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1.5 Request List
Moderators: Carnius
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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Sun May 02, 2010 10:21 pm    Post subject:  1.5 Request List Reply with quote  Mark this post and the followings unread

This is a list of requests I've seen at the Mod DB page and this area. I only included the ones I saw.
this color means the request has been accepted
this color means the request has been turned down
this color means the request is still waiting for an answer

Bugs
-Corrupter has no effect on the Conquerer and Defiler
-Juggernaut AA
-Assult Mothership can instantly recharge its ion storm by attacking or force attacking anything
-Make Fanatics Attack Closer (exploding too far away to cause normal damage)

Graphical
-Heroic Blue Flames
-New Titan and Wolverine
-Superweapon Screen Shaking
-New Stealth Tank Model
-Yellow as a playable color
-New Firehawk Model
-Make The Kodiak Drop the MKII
-If Kodiak drops the MKII, make the Montauk drop off the CC the way a subterranean apc drops off a black hand and cyborg

Balancing
-GDI Engineer Pistol
-GDI Engineer Composite Armor
-Saboteur Tiberium Armor (before the upgrade)
-Disintegrator Range Upgrade
-Juggernaut Deployment Order
-Mammoth MKII Railgun Range Increase
-NOD Epic (As long as it fits NOD... Still, I wonder what'll happen to the CC... O.O)
-Give Nod Black Hand Squads an upgrade to make them not able to be ran over by small tracked/walker units.

Other
-Add the Reinforcement Bay as a Forgotten vehicle center
-Make a few Forgotten Vehicles
-Make a Forgotten Aircraft (don't know what the building would be)
-Make Red Tiberium (it damages all vehicles except harvesters (not sure about things that heal on tiberium, maybe heals faster?), it's worth more than blue, and it's more volitile and explosive than blue)
-Make Tiberium Life Forms
-Firehawk Super Sonic Upgrade (see my post in "some ideas")
-Replace Venom Signature Generator with a temporary cloak ability (Think of the Wraiths from StarCraft)
-Laser turrets should get an upgrade
-Give Scrin Corrupters a Corrosive suicide ability that greatly damages everything it hits. (Is suicide really the Scrin way?)
-Stalwart Temporal Shield Ability

Things I Disagree With
-AA Reaper (Well, it got taken away in 1.4 didn't it?)
-New NOD Anti-Vehicle Turret (Laser turret is fine IMO)
-Bigger Bonus On Avatar Upgrades (Avatars are fine the way they are. Adding more would be OP.)
-Make Kodiak available to build and make it a flying transport that can transport Mammoth Mk. II and arm it with anti air weapons only. Also give it the ability to deploy like it was a surveyor with a large radius. Build limit of 1, make it EXPENSIVE and give it a speed count of Mammoth Mk. II's walk speed, this can be fair.

Last edited by Phoenix848 on Mon May 10, 2010 3:22 pm; edited 7 times in total

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Mon May 03, 2010 6:02 am    Post subject: Re: 1.5 Request List Reply with quote  Mark this post and the followings unread

Here is my opinion on this:

This is a list of requests I've seen at the Mod DB page and this area. I only included the ones I saw.
this color means the request has been accepted
this color means the request has been turned down
this color means the request is still waiting for an answer

Bugs
-Corrupter has no effect on the Conquerer and Defiler (needs confirmation) - confirmed by me
-Juggernaut AA - is not needed, I wouldnt mind a Behemoth though.
-Assult Mothership can instantly recharge its ion storm by attacking or force attacking anything - Not needed
-Make Fanatics Attack Closer (exploding too far away to cause normal damage) - I agree

Graphical
-Heroic Blue Flames - I agree
-New Titan and Wolverine - Don't mind
-Superweapon Screen Shaking - Awesome
-New Stealth Tank Model - I agree
-Yellow as a playable color - I want more colors than just Yellow <.<
-New Firehawk Model (If you recolor it and make it slightly less blocky/smoother, it could pass for a Scrin unit IMO.) - LOL, new model is ok...
-Make The Kodiak Drop the MKII - Nice idea
-If Kodiak drops the MKII, make the Montauk drop off the CC the way a subterranean apc drops off a black hand and cyborg - Nice idea

