Tiberian Apocalypse is a Partial Conversion for Command and Conquer 3: Tiberium Wars with the goal to create a true Tiberian Sun sequel. GDI, Nod and the Scrin are getting a complete overhaul.
Looking at the prior image I can see what ur talking about and it looks good as an auto cannon, but as the laser I think it becomes just a little too overbearing. Just my opinion and its only a small thing. Regardless of the size of the canon its a brilliant model, 10X better than vanilla TW.
So hang on, Nod only gets an air-based AA unit after Tech Centre + Airfield then an upgrade? I hope you're making the Attack Bike stronger or Nod will just get air rushed every game.
Hmmm, maybe its time to change strategy for your mod. Can't kept complaining forever :\
I hope you also nerfed the stupid Scrin Stormrider to attack ground only, cause that darn thing can literally havoc both GDI and NOD as it can attack air and ground, or remove it entirely and replaced something that shared immense weaknesses.
I wouldnt even worry about lowering the storm riders HP considering all you needed were a few AA guns in base and it was taken care of. The Firehawk and Banshee have the same role it seems with this mod in terms of anti air capability. Both are Tier 3 Air units. The stormriders HP is low enough as is and if i remember correctly they take up a bay slot on a landing pad and cant be spammed because they reserve the slot. Big question though. whats going to happen to the Vertigo Bomber?
I have no plans for the Vertigo bomber yet, it might stay, or it might not. I might make the Vertigo a anti-defense aircraft like the Stealth bomber was in ZH.
You mustn't forget that Scrin Player use Stormrider as a early heavy hitter, and will usually build 2 Airbase to compasate their lack of numbers, they have chunks of hitpoint and can take out GDI harvester with ease. And remember that skill player will, and frequently build at least one Planetary Assault Carrier to overwhelm harvesting unit at distance with cheap scouting unit.
Would be interesting seeing the Vertigo be a more pricey bomber with an incendiary bomb load out like it has in CNC4 Meaning its limited to attacking structures themselves and groups of light vehicles and really pounding on tight groups of infantry that would otherwise overpower a venom and keeping that ball turret gun just for laughs. NOD does need more flame units and that's one thing CNC4 actually picked up on that you don't see in any CNC3 Mod so far. It keeps the attacking aircraft between GDI and NOD balanced.
While GDI have more direct attacking Craft. NOD focuses on burning everything in some way. It also keeps your aircraft numbers even.
flamethrowers at this point would really only be good within a building but on a battlefield theyve almost always been useless even as a terror weapon because of their range and their range would always be pretty short. well on a field battlefield if it was an urban or jungle they would be useful. only ever were good against troops and maybe light/open air vehicles but tanks they wouldnt work well and if a structure is armored or made of concrete they wouldnt be effective unless flame was kept on structure for quite a fair amount of time. by the time they would do damage they would either be destroyed or have run out of fuel.
talking about game rules for one and im pretty sure the game itself explains all of NODs flame fuel compositions being overly destructive and very high temperature.
Tell that to the people who banned Napalm because it was overly effective and considered inhumane because it did its job all too well and to fuel air bombs, That and thermobaric munitions which are all classified as rocket propelled flame throwers or flame weapons of sorts that are increasingly effective at bombing ground targets such as armor convoys and many other surface threats. Sure it might not be a bunker buster but any surface structure isn't going to stand up to it at all.
im talking about flamethrowers being a terror weapon only not napalm and fuel air explosives those are different and practical. though napalm was used more to clear out the jungle along with whatever was in that area, so it was dual purpose
Flamethrowers yes are old and are not entirely practical but some themal based weapons are still pretty and very exciting to see and it befits NODs fear striking stratagies and gives them a place as bombing masses where GDI seems like they are playing a precision game most of the time.
bombs that do a fire damage effect im fine with but flamethrowers not really because of the time frame. the only nod unit that would somewhat make sense to still have more of a flame attack would be the devils tongue and for some reason i want to say its flame wasnt produced by lighting a fluid on fire but was already more plasma based.
The cannon is too bulky. It makes the Venom look unbalanced. I do realize that actual weight plays a significant part in balance, but visually, it looks nose-heavy. Not sure if you could keep it the same length but reduce it's girth. Otherwise, I like it!
I think it may be the angle & the beam on the Venom behind making the cannon of the central Venom look odd because if you look at the ones on the left and right, that size looks fine.
Can we have another screenshot of the laser-upgraded Venom at a different angle? (If you could do a .gif of the model rotating 360 in your modelling program that would be awesome!)
How about mounting a TS era Cyborg Commando Plasma Cannon under the Venoms Chin?
Anti Vehicle but not as effective at structures as Banshee.
Low Rate of Fire too.
Bonus though could be Plasma Sprayer (Works like Flamethrower but Plasma.)
Awesome! Will the upgrade still have 5 1/2 second bursts? Also I think the canon is a little too long for the model.
the gun matches that of the autocannon actually. Bursts still are the same, only 50% stronger.
Looking at the prior image I can see what ur talking about and it looks good as an auto cannon, but as the laser I think it becomes just a little too overbearing. Just my opinion and its only a small thing. Regardless of the size of the canon its a brilliant model, 10X better than vanilla TW.
This aint a TW venom anymore. Its actually useful in fewer numbers like an orca is.
What is/shall be a NOD air superiority fighter ? Other than Banshee.(Banshee has air attack or not?) When Venom no longer have its anti-air attack.
The Banshee when equipped with plasma torpedos.
So hang on, Nod only gets an air-based AA unit after Tech Centre + Airfield then an upgrade? I hope you're making the Attack Bike stronger or Nod will just get air rushed every game.
the Banshee can be equipped with plasma torps or plasma pulse cannon, just like the firehawk in vTW could be equipped with missiles and bombs.
