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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Add media Report RSS Medium Tank Swappable Machineguns (And unit details) (view original)
Medium Tank Swappable Machineguns (And unit details)
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Galaxyrapier
Galaxyrapier - - 67 comments

Great work as usual.

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Burakkuhāto Author
Burakkuhāto - - 433 comments

Thanks, I appreciate it. ;)

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TiberiumNeko
TiberiumNeko - - 107 comments

Nice. It looks like it has really good mobility.

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Burakkuhāto Author
Burakkuhāto - - 433 comments

Yup. Its not bad at all, suffers in the armor department though. :)

Its got Tiberian Dawn sound effects for extra flair too. xP

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Description

The Medium Tank is now features a better version of the original ZOCOM Goliath Predator swapping system. (which has been removed from ZOCOM entirely)

The tank costs 1200 credits, features mediocre armor protection and two loadout types, which change the ammo and the turret sitting atop the tank.

Loadout 1:
High explosive shells and "light" machinegun turret. The light machinegun fires 4 rounds every 0.25 seconds doing high damage to infantry and very light damage to structures and vehicles.
The high explosive shells themselves do modest damage to other tanks (with a long 3.3-3.5 second reload) but high damage to buildings, which is what the rounds are designed to counter.
This loadout is short-ranged compared to loadout 2.

Loadout 2:
APFSDS shells and "heavy cannon" turret. Heavy cannon fires 3 rounds every 0.5 seconds. Does significantly more damage to light vehicles, but is less effective vs infantry and near identical in performance vs structures.
The APFSDS shells fire long range (outranging most base defences and vehicles), and do very high damage vs all vehicle types. However, they are completely ineffective vs structures and infantry unless massed in numbers.
This loadout is long-ranged compared to loadout 1.

The "loadouts" take 10 seconds to swap to each other, can be swapped back and forth indefinitely and cost no money to swap from one to another. Making the correct choices can either make the tank highly effective, or ineffective depending on the situation.