Tiberian Apocalypse is a Partial Conversion for Command and Conquer 3: Tiberium Wars with the goal to create a true Tiberian Sun sequel. GDI, Nod and the Scrin are getting a complete overhaul.

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Nikolai_Romanov
Nikolai_Romanov Sep 4 2011, 11:42pm says:

EA and Westwood did try to work on this idea thus the "Move Backwards" ability that came up, but it never really was coded correctly, i'm glad to see someone has fixed it! good job!

+6 votes     reply to comment
[ITM]hammie
[ITM]hammie Sep 5 2011, 8:17am replied:

your work is absolutly stunning man anyidea on the next releace as this is epic so far man

+2 votes     reply to comment
GrimSheeper
GrimSheeper Sep 4 2011, 11:56pm says:

Brilliant, mate. I really approve of the amount of work put into the scripting here.

+4 votes     reply to comment
vader333
vader333 Sep 5 2011, 12:00am says:

You'll probably want to amplify the difference between front and back armour, because the person being attacked only requires a few seconds to turn the tank around, thus the attacking party will only get one or two shots in the back. To make it strategically viable, that one or two shots must make it such that a weaker force is able to gain a noticeable advantage.

And do you think side armour is necessary? Technically broadside hits should do more damage.

+3 votes     reply to comment
Sarge_Rho
Sarge_Rho Sep 5 2011, 12:08am replied:

The mammoth tank technically should take 200% damage from shots hitting it from the rear - and 120% from the side.

It used to be 150 and 110 respectively.

+3 votes     reply to comment
((;^GrimReaper^;))
((;^GrimReaper^;)) Sep 5 2011, 6:13am replied:

hey maybe u could add even more of a "Tactical" idea(if possible with this engine)...make it so that...maybe 1 out 50 shots to side armor might disabloe a track or two..that way if a tank gets a lucky hit on another tank it might knock out a track..therefore immobilizing the tank...just so long as the tank can still fire...idk if that is possible in this engine..would be cool though...would make ppl understand that spamming is not the way to go

+1 vote     reply to comment
Sarge_Rho
Sarge_Rho Sep 5 2011, 7:58am replied:

Not possible as far as I know. This directional armor was a simple matter of editing 2 lines in the armor templates.

+2 votes     reply to comment
SlayerX3
SlayerX3 Sep 5 2011, 9:02am replied:

AS Helge pointed out it is hard but if this happens to the Mammoth, it won't be fair if it not happen to other units such the Avatar, and the avatar has legs, you know what happens when you shoot a walker's legs.

+1 vote     reply to comment
((;^GrimReaper^;))
((;^GrimReaper^;)) Sep 5 2011, 12:06pm replied:

i meant for tracked vehicles...i was just asking..for walkers...well u could just make it where it cant walk or anything...it could still shoot i suppose...but i meant for tracked vehicle...

+1 vote     reply to comment
vader333
vader333 Sep 15 2011, 12:21pm replied:

*Troll* The idea of walkers going up against tanks is ridiculous, really... Just shoot one of their legs and they can't move, and the legs are so fragile. Plus the avatar is so freaking tall, Centre of Gravity and all...

Still, if it is a 1/50 chance, it can't be considered a strategic factor, since you can't manipulate it to your advantage, and is more luck based, like playing roulette. And I don't know whether you've any experience, but personally luck always makes a good game screwed.

+1 vote     reply to comment
Sniper33
Sniper33 Sep 5 2011, 2:16am says:

awesome dude but whats that tank in the backround??

+2 votes     reply to comment
Sarge_Rho
Sarge_Rho Sep 5 2011, 2:22am replied:

That's the Stryker, GDI's APC.

+2 votes     reply to comment
ApornasPlanet
ApornasPlanet Sep 5 2011, 2:32am says:

Man I love those titans!

+2 votes     reply to comment
grunt563
grunt563 Sep 5 2011, 2:10pm replied:

Titans FTW!!!!

+1 vote     reply to comment
K05T4R
K05T4R Sep 5 2011, 9:05am says:

Thats cool, infantry will stand even less of a chance lest the tanks stay afar off. I've wondered what the trigger is for vehs to run over infantry, because in some cases the veh will run straight over them, other times it will just stop a distance away and fire whilst it takes damage say from grenades or rockets.

+1 vote     reply to comment
SlayerX3
SlayerX3 Sep 5 2011, 5:59pm says:

Hmmm, reactive armor comes to mind since there are damage gradients involved.

Like vehicles with Slat armor or reactive armor receive reduced damage against rockets or similar kinds of ordnance.

+1 vote     reply to comment
Sarge_Rho
Sarge_Rho Sep 6 2011, 3:53am replied:

They are electrified reactive armor plates. Essentially any incoming projectile is vaporized when it hits the armor plates. Technically :P

Ingame it just gets more armor.

+1 vote     reply to comment
GeneralJist
GeneralJist Sep 8 2011, 7:25pm says:

Nice, i counted 6 hits difference for the armor difference, and 5 for just the direction, very cool.

To the best of my knowledge, the only way to make traded units to get stopped if a shell blows off a track is to have modular damage, something which requires a unit to be made up of many different models, then specifically coded for each part.

So it's possible, but just a lot of extra work.

+1 vote     reply to comment
Sarge_Rho
Sarge_Rho Sep 10 2011, 12:03pm replied:

Not even that. I probably could make it immobile when damaged, but that wouldn't be good imho.

+2 votes     reply to comment
TimberWolfer
TimberWolfer Jul 14 2013, 3:03am says:

Does the new Titan have a cannon animation?

+1 vote     reply to comment
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Description

Virtually all vehicles in TA will feature directional armor, giving more tactical depth.

Video Details
Type
Demonstration
Date
Sep 4th, 2011
Length
01:57
Filename
DirectionalArmor.mpg
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