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TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

I think the slower build times really make a huge and positive difference to the game by dividing a round into early, mid and late game periods and that stops all the tech being available in the first few minutes of the game.

Having said that it's a balancing act and in 1.3 the build times for some structures was too long and they have been reduced.

As far as "watching" your buildings build...you could do something else with the time...like scout, harass the enemy, etc. ;)

Good karma+2 votes
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

Thanks. There are online tutorials that show you how to mod, and you would also need the files for the mod, which we aren't releasing at this time.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ May 2014 Update

Thanks OmeG.

"Maybe my thoughts on NOD embracing tiberium would mean their soldiers would be more resistant the GDI's eradicate tiberium at all cost stance. Along with other generalizations, such as NOD being Stealth/Pinpoint Attacks/Sabotage/Tiberium Tech and GDI being Armor Tough/Traditional Shock & Awe Attacks/ Explode & Destroy "Wipe them off the map" Tech."
- I think we've done that fairly well. Always welcome suggestions though.

"Tiberium Scan should be NOD specialty, but according to video lore they seized NOD research so I guess it could be for both."
- Initially we were very strict about separating abilities and so on to make the factions more diverse. But I think we've achieved that and sometimes there are abilities that seem to be good to have for all factions and with intel abilities we really felt it was something all factions should have.

"The Description of mod summary bottom part is contradicting as regular army "combat engineers" (GDI) utilized mines as well as "Terroists" (NOD)who use IED's. Since this is more future styled game theory you'd think GDI would use mines (EMP or not) to thwart stealth units while NOD uses Adv.IED EMP mines and Hijackers as one of their tactics."
- I'm not familiar with this summary (But hey, I forget stuff after so much work on this mod so refresh my memory if I'm being dumb). Personally I see GDI engies as non-combative and Nod engies are "Saboteurs" which definitely insinuates an aggressive nature. GDi Engies have repair drones (with the mod) and Nod Saboteurs can cloak and lay charges so it feels about right to me. Scrin are just speedy little buggers!

Beyond the engineers I see Mines as fitting the terrorist / extremist mindset; blind, non-discriminate and kind of evil. EMP is more the tool of the righteous as it's a non-lethal weapon ...even if you die seconds after because you're immobile! ;)

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

I've had that happen sometimes with different games. Tried alt-tabbing to get to the game that might be minimized, or CTRL-ALT-DEL to close it then re-open?

Good karma+2 votes
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

I'm running Win7 64 bit as well with no issues on 2 systems. Is the issue just with the mod or with the vanilla game / any other mods?

Good karma+2 votes
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

Yeah that means you have the wrong version installed. Make sure it's the right download link, and try again. If that fails try deleting the TALON folder in Documents\Command & Conquer 3 Tiberium Wars\mods and then re-download and install.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

The trick is to get either the Saboteur or the Fanatics to run back and forth repeatedly as close to the wall as you can so you force the GDI Guardian Cannon to damage its own wall, and once it's lowered a bit you can attack it with your Fanatics. If done right, the wall should be weak enough to go down.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod 1.3

The mod isn't designed for campaign play but there are ways around the wall issue you mentioned. I forget what the solution is off the top of my head, it's posted on here somewhere.

We haven't noticed any slow downs of harvesters, but will keep an eye on that.

Good karma+2 votes
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

If anyone wants to play the mod, feel free to add me as a friend in Steam. My Steam name is TalonHawK. I'll gladly play 1 vs 1 or comp stomp any time.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod 1.3

Thanks for the feedback. Svein's the single player guy so he'll cave way before me when it comes to optimizing the mod for campaign play, but who knows maybe one day we'll look at the single player side of things, especially if we have good feedback like this.

One of the main things we're looking at right now is infantry. Specifically reducing the range of Rocket troops (GDI & Nod) and the effectiveness of Disintegrators against infantry.

We like that infantry is being used more now with the changes made in 1.3, but feel that there need to be some slightly better counters (other than other infantry), so we're looking at making anti-infantry defenses and vehicles more effective at taking out infantry.

We're also looking at mutants in the game and trying to make them become more appealing and useful.

