That yellow on Nod reminds me of the old days :D
That yellow on Nod reminds me of the old days :D
No, that part shows the main CABAL Core. Those humans there are not clones of Kane, but humans whose brains are being used as CABAL's processor. Kane there is in a healing chamber. That part actually shows that Kane had programmed CABAL to rise against both Nod and GDI after the Second Tiberium War, for purposes we will never learn. The C&C Bible refers to Kane as a human, but also shows that he has existed since the beginning of recorded history, so he is most likely the biblical Cain.
Yes, I am aware of that unit, but since we are in the TE Timeline, this unit has never existed, so I don't think there isa problem.
Really? I can't check that out right now, maybe if someone is kind enough to check it and tell me?
That would be me, actually. Why, do you want me to fix something?
After so much time, TVP has launched a new unit profile, complete with a video! Check it out if you want and enjoy!
Banshee profile remade, hope my style didn't get too bad for you to like anymore, please comment and help me improve! Now that we started again, we won't allow this to fade.
God, this is what the Annihilator should be like.
If someone could ever do it, it would be you Carnius. :D GATES
This is the msot awesome thing I have seen in C&C3. Carnius, you continue to amaze me even after all this time!
Hey, I missed out on all those subjects lately, so I posted my opinion here, so that those who care can see.
GDI Barracks:
I hate the WW CNC3 concept, it seems too circular and kind of Scrin-ish. GDI goes with more boxy buildings, simple and heavy. However, I am not too pleased with the default Barracks either, maybe if they looked more sturdy and with more GDI colors it would be awesome, but it's something I can live with.
Gates:
It's something that might be achievable with scripts in the WB, so maybe Carnius can make it. Also, Starfox, you meant the default GDI Gates of the WB, or Carnius-made models? I'd like to know :D
Hey, don't do that to KW! Because if the MODSDK is finished we might get TE for KW. Just imagine.
Hey everyone. with the release of 1.5b, the TE wiki has become completely obsolete, so I ask all of you here to please contribute to it, and try to make it worthy of the mod :D Thank you.
The Jetpacks must be nerfed, but the Harpies must not be buffed. Four of them actually, can do the job of a Banshee, taking down those Titans coming for you.
The Jetpack Troopers are way too tough against rockets, and have just a little less firepower than the Harpies. To me, both need to be balanced.
I believe the Tiberium Spikes have become extremely underpowered. They give a 750$ first time capture bonus (the real profit is 250$, since the engineer costs 500$) and 10$ per second. Imagine, if your only source of income was a Tib Spike it'd take you 25 seconds to get enough cash to build a Militant Rifle Squad, while with 25$ per second in 25 secs you got 625$! In one minute you get 600$ while in the older version 1500$, it's a 60% reduction, which makes the Tib Spike useless and too much trouble for nothing, even for a complementary source of income.
The other is the power of the basic base defenses. One SAM Turret will possibly die to a single Orca Fighter, while a Titan and a Wolverine are a much better defense than an RPG Turret and a Vulcan respectively. All of the basic defenses should be made tougher and the SAM get some damage boost.
That's what I wanted to say, they shouldn't be better than their counterparts in all aspects. Ex.
Wolverine has the most survivability and most damage but is costly and cannot attack aircraft.
Raider has the most speed and lowest cost but is paper-armored.
Razorback is the best against aircraft and can heal in Tiberium but is pretty slow and weak.
Humvee should be tough and able to transport infantry but the costliest and that with the weakest gun.
What I am saying is that they could be balanced and overpriced, so that you can't and won't always prefer them. Now I only capture the Center only for the Ghost Stalker, and if I have a Nod enemy the MSA. The rest are too low in numbers, and you need more.
The Feral Mutant is a wild unit you encounter if you play Dueling Islands Classic. Though, in the Nod mission at Ayers Rock, the Hovel allows you to build them. They seemed good, but I can't say I have really tested them.
No, the Hijackers cannot hijack the Mk2 :(
I find the ability to change altitude pretty awesome. You can pass under the AA if needed, even though now I feel the AA don't do anything to my aircraft anymore (namely the Nod AA seem like shooting rocks, not rockets):P
For the Forgotten, I have found these units so far:
Mutant Marauders: Standard AP infantry, not as powerful as in 1.4, but still doing their job.
Mutant Flak Troopers: Standard AT and AA infantry, still pretty powerful, only available in the campaign, which is sad :(
Combat Fiends: Extremely powerful unit that takes down anything on the ground. Maybe a little too powerful actually :\
Hunter: I don't see much difference between her and the Sniper Team, other than the fact that she can clear garisons.
Ghost Stalker: The Ghost Stalker is awesome, as always.
Hijacker: An addition I really liked, too bad you can only build one, but maybe it would be imbalanced any other way :P
Feral Mutants: I had seen those guys on Dueling Islands, but I found that they are buildable in the campaign. These guys seemed strong actually, and only costed 100.
Humvee: Transport vehicle and a fast scout. The only flaw is that it still has rockets, even though we also have the Looted Pitbul for that.
Looted Pitbul: It is still living, and even without the MG, it is still extremely powerful.
Mastodon: There are no words. 3 of that monstrosity are enough to destroy a base. :P
MSA: A big advantage over Nod, but I found out that if you deploy one, it is like you don't have an MSA and the count resets, so you can build as many as you want that way.
I don't like the fact that you can only build 3 of each, it is a huge pitty. What would be a good thing to do is reduce their power to normal levels and increase their price to above normal. That way you capture the Center to get the utilities of units you cannot build normally (ex. a tank that can carry units, an excellent stealth detector) and not to get your hands on units that are extremely more powerful than their faction counterparts with the same price.
It's really good to see you are still doing this, even though I am nowhere to be seen :P My regards to all of the TVP team for this excellent job, though it'd be nice to see the Forgotten :D
Makes me sad my pc died in Christmas :( When I get the chance, I will play TE though.
Not having the humans as a playable faction from the start was a fault for this awesome game, but it's good to see someone's revived the mod to fix this :D. Keep up the good work!
Bring Banshees... lots and lots of Banshees...
"The mixture of the nuclear blast with the Ion Cannon's energy caused a Rift"
Why would we possibly want to replace such a flawless model? Posting suggestions about things which are perfect to become worse is not what we want.
It's better to add Chuck Norris, at least Chuck would die of old age, if you manage to keep a game that long.
I sleep at school, but I am a troll as well. :D
Hands shaking, stable and slow movement, smart moves and then BANG! He is scared and cuts the wrong wire: BOOOOOM.
playmsbk
vagos joined
LOL