Kane's Wrath Reloaded is a partial total conversion and balance mod for Command & Conquer 3 Tiberium Wars designed to change and make gameplay the way it was meant to be played. Unlike the original Kane's Wrath expansion for CNC3, this mod for CNC3 will not be played under most KW current gameplay changes and conditions. New gameplay changes, edited content and most units imported from KW and C&C4; (yes, they are real) will add and combine to the strength of the new gameplay experience for this mod.
I highly doubt if few modders have done this before because I have finally done this ability perfectly. Like the ability in KW, the rage generator worked exactly as I predicted along with the hallucination, FX and sound effects. I might buff the hallucination effect a little longer unlike the nerf change in KW patch 1.02.
What kind of advantages do you get from your units imagining the enemy? ...
I'm pretty sure that "hallucinate the enemy units" means that the enemy units are the ones who will be hallucinating.
They imagine that their previous brothers in arms are actually their enemies.. I think you see where that goes.
It causes your enemy to hallucinate. Your enemies units fire on each other for a short period of time.
Nerfing the Rage Generator for buffing the useless laser was the worst decision. Better would have been a dual-triple laser (if you dont see it, his left hand is free) along with the Rage Generator to make the Redeemer actually worthwhile.
The cloaking field support power makes the Redeemer worthwhile.
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