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.

Report article RSS Feed Progress Report - June 2011

It's been a while since our last news post but here's some information about where 1.03 is right now and some insight to what's being included.

Posted by TalonH4wk on Jun 2nd, 2011

We have identified several areas that we feel need attention with the mod. So we are currently working on the following for 1.03;

  • Nod's power requirements were too high for basic operations. So we have brought them down to GDI levels. Disruption towers however can all be run using the prototype antimatter reactor, so it's now more natural to build it and then disruption towers.
  • Special powers were too easily obtained and spammable so we have re-introduced costs to use these, but instead of being a cost for each use they are a cost to research / unlock. This makes the economy in the game even more of a tactical element in the game. Something we are always trying to improve.
  • We have been working on making Air-based special powers (Orca Strike, Vapor Bomb etc.) more counterable via AA defenses.
  • Scrin's Ion storms now detect stealth. This is a convenient effect of the storm which disrupts cloaking fields.
  • There will be several new maps and older maps have been further optimised.

These are just some of the items that we have been working on. There will be many more new features included in 1.03!

Post comment Comments
NereidAlbel Jun 2 2011, 10:44pm says:

I like the idea of all support powers being researched before they can be used.

And about countering vapor bombs...Yeah, it's kind of ridiculous that I can have 8 (stealth detecting) AA defenses in the direct path of the bomber, but my Comm Center and some nearby power plants ALWAYS get blown up. It is no consolation that the bomber dies after dropping the vapor bomb =/

+3 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

C&C3: Tiberium Wars Icon
Send Message
Official Page
Release Date
Released Jul 27, 2010
Mod Watch
Track this mod
Report Abuse
Report article
Related Mods
TALON Mod (C&C3: Tiberium Wars)
TALON Mod C&C3: Tiberium Wars - Multiplayer Real Time Strategy
Related Games
C&C3: Tiberium Wars
C&C3: Tiberium Wars Single & Multiplayer Real Time Strategy
Related Groups
TALON Clan Developer & Publisher with 4 members