Balancing
-GDI Engineer Pistol - Not needed
-Saboteur Tiberium Armor (before the upgrade) - Not needed
-Tiberium Warhead Reaper - They already got Tiberium Warheads as an upgrade, unless your reffering to something else? O.o
-Juggernaut Deployment Order - Classic, wouldn't mind
-Mammoth MKII Railgun Range Increase - Very much needed
-NOD Epic (As long as it fits NOD... Still, I wonder what'll happen to the CC... O.O) - CC should stay as a new one gets added, will make Nod more useable. <.<

Other
-Add the Reinforcement Bay as a Forgotten vehicle center
-Make a few Forgotten Vehicles
-Make a Forgotten Aircraft (don't know what the building would be)
-Make Red Tiberium (it damages all vehicles except harvesters (not sure about things that heal on tiberium, maybe heals faster?), it's worth more than blue, and it's more volitile and explosive than blue)
-Make Tiberium Life Forms
-Firehawk Super Sonic Upgrade (see my post in "some ideas")

Things I Disagree With
-AA Reaper (Well, it got taken away in 1.4 didn't it?)
-New NOD Anti-Vehicle Turret (Laser turret is fine IMO)
-Bigger Bonus On Avatar Upgrades (Avatars are fine the way they are. Adding more would be OP.)

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Mon May 03, 2010 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

As mentioned in another thread:

1. Nod needs the Obelisk of Darkness, their SAM sites suck...(and no one say just camp 500 rocket squads in your base because I want reliable base defense not units in my base. )

2. Obelisks and Laser turrets should get an upgrade

3. Make Kodiak available to build and make it a flying transport that can transport Mammoth Mk. II and arm it with anti air weapons only. Also give it the ability to deploy like it was a surveyor with a large radius. Build limit of 1, make it EXPENSIVE and give it a speed count of Mammoth Mk. II's walk speed, this can be fair.

4. Replace Venom Signature Generator with a temporary cloak ability (Think of the Wraiths from StarCraft)

5. Give Disk Throwers an upgrade to do extra damage to armored units and structures.

6. Give Scrin Stalwarts a reflective shield ability that lasts 10 seconds with a 30 second cooldown.

7. Give Nod Black Hand Squads an upgrade to make them not able to be ran over by small tracked/walker units.

8. Give Nod Cyborg Reapers Anti-Air capability with their cannons.

9. Give all Scrin Infantry a range upgrade.

10. Give Scrin Corrupters (bug thing that shoots the corrosive acid on stuff) a Corrosive suicide ability that greatly damages everything it hits.

Last edited by Valherran on Mon May 03, 2010 7:11 pm; edited 1 time in total

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Mon May 03, 2010 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valherran wrote:
As mentioned in another thread:

1. Nod needs the Obelisk of Darkness, their SAM sites suck...(and no one say just camp 500 rocket squads in your base because I want reliable base defense not units in my base. )


If an existing defence sucks, you fix the problem by tweaking its damage, not making an entirely new defence. Doing that you might as well erase the SAM sites from the list of buildable stuff. The way you put it, sounds like you're more interested in giving Nod a shiny new AA structure rather than improving their existing one so that the suckiness issue is resolved.

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Mon May 03, 2010 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valdez wrote:
Valherran wrote:
As mentioned in another thread:

1. Nod needs the Obelisk of Darkness, their SAM sites suck...(and no one say just camp 500 rocket squads in your base because I want reliable base defense not units in my base. )


If an existing defence sucks, you fix the problem by tweaking its damage, not making an entirely new defence. Doing that you might as well erase the SAM sites from the list of buildable stuff. The way you put it, sounds like you're more interested in giving Nod a shiny new AA structure rather than improving their existing one so that the suckiness issue is resolved.


Well the SAM Sites clutter my base and they do not do enough damage unless they got the Tiberium Warheads. Obelisk of Darkness is perfectly reasonable, it is a 1 spot structure thats strong, and only fires at air units, it has a slower ROF, but packs more punch. The cost should be the same as the exisiting Obelisk of Light.

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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Mon May 03, 2010 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

So you want Scrin Assault Mothership to be able to make like 30 separate ion storms all at once? IMO this is a major bug...

