Just like Kane's Vision, this mod aims to perfect the gameplay experience of Kane's Wrath. With countless new faction unique upgrades and units, this is a comprehensive overhaul of this already great game. Every change that was introduced in this mod was with quality gameplay in mind and do justice to the lore of the factions. Furthermoe, One Vision is keen on maintaining the game's high visual level and improve upon it wherever possible.

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Add media Report RSS Black Hand - Vehicle Reskin (view original)
Black Hand - Vehicle Reskin
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Violet-n-red
Violet-n-red

oh, those siesmic thingies are planned to be included? interesting.

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cj91198
cj91198

reminds me of Renegade now and i love it

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jfpoliveira12 Online
jfpoliveira12

Considering that Renegade was the first time BH was relevant to the storyline, it is quite fitting.

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Jeffman12
Jeffman12

P. sure Black Hand is mentioned by name in TS/FS and/or the manual.

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Violet-n-red
Violet-n-red

why? because there is more dark-red now?

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cj91198
cj91198

A little yes... But everything about it gives off a renegade vibe

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GC_dzbanek

I didn't ever like the Kane Edition skins for Nod - except the one for Avatar. But now, when You modified it for entire faction, it may be just really cool...

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Cabal/Legion
Cabal/Legion

I see the C&C4; aftershock unit
It was a kind that uses the Tiberium vein detonation as its weapon by deploying on ground after standing very close to its target. I wonder how its gunna play for KW

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jfpoliveira12 Online
jfpoliveira12

Didnt it send an underground torpedo? It was a good artillery concept, too bad the game didnt have bases, making artillery units pointless.

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Cabal/Legion
Cabal/Legion

nah that was the Underminer unit that shoots underground bombs like torpedo as Defence class's Main artillery, the aftershock was like sort of a combat unit that has the highest HP, while has to stand right next to buildings or units before deploying.. due its tiberium vein detonation radius was very very small compare to using Support power.

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jfpoliveira12 Online
jfpoliveira12

Yes, the Underminer was the unit I liked, though Zocker apparently just made thos unit useful, just hope it manually deploys and stays immobile, unlike the Juggernaut.

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Zocker4ever Author
Zocker4ever

It works very differently from CnC4, here it will serve as an artillery unit with massive aoe.

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Guest
Guest

Absolutely freaking out of this world awesome, great work mate

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GC_dzbanek

Zocker, that's pointless. Nod factions already have the artillery with largest AoE in the game, Specter. And guess what - I don't even see it being used in PvP, except sometimes on Redzone Rampage - when BH must counter juggs, and that is basically all. This is absolutely POINTLESS to give Nod factions another artillery unit with high AoE and low damage, since it has been already proved that if Nod needs one reliable artillery unit instead of multiple platforms with numerous flaws.
Just to remind You, most factions (except ZOCOM and Nod/MoK/BH) have one artillery type, a pretty reliable one. If You were to give BH (or any Nod) artillery of such type, they would now have 3 typer of it... and I think that all of them would be equally underused.

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jfpoliveira12 Online
jfpoliveira12

BH Specters in this mod are way better than you expect, get the thermobaric shells upgrade (or consecrated shell, can't remember which it is) that gives more AoE and flamethrower type damage and it really demolishes structures and infantry, this mod corrects a lot of KW's mistakes in similar manner.

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Zocker4ever Author
Zocker4ever

It does not give them a "flamethrower type damage" (which would be grenade damage).

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jfpoliveira12 Online
jfpoliveira12

Sorry then, I always assumed it did. It does make them better against inafntry though, but that is probably because of more damage then.

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GC_dzbanek

Specters are meant to counter units. In most cases, beam cannons will prove to be more effective at countering base defenses/other buildings.
EDIT: Nevermind, when I was replying the site wasn't updated with other users' replies o.0

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Zocker4ever Author
Zocker4ever

I am aware that you think you know everything better without even playing with said units, however there are major differences between the units. Most of all is that Specters primarily have an anti-unit purpose similar to Juggernauts due to their cannon damage type. They are fast and cheap but most often they are used to counter epic units or enemy artillery units. They do find use in sieging structures, but it takes them a rather long time to actually finish it, even hen upgraded.

The new unit, on the other hand, does rather little damage to infantry and vehicles and deals grenade type damage which is designed to kill structures primarily. Moreover, the splash is easily twice of not triple the size of a Specter and can lay whole chunks of a base to waste.

