Post news Report RSS Tiberium Dusk 1.23 Teaser / Changelog and Steel Talons Gameplay

Early gameplay footage of Tiberium Dusk 1.23, featuring new Wolverines, Classic Mammoth Tanks, Mobile Repair Transports, rebalanced Titans and the new vehicle building system!

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Ver. 1.23, First Steel Talons gameplay footage

Above is early footage of Steel Talons in "1.23" with some of their new changes.

The Mammoth Mk.I has changed completely to be a "classic" style mammoth tank, with new high explosive rocket pods and traditional cannons. Costing just 2000 credits its a true way to fight late game on a budget.

Titans have been rebalanced with Adaptive Armor only providing a 20% armor bonus (prev 25%), being slightly faster on the move, costing 1500 credits and having slightly more base armor. (Enough to take 1 more scorpion tank shell, possibly)

The Mammoth Mk.II Tank now costs 3200 credits and also feels the adaptive armor nerf, it also has had its autoloader rockets nerfed slightly, though they still fire faster than GDI mammoth tank rockets. Stealth Detection, increased speed and base armor is unchanged.

The Wolverine has seen a HUGE change in the way it works, opting for burst fire machineguns which spew out hails of bullets, this can obliterate squads of weaker infantry in 1 burst, and heavier infantry in 2-3 bursts, with a 50% armor increase and increase in price to 1200 credits; it makes the Wolverine one of the most effective anti-infantry vehicles in the game.

Steel Talons build mechanics have changed allowing them to build a "Support Factory" which provides an extra vehicle production queue, however said queue cannot build walkers or heavy vehicles, but rather only provides access to support and light vehicles such as harvesters, expansion units pitbulls, repair vehicles and APC's.

The Steel Talons heavy harvester has been fixed, it no longer bugs out when docking, with the Garrison mechanic being removed; it is now the strongest harvester in the game with 9000 units of health. (The Mammoth tank has 11500, but with cannon-fire resistance, for comparison) Other harvesters have around 6000 units of health.

Cranes have also been changed now only costing 1000 credits, further increasing their utility value.

Reaper 17 Hunter Seeker has received a nerf, now it cannot fire within a 300 unit radius (same as most tank cannons), so at close range its considerably more useless. It also suffers a nerf on the rate of fire, though it still has a higher rate of fire compared to other artillery units, except for the Behemoth.

Updated missile graphics are being implemented throughout the mod where and when I get around to it, which might take some time. They are visible in the video above.

The Mastodon also costs 4500 credits now. Expansion units now only cost 2000 credits. Cyborgs have less resistance to Sniper bullets. (75-60% resistance, was previously 30-20%, Awakened / Cyborg Commando)

The MRT or Mobile Repair Transport for Steel Talons has had a huge buff, to the point where its now actually useful. It now has a large heal radius, not dissimilar to weapons factories and battle bases; and also comes with a complement of 2 drones. The MRT also has around 300 extra units of armor, which is mostly negligible, but does enhance its survivability. It now costs 1000 credits.

There are also other changes but these are too numerous to mention.

Thanks for the support everyone. :)

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M.Leo
M.Leo - - 219 comments

Thank you for all you've done, great mod.

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Burakkuhāto Author
Burakkuhāto - - 433 comments

Aww thanks. :)

I'm still working on it, but I can't wait to release the new version.

Just want to make sure its as fun as possible first. :3

I'm planning on some changes to Scrin factions other than R17 to make them feel more fresh, but the next update will be primarily a "Steel Talons" fixing update; mainly just making it more streamlined and balanced.

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fonterdriller
fonterdriller - - 31 comments

It seems like the new update to balance TS is coming along well, good work.

A thing i noticed, which is not really a problem, as every good player would get a crane anyway, but its still something you should do. Right now, the crane is the only way to get the support factory. The MCV should be able to build every kind of structure, where the crane is the support and doesn't have exclusives. Of course, this isn't a problem, its just a little "key" rule about C&C.

Still, fantastic work, ST is really coming along nicely and getting some well needed balancing.

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Burakkuhāto Author
Burakkuhāto - - 433 comments

What I'll do then possibly is have the Support Factory built by Conyard but uses Crane as a prerequisite, and have it at the end of the construction list.

The idea being that its still a support structure and functions in a similar way to the crane, but for vehicles. :3

In the video I did test the Titan cannon with a changed spread mechanic, but I'm going to implement a different way of changing spread on the commandos. (since in the video it was working on all infantry)

I'm also gonna do some work on Nod Legion, possibly providing them with a Demolitions Truck and a moving reckoner (kinda like a battle bus)...

Further enhancing their Guerilla status. :D

(I'm not sure if this'll be in 1.23 though)

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fonterdriller
fonterdriller - - 31 comments

That is good to hear and alright.

While NL is useful, it does lack something like that, so a "battlebus" might do the trick. Though they will still have to have the ability to turn into a bunker, as they is so useful to control areas.

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Burakkuhāto Author
Burakkuhāto - - 433 comments

That might actually be a cool idea...

Kinda like a "Super Reckoner"...

It drives around with infantry able to shoot on the move, with more armor than the usual reckoner, but if its really needed it can be deployed into a stationary bunker for extra health, potentially saving the troops inside...

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fonterdriller
fonterdriller - - 31 comments

Yeah, it does sound like a cool idea. It will need some work done to it. I don't think it should "save" the troops, if the bunker gets blow up, they die. Unless its gonna act more like a structure and they exits when it goes below a certain amount of health. Also, it should cost more. So while it allows troops to shoot out, have more health/armour and is faster, it should cost more. Also, i think it would be best not to give it more "space" in it unless its bunker mode. I mean, imagine three black hands just crashing through your base an elephant in a china shop. Two is more than enough. It gives you an option to give it a black hand squad and militant squad... or what else you prefers.

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