Tiberium Crisis will reconstruct C&C3; and part of C&C4; on the old but flexible engine and create a new storyline and factions to bring an end to the Tiberium Age. There are 20 missions roughly resembles the vanilla C&C3; and Kane’s Wrath storyline with 8 original End of Tiberium missions. 15 playable factions in Skirmish including the classic Allies, Soviet and Yuri. The brand new End of Tiberium missions will be fun and will be completely different from the widely criticised C&C4; stroyline. Want to lead GDI to end the Tiberium threat once and for all? Or become a loyal follower of Kane and accomplish his ascension? Or take a massive Scrin fleet and conquer the Earth? The choice is yours.

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Command Conquer : Tiberium Crisis Unit Introduction


For the sake of convenience, I put the summary at the beginning:

  • In-game profile is incorrect, please refer to Tiberium Crisis Moddb introduction.
  • Rifleman, Militant squad, Snipers, PeaceKeeper, Confessor and Buzzer can only attack infantry (low damage for other units)
  • Normally, anti-infantry also has a bonus to light vehicles, with 100% damage
  • Normally, Machine guns do 40% damage to heavy vehicles and structures, 100% damage to infantry/light vehicles or aircraft and 75% damage to medium aircraft.
  • Normally, Missiles do 40% damage to structures, 75% damage to light/medium vehicles and 100% damage to light/medium aircraft.
  • Normally, Shells do 100% damage to medium vehicles and 75% damage to heavy vehicles
  • Normally, Lasers do 75% damage to medium vehicles, 100% damage to heavy vehicles and 75%~70% damage to structures
  • The default damage in these cases is 50%
  • Defensive Towers can detect stleath and infantry can face to detect stealth. Detect stealth includes detecting spy
  • All structures have physical height, defensive towers can ignore it.
  • Scrin infantry can heal on Tiberium.


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--- Edit by AutoGavy on July 30th, 2020

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