I'm not sure if any of that will benefit Campaign play.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

Go to downloads (above), click on TALON Mod 1.3 and click the "download now" button.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Clan

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TalonH4wk
TalonH4wk - - 268 comments @ TALON Clan

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TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

Regarding the speed of Devastators and formation move orders; I think people play differently and the changes we made can suit some different play styles. I like using formation move orders but I set them up by grouping types of units, (not having groups containing mixed units) as I like to have control of specific types of units in groups. That means there is no slowing down of faster units in effect because they aren't in one mixed group.

Also, Devastators are now available a lot earlier than PAC's so the slow down means they simply can't travel around a map as fast bombarding the bejeezus out of everything. Nothing to do with formations, just simply slowing them down as they are so effective at destroying structures.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod 1.3

OK you were originally saying that regular structures were what Beam Cannons were "useless" against, not defenses. I think that's been resolved as they actually do more damage than Juggeranuts.

I hadn't noticed an issue with them against any defense, but will do some tests specifically against defenses, and we'll look at the code to see if there's any weird settings for Beam Cannons.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod 1.3

I did a test with 5 Beam Cannons and 5 Juggernauts attacking structures. These were the results.

5 juggernauts vs War Factory = 17 seconds
5 Beam Cannons vs War Factory = 11 seconds

5 juggernauts vs Conyard = 112 seconds
5 Beam Cannons vs Conyard = 27 seconds

Good karma+3 votes
TalonH4wk
TalonH4wk - - 268 comments @ TALON Clan

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TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod 1.3

Ok I see what you're saying. The Devastators have a shorter range than AA defenses, but I hadn't noticed that they kept moving forward after the Devastator main weapons came into range. And you're not clicking on an area in the fog/shroud I assume? And no weird terrain nearby when it happens? Sorry to ask, just like to make sure there are no other explanations or variables. We'll take a closer look.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod 1.3

I have been swinging back and forth on Beam Cannon damage. I was thinking they were too weak, but I think it comes down to numbers. If you make 5 of them they make quick work of almost anything. More than that and they are probably the quickest at destroying structures when compared to the same number of juggernauts or Devastators. But we'll keep testing and tweaking where necessary.

Devastators have been one of the hardest units to get right. In 1.21 you could use the Mothership to draw fire away from Devastators, or spot for them. But with recent changes to the Mothership this option isn't as appealing obviously. The issue we want to avoid is where Devastators can just pound a base to dust in seconds and travel quickly and easily to another base and do the same thing again. Yes they're artillery units, but because they are so mobile and quick to travel around a map and because they can only be countered by AA units it's an artillery unit that needs a some kind of downside. The way we see them right now is as a coup de gras unit...meaning a unit that comes in and finishes the job quickly when the AA defenses are down. We do frequently play with Scrin so it's not a faction we don't like, we just don't want them to be over-powered either.

We do have some ideas for the Devastators that we're working on though, and it's good to get feedback on how you feel they are at present, so thanks.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod 1.3

Thanks Cncforever. It's always interesting to hear how the mod plays in single player. Previously there were a couple of stages that were a problem when playing with the mod, but there were ways around them. Have you had any problems yet or points where you had difficulties?

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Clan

This comment has been posted in a private group.

TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

Yes Nod has still has the cloaking field, it's just a tier 2 item which means it's available 10 minutes into a round (if a player goes for the Op Center ASAP).

And, yes thanks for your previous feedback. We took note and changed the APC EMP spikes. They're now available at Tier 2 (so also about 10 mins into a round) and they don't effect structures, friendlies or stealthed units any more.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Clan

This comment has been posted in a private group.

TalonH4wk
TalonH4wk - - 268 comments @ TALON Clan

This comment has been posted in a private group.

TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

I sent you a PM that I hope will help.

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

TALON Mod 1.3 has been uploaded to ModDB. Just awaiting authorisation.

Good karma+3 votes
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod v1.2

New version will be out any time now and with it a new installer that might solve your problems. If not get back in touch with me (better to contact me direct on this site or on my clan page www.talonclan.com).

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ TALON Mod

False False updated?

Good karma+1 vote
TalonH4wk
TalonH4wk - - 268 comments @ Predator Drones

One of the key objectives of this mod from day one was to not have units that do everything. So all AA abilities were removed from tanks so that players had to use AA units in support of tanks. Basic Rock, Paper Scissors. It's something that we feel really works and makes the game better, so no sorry, we won't be adding rockets or anything AA related back onto tanks.

Good karma+2 votes
TalonH4wk
TalonH4wk - - 268 comments @ Predator Drones

....with LASERS!!!

Good karma+2 votes