Kane's Wrath Unofficial Big Bang Patch 1.04 is a mod that adds few new things and tries to balances the game a bit more from my and the community ideas while at the same time also tries to save the most import ingredient at bay: The "fun".

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Machine-Reaper
Machine-Reaper - - 2,221 comments

I understand in the case of Scrin that teleportation can cause telefrags, but incase of Kane, why he bombs out of a Chemical plant?

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Ahrimansiah
Ahrimansiah - - 3,216 comments

yeah i do agree, also kinda strange that kane comes out of chemical plant :P

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egozi44 Author
egozi44 - - 2,220 comments

The main idea of these units is mostly as an uncannon OP wildcard kind-of-units that not allowed in official matches (as you need crates for them which are locked in official matches anyway) and are hard to get, so in a bit of a nod to BFME2 Ring units, and RA2 Spy tech stealing/Yuri Prime, I thought that Kane could s..ort of fit in,

People did told me at first they wanted for Kane to be replaced with something else half decade ago, but once they realized it was more of a game mechanizem than a lore one, most of them calmed down xD

I too was sceptic at first about it (Kane and the Skolex both are the units I have the most controversial feeling about) but didn't had any good unit to replace Kane with as the Cyborg Commando spot was already taken (it need to be at the size of inf too so Core defender is off the pic xD), and I eventually got used to it as well.

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Machine-Reaper
Machine-Reaper - - 2,221 comments

ah I remember that from BFME2!~

The Bitch King of Sauron and the Witch of the woods were absolute OP units and using them was crazy in its own way!

Nice of you to make a similar thing in C&C x3

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egozi44 Author
egozi44 - - 2,220 comments

Yeah ahah, and thx.

The idea was inspired by few things, but mostly came up in my mind as an additional counter to some rare situations where 1vs1 players just can't concludes a match since they're both good enough to counter the other (it happened to me few times and matches could've dragged to 4 hours till one player does a fatal mistake or just decides to quit),
So the wildcard units sort of there to give you another option to change the flow (or provides opportunity for your enemy to kill you while you focused on it xD)

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Description

Extreme units' training method was reworked,
Now they can be called via a button from their own structures rather than takes an additional training tab (Ignore the prices from the pic as it was left from my tests xD, Huge thx for StealthIsKey for helping me out with that and for Hartzheim and Steel-luigi for testing some of these stuff.

Other few optimization for the next version also been made, such as:


[Global changes]:

-Tiberium Vibration Scan, Power Signature Scan, and Threats Scan, now also shows things on the map for ally players.


EA's Bugs/Improvements:

-Beacons now not visible for enemies.

-Tiberium's based objects' textures fix now works on the campaign missions (That fix is already in the mod since ver 0.3, but need to be applied to each *official* map manually).


Bugs/Improvements on my end:

-Supreme Commando's pod's landing animation been adjusted a bit, and his thrusters now also have flame effects when he nuke-jetting.

And more o/