The primary aim of this mod is to get away from the current gameplay which for the most part involves spamming tanks. We are introducing gameplay that requires, scouting and using a variety of units to be successful. Tanks are not the do-all units anymore, instead you need artillery units to take out defenses, tanks to take out artillery units, air units to take out the tanks, and AA units to take out air units. It's basically bringing Rock-Paper-Scissors to the game which we believe makes it more challenging and interesting. We're also making the factions' abilities exclusive. By that we mean only Nod use mines (so no APC mine drops) and they are also the only ones that use cloaking technology. The same applies for GDI who use more EMP now etc. We think this better defines the play styles of the factions so that you aren't just playing each faction more or less the same way.

Post news Report RSS May 2014 Update

An update on the status and next release of the TALON Mod.

Posted by on

It’s been a while but we are looking to release a new version of the mod soon. Svein & I haven’t been able to work on it as much as we would like to because of other commitments, but we always talk about the mod on a regular basis, brain storm and play as often as possible. These long periods between releases, although longer than desired, do allow us to really analyise how the mod is playing and what still needs to be worked on.

As an insight into that, we felt that it’s currently too hard to get to Tier 3 and that Tier 3 units after that took too long to build. So we’re definitely addressing that. There also seemed to be some adjustments needed with the defenses, some seemed a little too powerful, others a little under powered.

We also noticed that missile squads were out-ranging riflemen as well as out gunning them, and overall we wanted to make regular infantry much better against missile squads. So that’s been worked on.
There has also been a lot of work done on making more upgrades work on a per unit basis instead of being a global effect.

Some lower upgrades were being reached too late in the game and therefore often ignored, so we wanted to make some upgrades available at Tier 1. This currently applies to Kevlar Vehicular armor (which is being removed from APC’s) on Predators.

Rigs have been tweaked so that they are available T1 and they deploy quicker. They aren’t cheap though and they are capped to one (rig but not battlebase).

Walls are being significantly strengthened.

Tiberium is more dangerous to (GDI & Nod) units.

Tiberium Infusion has been added as per unit upgrade to more Nod Infantry units.

All engineers are now immune to Tiberium.

GDI Infantry armor upgrades make them resistant to Tiberium but not immune.

Tiberium Vibration Scan is now available for all factions on the radar structure at Tier 1.

Some units that are designed to clear garrisoned building or shoot Air Units (Pitbulls, grenadiers etc.) have been adjusted so that they are less effective against non-primary targets.

EMP durations and counter abilities adjusted.

And there are of course several new maps, this time a lot of tweaked or re-imagined versions of several vanilla maps.

We hope to have more news for you soon, with other possible features added and an estimated release date.

Post comment Comments
OmeG
OmeG - - 816 comments

Love the detail and thought provoking strategy you guys have infused into the game with this mod. Maybe my thoughts on NOD embracing tiberium would mean their soldiers would be more resistant the GDI's eradicate tiberium at all cost stance. Along with other generalizations, such as NOD being Stealth/Pinpoint Attacks/Sabotage/Tiberium Tech and GDI being Armor Tough/Traditional Shock & Awe Attacks/ Explode & Destroy "Wipe them off the map" Tech.

Tiberium Scan should be NOD specialty, but according to video lore they seized NOD research so I guess it could be for both.

The Description of mod summary bottom part is contradicting as regular army "combat engineers" (GDI) utilized mines as well as "Terroists" (NOD)who use IED's. Since this is more future styled game theory you'd think GDI would use mines (EMP or not) to thwart stealth units while NOD uses Adv.IED EMP mines and Hijackers as one of their tactics.

Thanks for continuing the mod, hope my thoughts are taken in good faith. :)

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TalonH4wk Author
TalonH4wk - - 268 comments

Thanks OmeG.

"Maybe my thoughts on NOD embracing tiberium would mean their soldiers would be more resistant the GDI's eradicate tiberium at all cost stance. Along with other generalizations, such as NOD being Stealth/Pinpoint Attacks/Sabotage/Tiberium Tech and GDI being Armor Tough/Traditional Shock & Awe Attacks/ Explode & Destroy "Wipe them off the map" Tech."
- I think we've done that fairly well. Always welcome suggestions though.

"Tiberium Scan should be NOD specialty, but according to video lore they seized NOD research so I guess it could be for both."
- Initially we were very strict about separating abilities and so on to make the factions more diverse. But I think we've achieved that and sometimes there are abilities that seem to be good to have for all factions and with intel abilities we really felt it was something all factions should have.

"The Description of mod summary bottom part is contradicting as regular army "combat engineers" (GDI) utilized mines as well as "Terroists" (NOD)who use IED's. Since this is more future styled game theory you'd think GDI would use mines (EMP or not) to thwart stealth units while NOD uses Adv.IED EMP mines and Hijackers as one of their tactics."
- I'm not familiar with this summary (But hey, I forget stuff after so much work on this mod so refresh my memory if I'm being dumb). Personally I see GDI engies as non-combative and Nod engies are "Saboteurs" which definitely insinuates an aggressive nature. GDi Engies have repair drones (with the mod) and Nod Saboteurs can cloak and lay charges so it feels about right to me. Scrin are just speedy little buggers!

Beyond the engineers I see Mines as fitting the terrorist / extremist mindset; blind, non-discriminate and kind of evil. EMP is more the tool of the righteous as it's a non-lethal weapon ...even if you die seconds after because you're immobile! ;)

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DuBaas007
DuBaas007 - - 1,922 comments

Quick question here, how long does an EMP last? I'm currently playing a skirmish and the enemy was able to use their EMP twice now, and the first one hasn't worn off yet.

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