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TWA News 2009
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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Aug 31, 2009 8:20 pm    Post subject:  TWA News 2009
Subject description: If I keep updating at this rate, you might play CNC4 before TWA 1.6 :P
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Modeler Golan has redesigned Nod's trusty Scorpion Tank - besides being issued a brand new Laser cannon, both weapons were moved and are now positioned directly at the back of the turret. Additionally, some smaller changes have been made to the model (e.g. new treads) and the tank was resized to better fit with other units' scale.



Another creation of Golan is GDI's newest plaything, the V38 Bison. Being the result of several enhancements to the earlier V35 Ox design, the Bison is capable of lifting even the most heaviest cargoes, including the mighty Mammoth Tank or even two smaller vehicles if the need arises. The specialized cargo claw also doesn't allow mounting the infantry carrier module of its smaller cousin, however APCs are compatible.
Due to the heavy engines and special frame, the Bison sports only little armor though and should be carefully deployed to avoid enemy fire.




To keep things fair (never mind the Scrin...) Nod also gets something new to play with: The Tiberium Trooper. Similar to the ones seen in KANE'S WRATH, these soldiers fire a highly toxic mixture of various tiberium compounds that quickly dissolve all kinds of armor - contrary to their brothers used by the Marked of Kane, the Tiberium Troopers are primarily designed for fighting armored vehicles and support other infantry.



Additionally, the trails of all missiles have been changed - GDI and Nod now each have their own distinctive effects. While GDI uses high-powered conventional propellants, Nod relies on Tiberium-based compounds. Note that all of these changes are purely graphical in nature and will not affect the performance of the missiles in any way.



Scrin doesn't feature many new elements, instead their unit balance has been improved and some effects were replaced. Shocktroopers are now equipped with pulse cannons before their upgrade, Tripods and Devourers show a distinctive effect when absorbing Tiberium to power their weapons.


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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Sep 01, 2009 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good to hear you are still working on the mod Wink

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Sep 01, 2009 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very interesting. Will keep my eyes peeled.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Wed Sep 02, 2009 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

When I saw that Scorpion thumbnail I first thought it was a computer mouse at first glance Laughing Anyway regarding the Scorpion it's essentially not all that different from EA's version anyway so my opinions on it haven't changed. Although after watching District 9 I now notice how the alien markings in that film somehow resembled the white markings EA put on Nod's units...

Missile trails look really good now. It's nice to see it in after all those discussions over MSN I had with stygs.

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Kurorahk
Soldier


Joined: 20 May 2005
Location: Defiance Industries HQ, Antarctica

PostPosted: Wed Sep 02, 2009 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Simply amazing guys. Keep up the good work it is just wow... I love what you did with the scorpion tank I mean before it made no sense how it was set up, the turrets and all, now it looks like a intellegently designed piece of military hardware!

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Wed Sep 02, 2009 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess I'm going to have to do the concept Scorpion myself!
Nice that your showing progress.
This media release is much weaker than a number of previous releases.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Wed Sep 02, 2009 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kurorahk wrote:
it looks like a intellegently designed piece of military hardware!


I dunno... its still got that glass canopy... that doesn't scream intelligent to me, it sort of gives off the vibes of what an abrams might look like if it had a Raptor's canopy on its front... yeah that kind of feeling...


I do like the idea of the Tiberium troopers as a close range anti-tank kind of unit. What I dont like however is that it can still be rather redundant since missile guys can already shoot at close range.

Of course if there were to be some sort of min. range for the missile guys, it could open a niche for the Tiberium troopers. In fact I've always been wondering about what it might be like if tanks and missiles in C&C could no longer be fired at point blank, what new balance possibilities could emerge...

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Wed Sep 02, 2009 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

The reason for adding the Tib Trooper is simply the lack of cyborgs as heavy anti tank unit (cant find fitting animations for them) - Nod just needed something against heavy tanks and the Tib Trooper is the best thing I could come up with :>

The main difference to rocket soldiers is their constant firing (no need to reload), their total lack of AA and the Tiberium spay - while it does hardly any damage to infantry, it has a similiar effect like confessor grenades (Confessor Sqauds have been removed since they are obsolet).
In the end, they are intented to be more of a support unit, unlike zone trooper or shock trooper.


@ Madin
I was also goint to reveal the Nod tunnel network - but then I remembered that I removed it since it made the AI crash :/

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Thu Sep 03, 2009 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh so the tunnel system didn't work out after all. Sad really, still I expcted it considering if you look at default C&C 3 and even generals, the AI never really used tunnels either. In generals all they did was cram as much stuff inside as possible almost like garrisoning a building.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Fri Sep 11, 2009 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

It worked allright for the player, but it made the game crash as soon as the AI build one :/
And since you can only put a limited amount of units inside (about 2 or 3 due the limited space for buttons), its kinda pointless :/
Still, I will try to get it working :>

btw, I was thinking about removing the Centurion AA or replacing it with some kind of MRLS (would work as light artillery and AA), any ideas about that?

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Fri Sep 11, 2009 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

You... could sort of make the Centurion also affected by the Raketenwerfer upgrade that currently affects the Predators, which adds rocket launchers to the Centurion, giving them anti-surface capability. Whether or not the rockets can attack aircraft together with the AA guns is up to your balancing.

A pure MLRS might end up being too "pitbull-like".

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