ZOCOM Unit Showcase
Goliath Predator
Above video is a showcase of some of the final changes to the ZOCOM predator with its new delayed Ammo Selection system.
Essentially I wanted a tank that behaved in part, somewhat akin to tanks in real life; and as such as the commander you are now able to change the Goliath's Ammo type it is currently using, with a 10 second delay of course.
Switching to the APFSDS ammo type makes the vehicle nearly useless against buildings and infantry, with a huge damage decrease upwards of 80%. However, it buffs the vehicles fire range and anti-vehicle capabilities significantly, as well as no real discernable changes vs aircraft; except for faster missiles. APFSDS ammo does around 15-20% more damage than the equivalent Predator Railgun, which means it can be terrifying early game.
Essentially, you trade (with a timed delay to swap shells) a huge downside for a decent, but not overpowered upside; making the tank highly specialized and VERY effective when the right shells are chosen; or you can just choose the keep the tank balanced all around with modern HE mode.
There's also a small amount of bonus damage to Composite Armor (around 15%) which makes the Goliath Predator the Arch Nemesis of the Defender Scorpion. (Essentially, the Goliath and Defender behave like modern tanks, and are the only tanks to do so ingame)
Sniper Team
The new Sniper Team is an unusual beast, in the video above, I showed the Heroic ZOCOM sniper team which is the strongest version thanks to their fire rate, but ALL sniper teams now have explosive bullets; which makes them a far more effective foe at dispatching squads of troops at range, something they was fairly useless at before.
This brings them more in line with previous Snipers on older C&C games in terms of usefulness. However, they will be losing their stealth capabilities as a result. The Stealth Sniper will return to the Nod Sniper once I get around to making the Nod Sniper Team Variant.
Sonic Shatterer
In previous versions of Tiberium Dusk the Sonic Shatterer was a present but unfinished modification to the Sonic Emitter, generally the Sonic Shatterer didn't differ much to the regular Sonic Emitter because its only difference was that it hit twice.
However, as seen in the video above, the "new" Sonic Shatterer fires a huge Sonic Wave which affects a collosal area, but has a slower rate of fire compared to its regular Sonic Emitter cousins.
Nod Avatar
The Nod Avatar has had a rework and now has a far simpler upgrade system. The Atlas and the Sentinel upgrade options. Essentially "Atlas" is the full combat armed Avatar, armed with dual heavy anti-vehicle lasers and the flamethrower, with a modest armor buff thrown in for good measure.
"Sentinel" is a mixed bag of different additions, from Stealth Detection, to Stealth Camoflauge to an anti-infantry laser to assist the Avatar against infantry swarms. The final version will also have a usable EMP panic-button effect like the Attack Buggy, however it will not disable the Avatar in the process of activating said EMP; unlike the Buggy.
In the final build the Avatar will be 1600 credits (150 less than before), with Sentinel Upgrade costing 500-600 credits and Atlas costing around 800-1000 credits. The time for the upgrade to complete is subject to change and will likely be around 10-20 seconds.
The Demolition Truck is also going to see a reduction in cost to 1500 credits, as its not as useful as its price entails at 1700 credits at the current time. (Unless you perfectly happen to explode groups of units or buildings)
Apologies for my slow reaction times, I've been very busy in real life lately with logistics / health and other crap and haven't been able to do as much work as I'd like to have done; but by no means has work on the mod stopped, if anything its completely the opposite. :)
Thank you for your patience everyone. ^^
Quality takes time waiting is no issue, stay healthy.
Thanks buddy. :)
I don't know how many people are into Serious Sam, but during the current Online testing I've been arranging (for Tib Dusk) with some friends I made a small mod for Serious Sam 3 too.
Steamcommunity.com
What I've been trying to do is really iron out any flaws with the mod bugs wise, the campaign is as far as I know, squeaky clean now, with little to no issues present, from playing through campaign several times.
I've also been testing online, and aside from the occasional desync from one of my friends poor internet, it overall works near bug free.
The main thing I have to do now is finish the functionality for the Mutant Hijacker which is a big task since it relies on a "capture" functionality for each unit he can enter; then assuming there's no more bugs I should be able to release the current version. :)
Cant seen to get your mod working, followed your install instructions etc. :( i do see the exit button showing up as "exit dusk" etc. But in game i dont see any units changes or buildings. In fact i see missing pictures and icons some how lol