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.
In the future I plan to make each Commando useful in its own way. For Messenger-8 this means that the Mastermind can now be used as an army support unit.
In this version, the MM got an aura with 2 distinct effects. First, it got an aura which increases gained experience by all ground units in the viscinity. And it further buffs the durability and damage of all infantry units.
Furthermore, the cooldown on Mind Control on the Mastermind/Prodigy was lowered a bit. In return, there is a 2.5 second delay before a structure is captured.
This makes mind control a more utility oriented ability instead of an ability that can easily and instantly destroy the production or tech of an enemy player.
What will the second aura be?
The wording might be unfortunate. The first aura is the EXP aura, the second one is the infantry buffing aura.
Makes more sense. Infantry is super weak unless you are playing Nod, but Scrin infantry is specially frail since they are so specialized and short ranged. This buff may will not only give Messenger a unit type focus, but also make it more unique compared to the other Scrin factions.
I think infantry is in a good spot for the most part, I like to play with Messenger infantry in particular, it's really solid.
Ravagers can be upgraded with Blink Packs and are very strong against infantry. Shock Troopers get the lightning upgrade and their armor upgrade is cheaper now.
In the current version, Shock Troopers also deal additional damage to heavy tanks.
Maybe, but I can usually just destroy all Scrin infantry with very light counters, like Buggies or Rifle Squads, extremely efficiently.
Infantry from other factions puts up more of a fight, and you often need Flame Tanks and other such units to defeat holed up GDI or Nod Infantry, since they will just barrage your light vehicles with rockets.
I do not think Scrin infantry needs to change, since it is very damage intensive, and when they connect, they tend to just ruin their targets; but I still maintain my opinion about Scrin having the least effective infantry.