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 ZOCOM Anti-Tank Fireteam (view original)
ZOCOM Anti-Tank Fireteam
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bob600
bob600 - - 352 comments

impressive

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Burakkuhāto Author
Burakkuhāto - - 433 comments

Yeah, they look real sweet in gameplay, can't wait to show it off more. :P

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Tleno
Tleno - - 1,048 comments

Sounds like these will be amazing as hit and run units. Just plop them into an APC and they'll make GLA rocket buggies look like worthless junk. Actually may wanna test the designator use with vehicle garrisons, I feel like it may be either extra fun or extra fun and brokenly OP in play.

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Burakkuhāto Author
Burakkuhāto - - 433 comments

Currently the Laser Designator doesn't work inside garrisons (vehicle or building) due to how the special power attack parameters work and I'm not sure if I'm going to leave that as a unique trait to the unit, or fix it to make it work.

As a trait it would be quite interesting, as it means that the designator would have to be outside at all times for him to be able to paint targets.

But at the same time, this might confuse people; so I'd have to make this clear in the unit description that he is effectively useless in buildings and vehicles. :P

I'm currently trying to think of a unique mechanic for how the ZOCOM Sniper teams should work, I've thought of a possible scout drone that they can deploy, or a Squad with a single ultra long-range sniper (that can only kill 1 infantry unit at a time) and 3 mid-ranged designated marksmen to defend him.

Currently the spotter serves as a redundant role in Kane's Wrath and C&C3;, so I'm wondering if I can do something with him too lol.

My plans for Zone Raiders and Rangers is very much Renegade inspired, and I haven't quite narrowed it down yet lol.
Hint: Remember the Personal Ion Cannon?

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Tleno
Tleno - - 1,048 comments

Oh yeah a Renegade homage would rock. Also what do you mean by 1 snipers and 3 designated marksmen, will they have less potent weapons but will still maintain some range to assist sniper?

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Burakkuhāto Author
Burakkuhāto - - 433 comments

Yeah basically. I plan on each ZOCOM infantry team to have a specialization of sorts, something they're real good at, but they suffer a bit in other areas, their high price currently is a real drawback too.

For the Sniper Team I imagined a hyper-lethal crackshot sniper that works alone, but has a small troop of longish-ranged marksmen with burst fire rifles(but not as far shooting as the sniper himself) to defend him assuming infantry-based enemies close in.

Rather than other GDI snipers having high-explosive bullets that can kill other infantry nearby, the ZOCOM sniper would have armor-piercing bullets with a longer range, allowing him to kill all commandos (except the Cyborg Commando) in 1 shot at Artillery-like ranges, but the slow rate of fire would make him ineffective vs squads or infantry swarms.

In that sense, the ZOCOM commander would almost have a unique anti-commando base defence which other commanders would have to be aware of.

There's no true sniper infantry in the game unlike games like Generals and even Red Alert 2 / 3 currently since the Sharpshooter teams generally have quite short ranges, so having a return to form, even if limited, would be quite cool imo. :P

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Description

The next fireteam to be introduced is the Anti-Tank team.

This team is led by a Sergeant who wields a laser designator designed to paint targets for Orbital Slugs to be accurately fired at targets.

This designator can be used against any target by the team leader against any target, but can only be fired every 13-14 seconds, after which time the Sergeant is very vulnerable as he has no other offensive arnament.

The two missile soldiers are equipped with fast-firing missile launchers capable of high damage against vehicles on their own, but combined with the powers of their Designator wielding user, can deal high damage to all targets they might face.

The main downside of this squad is that the orbital slugs take some time to hit their target after the target is painted, so moving out the way of the incoming slug is a viable counter to the attack.

The Anti-tank fireteam costs 800 credits and is coming (amongst other fireteams) to a reworked ZOCOM in 1.26. :)