It is like you compare a Juggernaut to a Devastator Warship, they are completely different units with an entirely different purpose.

The reason why I chose this unit is because BH has more than enough frontline units already. However, what they lack is aircraft or rather a reliable way for surgical strikes in the heart of an enemy's base. Like, killing a superweapon behind heavily fortified defenses.

This is why this unit provides them with a reliable way to kill structures, something BH has lacked ever since (Flametanks are more gimmicky than reliable and every other sort of flame unit dies too fast). In terms of speed, range and health it is more comparable with a Juggernaut and because it is so expensive you need to take better care of it.

Same for the Beamcannon, it is a completely different unit. It's an infantry support unit that can be used in a deadly combo where you got a lot of anti-armor rocket militants in the front and a handful of long range anti-structure beamcannons in the back. As a designated artillery unit it cannot be used because it dies too fast on its own and cannot even shoot over obstacles or structures.

You don't want to use them and keep killing structures with Specters? Fine, but I am designing this for the meta of high level play as there balance is much more fragile.

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jfpoliveira12 Online
jfpoliveira12

Don't worry mate, we are aware of the design decisions you take are to balance out the game and make it a better competitive game than EA did.

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Cabal/Legion
Cabal/Legion

Yeah its like both Juggernauts & Devastator warship are both the main unit of GDI & Scrin that are Absolute building killers by being grenade damage to them... but plays differently on something else due Jugs do tiny damage to infantry while Warship eats them for breakfast. The aftershock can also fit that role as nods Teir 3 building killer. Yeah they have specters, but because BH have no stealth, that'll make them even more less reliable than Nods due they'll become more easier targets, & they take ages to move after been deployed. If aftershock can have decent enough of HP.. despite being expensive unit, they could endup useful as BH's artillery

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GC_dzbanek

I used to like Specters in some matches. They require far too mach micromanagement to be reliable, You can't call them designed to counter units, because they are bad at doing so. Even in artillery fights they are a weak choice, since Devastator Warships just need time to take them down, while Juggs are just far more cost-effective, they need just two shots to take out Specter compared to five Specter shells needed to take out jugg. And that is, of course, only in case You have also a huge force to stop enemy from approaching closer (and considering enemy will be ST/GDI You most likely will not), cause if You do not Juggernauts will use Specter's minimal range and high deplyment time to massacre them - propably without any loses. And still, it's highly propable that Nod/MoK adversary will use Vertigoes instead, only BH being pretty much forced to rely on Specters here.
By the way, I do play with artillery a lot, both in original KW and in One Vision. I didn't know that it's going to do grenaade-type damage, though, so I assumed it's going to counter vehicles (as we know, that's what Tib Vein Detonation does best, and iirc Aftershock uses exactly that technology), and with such AoE it would have to do pretty much no damage, thus my judgement.
I have an idea though. Idk why would You want to make it weak vs infantry, but they could slow down vehicles the way Tiberium Troopers do. Since they are meant to do no damage to them, it would make sense, You couldn't just spam them, but more likely use as a support.
I'd also like to ask one thing - how much HP is this unit going to have? It looks like T4 for me.

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Zocker4ever Author
Zocker4ever

It is indeed T4, it will be the Black Hand's unique unit. It costs 2400 with 6000 health and 67 speed.

Regarding the Specter, you need to use them like a hit and run unit. Being Nod, cheap and having stealth it is obvious that it will lose in a straight up fight with Juggernauts. However, it outranges them (750 range vs 600) and if I am not mistaken 2-3 Specter shots can decimate a group of Juggernaut a fair bit.

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GC_dzbanek

Yeah, it would make sense, but their high deplyment time makes it hard to engage enemy Juggernauts in time, before they are able to close in and spew out their devastating barrage. As I said, I find it to be extremely tricky to counter Juggs with Specters cost-effectively (this IS possible, but requires lots of space to maneuver and lots of micromanagement - especially with force-firing their shots, but not only that).
But that's original KW; I am fully aware that You have actually nerfed Jugg's dmg to vehicles a bit, and maybe also increased the speed of Specter's projectiles (not sure about this one; there was a short post about it). It would change these units' balance a lot, as well as outcome of the fights, so as for now I'll just wait for the new version to come out and see how are things doing there.

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Zocker4ever Author
Zocker4ever

the Juggernaut actually deals cannon type damage which is why you can use it to melt away enemy epic units.

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M.Leo
M.Leo

Fantastic, keep up the good work.

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