Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.

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Marked Of Kane Banshee
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egozi44
egozi44 - - 2,220 comments

Could help you with the code if you want, I also made some turning animations for it so it look more like the vertigo

Moddb.com

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Burakkuhāto Author
Burakkuhāto - - 437 comments

I'm good for the moment. ^^

The only issue I'm having trouble with really is the weapon, I want it to "not" fire when the Banshee is directly above the target, I've been messing around with the maxAngle crap but it doesn't really do much, I'm not sure.

The Locomotor of mine is pretty strange for Kane's Wrath and it has to be (because its so much faster than other aircraft), its similar to a generals locomotor. :) I want it to function similarly in that it takes strafing runs like the Firestorm / TS banshee, so its got a slow acceleration, wide turning radius and slight tilt on the turns.

Because bases are naturally bigger than in Tiberian Sun, it also makes the Banshee dumbly fly into enemy fire, which makes them just as annoying (to use) as in classic. xD

The only thing I want to get rid of really is the stupid "fast turn" mechanic. Even when I set the locomotor to not do it, it STILL does it occasionally when firing... damn EA. >.>

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shaithias
shaithias - - 69 comments

Before you release this, I have a feeling you are designing on cool factor instead of balance. Right now, the scrin airforce creates a unique situation for nod. The GDI answer is to send in firehawks to take out the pacs, but the nod answer is to mass venoms. That is a problem because venoms are the answer to alot of other problems as well. Venoms are the answer to so many problems that they are overly versatile. However, there was no replacement unit for nod anti air to be able to nerf the venom. If you were to allow the banshee to shoot down scrin air units, then you could safely nerf massed venoms by giving them a self destruct death that harms nearby units. This would make venom swarms take far more damage but wouldn't nerf the venom in its capacity as a scout unit and an an anti infantry hunter unit.

This would lead to better pvp gameplay by forcing players to build ground forces instead of relying on the venoms to do everything, and would lead to less spammy gameplay as well. It creates a clear counter to scrin, and it would lead to scrin players avoiding pac spam in the knowledge that they can be countered by banshees.

Lastly, the two pulses cinematic is really beautiful and I think it is a shame you are not sticking to it. With strafing behaviour, combined with flying dumbly into base defense fire, I think that many players may well simply opt to not use the banshee in favor of vertigo bombers simply because of the repeat losses and the expense of making new banshees. The banshee should have its niche, and shouldn't be a one hit wonder, but having it fly dumbly into fire over and over again to strafe or be a pain or annoying to use ruins the good taste of the unit and high loss rates makes it impossible to get a squadron of exp capped banshees to fly with.

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Burakkuhāto Author
Burakkuhāto - - 437 comments

I don't plan on the banshee having weak armor like the Vertigo. ;P

Look at the Aurora Bomber in Generals, its a complete monster because of its high speed; the same principle will apply with the Banshee.

The Banshee is going to be Marked of Kane exclusive anyway as a replacement to the Vertigo.

MoK already has the best venoms by virtue of having Supercharged Particle Beams. :3

And the Banshee had its niche in Tiberian Sun, it was so fast and effective vs singular structures that it was oft used for Conyard Rushing.

Same applies to how i've made the mod, lose conyard? Lose game. That's not to say that I'll make that the Banshee's only purpose however. ;D

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Burakkuhāto Author
Burakkuhāto - - 437 comments

I've got some footage of the Banshee which I'll upload later today.

Its not "perfect" or to my ideal standards yet, it still needs its own cameo, classic voice lines and adjustment of the weapon.

But have faith. Its not just gonna be some useless unit that dies the moment it flies over some anti-air.

Its actually really damn cool, with how it flies in large swooping arcs and gets out before it sustains too much fire. ;)

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Description

Partially implemented MoK Banshees.

Getting the weapon behaviour correct is proving to be a pain, but I'm still working on it so that it behaves very similarly to the Tiberian Sun Banshee.

Its NOT going to be like the Tiberian Sun "cutscene" banshee that fires pulses in pairs, rather its going to fire smaller plasma charges with a high rate of fire, similar in practice to the gameplay in Tib Sun.

Its essentially going to be the fastest aircraft in the game, at the expense of its stealth and ability to combat air units like the Vertigo.