All of the thanks to goes to Carnius for a great mod, I am thankful that you are kind enough to make this for me and the rest of the CNC community, without caring about any kind of pay or reimbersment. I and, I believe the rest of the CNC community really just want to say, THANKS CARNIUS! and thank you for coming to TEF.

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Mutant Flamethrower Squads (Groups : Tiberium Essence Fans : Forum : Mutant Ideas : Mutant Flamethrower Squads) Locked
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Oct 12 2012 Anchor

How about giving the Forgotten C&C1 style flamethrower squad with virtually no armour and Tiberium Flames, heal in tiberium and explode in a big fireball when killed engulfing nearby units.
Mutant Flamethrower guys, cool or uncool?

Nov 16 2012 Anchor

I guess flame is for the Brotherhood only.

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Brotherhood, Unity, Peace.

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Nov 17 2012 Anchor

Well this would be quite interesting, though I fear it could take some of the uniqueness away from Nod. Hmm....

Nov 17 2012 Anchor

I actually liked the idea of the Tiberium Troopers in KW, but since I don't want the Flame Troopers for Nod to be replaced either (and I agree, the flames should be unique for Nod), I could see the spraying-of-tiberium concept working for the mutants in some way.

Nov 18 2012 Anchor

.Mac. wrote: I actually liked the idea of the Tiberium Troopers in KW, but since I don't want the Flame Troopers for Nod to be replaced either (and I agree, the flames should be unique for Nod), I could see the spraying-of-tiberium concept working for the mutants in some way.


this is an interesting twist, though i'd still like to see them have a wide explode on death as the C&C1 flame guys (perhaps leaving behind some tiberium crystals and/or tiberium vapour). I still think low-health and high mobility should be key to make them a different unit to the Blackhand, it would obviously be less effective than flames on infantry (and FAR less affective at destroying structures, still able to clear garrison), but still more effective than Militia/Riflemen, with perhaps the possibility of being used to heal mutant infantry when theres no tiberium around. More and more i'm liking the concept .Mac., my only reservation would be that it's perhaps too high tech for the mutants but on the other hand they can rig together all kinds of crazy stuff so it's not beyond them. Perhaps the old Mutant Marauder model could be used for these guys with some small changes ofcourse.

Edited by: M0nkfish

Nov 18 2012 Anchor

Sure I think they can have a smallish tiberium-based explosion on death (tiberium vapor, I think is too much), kinda like what we've been discussing for the CC (tiberium vapor would be more fitting for him). I think that would be cool if it left a unit or two of tiberium too, but for consistency, Carnius should also make sure any ground unit that utilizes moderate to high amounts of tiberium as a weapon leaves some tiberium behind. And when they shoot, I'd be just fine if Carnius re-used the same animation that was seen in KW (plus it'd save time). When you say high mobility, do you just mean they can move faster?

Hmm, I think you're on to something with the healing mutants idea, I don't see why not! In a way, perhaps these guys are like a medic and flamethrower combined?? This ability from this unit should work on any unit that heals in tiberium in fact, not just mutants. "You got injured? Okay stand still, let me hose you down with tiberium." XD When they shoot to heal, I think a smaller and more concentrated animation would look better. And you are right about them being able to rig things together, that's exactly how I see them too - very resourceful and adaptive to situations and nature. So I don't think this sort of thing is out of their reach :)

Nov 18 2012 Anchor

.Mac. wrote: When you say high mobility, do you just mean they can move faster?


Yes, but not superfast. after all they have a big hose + tank to carry, but none of the blackhand's heavy armour.

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