The primary aim of this mod is to get away from the current gameplay which for the most part involves spamming tanks. We are introducing gameplay that requires, scouting and using a variety of units to be successful. Tanks are not the do-all units anymore, instead you need artillery units to take out defenses, tanks to take out artillery units, air units to take out the tanks, and AA units to take out air units. It's basically bringing Rock-Paper-Scissors to the game which we believe makes it more challenging and interesting. We're also making the factions' abilities exclusive. By that we mean only Nod use mines (so no APC mine drops) and they are also the only ones that use cloaking technology. The same applies for GDI who use more EMP now etc. We think this better defines the play styles of the factions so that you aren't just playing each faction more or less the same way.

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Here's a list of key features in the mod. For specific features on each faction please see the other feature lists.

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  • Stronger structures
  • More effective defenses
  • Upgradeable defenses
  • Tanks no longer target air units / detect stealth.
  • The mod encourages rock-paper-scissors gameplay with artillery effective against defenses, tanks effective against artillery units, air units effective against tanks, AA units effective against air units.
  • We removed a lot of stealth detction in the game and re-assigned stealth detection to more suitable units (usually AA units)
  • Cloaked disruption towers
  • Black shroud as well as Fog of war
  • Free airlifts
  • Free special powers
  • Special powers like orca strikes / vapor bombs will take out most buildings.
  • Radar comes with command post not conyard
  • GDI are the only faction to use EMP
  • Nod are the only faction to use mines / stealth
  • Scrin now repair in tiberium
  • Seven Maps (6-8 player) included.
  • Installer (installs maps and mod)

    Added in 1.1;

  • Tiberium Spikes come with a repair drone
  • Surveyors. Emissaries and Explorers are now made in their faction's vehicle factory.
  • Garrisoned units received rate of fire increases to make garrison clearing a little more challenging.
  • Units gain veterency at a much quicker rate
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folder998
folder998 - - 8 comments

«The mod encourages rock-paper-scissors gameplay with artillery effective against defenses, tanks effective against artillery units, air units effective against tanks, AA units effective against air units. »

What about infantary?

(sorry for my english)

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TalonH4wk Author
TalonH4wk - - 268 comments

There are no major changes to infantry at this stage. The commandos have been buffed a little, but we will be focusing more on them in the next version. Other than that infantry play the same role as before.

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TalonH4wk Author
TalonH4wk - - 268 comments

Update on Infantry in version 1.1;

The confessor upgrade (for rocket squads) now has the confessor armed with a sniper rifle. It has a shorter range and damage than the GDI sniper and of course there's no camo or stealth, but it is a very useful upgrade.

The Mastermind has a weapon in the same way that he does in single player.

Zone Troopers are more resilient after the armor upgrade and will heal now after upgrading the power packs (which seemed to do nothing before).

Hero units now all start at hero status.

There have also been changes made to make bunkered units more effective and tougher to clear out.

Also, I should have mentioned before that in version 1.0 special drops, like buzzer drops, Zone Trooper drops and Shadow Team drops all contain more units now.

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