Then there's also the bike, the stealth tank, and likely another unit too.
Aha. So a loadout change then rather than having to actually pay $2000 or so then wait for 3 mins.
Yeah
looks nice.
Hmmm, maybe its time to change strategy for your mod. Can't kept complaining forever :\
I hope you also nerfed the stupid Scrin Stormrider to attack ground only, cause that darn thing can literally havoc both GDI and NOD as it can attack air and ground, or remove it entirely and replaced something that shared immense weaknesses.
I've lowered the HP of the Stormrider.
I wouldnt even worry about lowering the storm riders HP considering all you needed were a few AA guns in base and it was taken care of. The Firehawk and Banshee have the same role it seems with this mod in terms of anti air capability. Both are Tier 3 Air units. The stormriders HP is low enough as is and if i remember correctly they take up a bay slot on a landing pad and cant be spammed because they reserve the slot. Big question though. whats going to happen to the Vertigo Bomber?
I have no plans for the Vertigo bomber yet, it might stay, or it might not. I might make the Vertigo a anti-defense aircraft like the Stealth bomber was in ZH.
The Stormrider needed a HP-reduction.
You mustn't forget that Scrin Player use Stormrider as a early heavy hitter, and will usually build 2 Airbase to compasate their lack of numbers, they have chunks of hitpoint and can take out GDI harvester with ease. And remember that skill player will, and frequently build at least one Planetary Assault Carrier to overwhelm harvesting unit at distance with cheap scouting unit.
WHen are you going to face a "Skilled" player with this mod online?
pff,redundancy.
Would be interesting seeing the Vertigo be a more pricey bomber with an incendiary bomb load out like it has in CNC4 Meaning its limited to attacking structures themselves and groups of light vehicles and really pounding on tight groups of infantry that would otherwise overpower a venom and keeping that ball turret gun just for laughs. NOD does need more flame units and that's one thing CNC4 actually picked up on that you don't see in any CNC3 Mod so far. It keeps the attacking aircraft between GDI and NOD balanced.
While GDI have more direct attacking Craft. NOD focuses on burning everything in some way. It also keeps your aircraft numbers even.
An idea to consider
I actually want to have Less flame-weaponry, I find it to be a very outdated weapon system.
may be outdated but it plays on Mans fear of fire.
Didnt think about this but you can play a fire weapon by other means. plasma bomb. other things to that cause something to burn away.
flamethrowers at this point would really only be good within a building but on a battlefield theyve almost always been useless even as a terror weapon because of their range and their range would always be pretty short. well on a field battlefield if it was an urban or jungle they would be useful. only ever were good against troops and maybe light/open air vehicles but tanks they wouldnt work well and if a structure is armored or made of concrete they wouldnt be effective unless flame was kept on structure for quite a fair amount of time. by the time they would do damage they would either be destroyed or have run out of fuel.
talking about game rules for one and im pretty sure the game itself explains all of NODs flame fuel compositions being overly destructive and very high temperature.
even then flame weapons are still primarily terror weapons not practical weapons
Tell that to the people who banned Napalm because it was overly effective and considered inhumane because it did its job all too well and to fuel air bombs, That and thermobaric munitions which are all classified as rocket propelled flame throwers or flame weapons of sorts that are increasingly effective at bombing ground targets such as armor convoys and many other surface threats. Sure it might not be a bunker buster but any surface structure isn't going to stand up to it at all.
Thermobaric stuff is good. Some of it is just going to pop everyone's lungs hiding inside a cave. Or in the case of the FOAB, blow the cave up.
But flamethrowers are outdated. Flamethrowers as in weapons tossing burning fuel. Plasma weapons don't count :p
im talking about flamethrowers being a terror weapon only not napalm and fuel air explosives those are different and practical. though napalm was used more to clear out the jungle along with whatever was in that area, so it was dual purpose
Flamethrowers yes are old and are not entirely practical but some themal based weapons are still pretty and very exciting to see and it befits NODs fear striking stratagies and gives them a place as bombing masses where GDI seems like they are playing a precision game most of the time.
bombs that do a fire damage effect im fine with but flamethrowers not really because of the time frame. the only nod unit that would somewhat make sense to still have more of a flame attack would be the devils tongue and for some reason i want to say its flame wasnt produced by lighting a fluid on fire but was already more plasma based.
fire by itself is the fourth state of matter which is plasma.
Also. Long range flamethrowing action Upload.wikimedia.org
Flamethrowers? Just watch the tanks:
Youtube.com
Those laser modules look too big, just saying.
slingshots!!! give me my freakin slingshots!!!
Hmm,venom == Tiberian sun harpy?
I hope you consider to increase their price.Higher price + better effectivity == higher price== one unit having a bigger role==more valuable units.
He's already made it so you can only build 4 per airfield + they need to reload. I don't think a drastic price increase is necessary.
The cannon is too bulky. It makes the Venom look unbalanced. I do realize that actual weight plays a significant part in balance, but visually, it looks nose-heavy. Not sure if you could keep it the same length but reduce it's girth. Otherwise, I like it!
I think it may be the angle & the beam on the Venom behind making the cannon of the central Venom look odd because if you look at the ones on the left and right, that size looks fine.
Can we have another screenshot of the laser-upgraded Venom at a different angle? (If you could do a .gif of the model rotating 360 in your modelling program that would be awesome!)
I don't know, even on the others it just looks too bulky to me.
Gatling Lasers?
How about mounting a TS era Cyborg Commando Plasma Cannon under the Venoms Chin?
Anti Vehicle but not as effective at structures as Banshee.
Low Rate of Fire too.
Bonus though could be Plasma Sprayer (Works like Flamethrower but Plasma.)