The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.

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Report RSS Flame Turrets (view original)
Flame Turrets
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alexyoung31586
alexyoung31586 - - 197 comments

That's pretty sneaky if you ask me.

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NebulaM78
NebulaM78 - - 87 comments

Glad to see work still being done on this mod. Keep it up, mate.

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Valherran
Valherran - - 2,443 comments

Oh that's evil... Do they benefit from upgrades?

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azuza001 Author
azuza001 - - 1,381 comments

Not at the moment, at the moment nod doesn't actually have any upgrades working in the current version.

The biggest thing with upgrades to me is there has to be a real reason or trade off. it's like the rail upgrade on gdi, what was the point? You always did it, and really was there much time you had with a non rail mammoth in game? No, you would always do it because why would you not? That's why we made the mammoth mk 4 just have it.

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Quadhelix
Quadhelix - - 76 comments

Very nice!

You might consider using something like the "Quad Turrets" from Kane's Wrath ( Cnc.wikia.com ; Cnc.wikia.com ) to have sniper guns attached to the Turret Hub. That way, you aren't completely dependent on enemy forces stumbling over the actual turrets.

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azuza001 Author
azuza001 - - 1,381 comments

That would kind of make them not as effective if you think about it. their main weapon is the flame thrower which is a short range attack. if you put an additional longer range weapon on it then it would unstealth and use it instead of the flame thrower and since the enemy can now see it they would not get closer to it to get into flames range and instead just attack where they are.

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Quadhelix
Quadhelix - - 76 comments

I see your point. Strictly speaking, that would depend on the range of the Hub's gun and how far away you can place the flame turrets: if you can place the flame turrets far enough away from the Hub, then you can position things so that the Hub can only attack those enemies that have already bypassed the Flame Turrets.

Of course, that would probably require giving the players the ability to place their Flame Turrets *really* far away from the Hub, so I can see your point.

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Mernom
Mernom - - 718 comments

why not have the hub attract enemies by being the target,having enemy units get closer too attack it,and entering the flame turret range?

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Valherran
Valherran - - 2,443 comments

Cus it would make the hub die faster, making it pointless to build if the unit AI is smart enough to auto-engage it.

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azuza001 Author
azuza001 - - 1,381 comments

What Val said. in theory it's not a bad idea but if that's your goal just place a high value target behind them and use that.

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Mernom
Mernom - - 718 comments

true...

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Description

Just a quick update, got the flame turrets working as the primary defense of NOD instead of the shredder turrets. Personally I like these a lot, but I'm not sure how useful they will be in game as they rely on hitting enemies that get close to them and not the other way around. Thats why they are going to be stealthed as well, only showing themselves when the enemy gets close.