway making it balanced.
Aurora
This unit is absolutely fun and amazing, they can kite most defense and take (stormriders, firehawks, and venoms) to properly counter but they are a bit underpowered for DPS unless you spam (18,000) worth, perhaps an extra ammo slot would even up their cost-effectiveness ratio?
Zone Raiders
These units are really good and after thinking of jumpjet infantry, perhaps they could be buffed further along with jumpjet infantry if at all possible to have wings and fly for short periods? Also I think they need an armor (not hp) boost with a cost of 1400-1600 creds to balance things out.

Edit: Also, an annoying thing is that a hammerhead can't target air units even with missile troopers and zone raiders in the garrison slot... Perhaps really weak aa rockets on the ZOCOM hammer? They would do like 100 damage and shoot every say 4 secs, so really not good but allows the unit to actually target air units.

Edited by: Spetsnaz666

Mar 11 2015 Anchor

I constantly want to improve my factions and have some exciting ideas for ZOCOM, but I think ZOCOM is among the factions who are in a neat spot.

I'd like to rework all the armor upgrades and allow them to have acess to upgrades which improve health of defensive structures, but I think every additional unit or upgrade would be unnecessary and poentially unfair towards other factions.

Of course, there are things like the Hammerhead anti air thing which I wanted to implement for ages but simply forgot too often ^^
I think the Aurora doesn't need a buff. I quite agree, that it is not that powerful since it deals ROCKET damage, but I wanted to make this unit excel in strength of ZOCOM which do not include high damage.
Actually, the Aurora is about as powerful as a vertigo on a per point comparison but what makes it look weak is the relative high cost and T4.
Not to mention that this unit has amazing splash and its range really is a factor that counts when balancing units.

Zone Raiders actually have a health upgrade, which are Auto Injectors ^^. And I did think about a unifying damage upgrade for hammerheads, APCs and slingshots which would be minor in comparison to AP ammo but affects more units and you still have the armor upgrade after all.

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