Also, please do not tell me nice idea, almost all of these were others' ideas. If you want, I can mark mine.

And reguarding that list, some of those ideas seem quite unreasonable. For now, I'll put in the ones I think are reasonable.

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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Mon May 03, 2010 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

More specific feedback (in blue):

As mentioned in another thread:

1. Nod needs the Obelisk of Darkness, their SAM sites suck...(and no one say just camp 500 rocket squads in your base because I want reliable base defense not units in my base.) -What Valdez said

2. Obelisks and Laser turrets should get an upgrade -Not obelisks, those are good already

3. Make Kodiak available to build and make it a flying transport that can transport Mammoth Mk. II and arm it with anti air weapons only. Also give it the ability to deploy like it was a surveyor with a large radius. Build limit of 1, make it EXPENSIVE and give it a speed count of Mammoth Mk. II's walk speed, this can be fair. -Maybe reasonable, but I disagree

4. Replace Venom Signature Generator with a temporary cloak ability (Think of the Wraiths from StarCraft) -sounds good

5. Give Disk Throwers an upgrade to do extra damage to armored units and structures. -No. Disc Throwers can't be that effective.

6. Give Scrin Stalwarts a reflective shield ability that lasts 10 seconds with a 30 second cooldown. -Doubt that reflecting enemy fire is codeable

7. Give Nod Black Hand Squads an upgrade to make them not able to be ran over by small tracked/walker units. -I like it

8. Give Nod Cyborg Reapers Anti-Air capability with their cannons. -Eh, that's the same as stealth tanks AND missile squads. Like I said before Carnius took that away from them.

9. Give all Scrin Infantry a range upgrade. -Why?

10. Give Scrin Corrupters (bug thing that shoots the corrosive acid on stuff) a Corrosive suicide ability that greatly damages everything it hits. - good, but does suicide really fit with Scrin?

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Tue May 04, 2010 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

1. I would rather have just the Obelisk of Darkness than than the SAM sites, SAM Sites are over rated anyways... -.-

3. I forgot to delete that...

5. Black Hands are that effective, why can't they be?

6. Darn, oh well I tried...

8. Please tell me the story as to why it was removed? I thought that was rather useful that they can fire at air, they used to fire at air in FS...

9. Because they are damn near useless unless your rushing. Disintigraters, Shock Troopers, and Stalwarts would be more effective with a range upgrade to withstand GDI and Nod superiority.

10. It can if you let it, I never ever have a reason to build those things because they do crap damage to the things they are supposedly strong against. Making them corrosive bombs that spit it at you would be more useful IMHO.

On that thought of Black Hands, any chance they could get a firewall ability similar to that of the Dragon Tank from Generals? I often get eaten by buzzers because they all attack the same target at once instead of splitting up attacks. Either that or remove the fire delay from their weapons so they don't take any time to switch targets and they can keep flaming? This could benefit the Flame Tank as well. I personaly think it would be cool if they shot fireballs as an ability. XD

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Tue May 04, 2010 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Valherran wrote:

Well the SAM Sites clutter my base and they do not do enough damage unless they got the Tiberium Warheads. Obelisk of Darkness is perfectly reasonable, it is a 1 spot structure thats strong, and only fires at air units, it has a slower ROF, but packs more punch. The cost should be the same as the exisiting Obelisk of Light.


Again I will say that the issue here is that they don't do enough damage and that can be rectified by tweaking the damage of the SAM Site. There is absolutely no need to add another defence structure to do a job that SAM Sites already were supposed to do.

Your argument that SAM Sites clutter your base could be easily extended to the Shredder or Laser turret. Why then aren't you pushing for an Obelisk of Bullets that is a 1 spot defence that snipes enemy troops in 1 shot, but with a lower ROF, etc etc.


Valherran wrote:
1. I would rather have just the Obelisk of Darkness than than the SAM sites, SAM Sites are over rated anyways... -.-


So ultimately you just want the Obelisk, why then even bother about mentioning the SAM Sites, from the start the issue was never really about the SAM sites being sucky, you just want a flashy pointy thing with a laser coming out, and needed an excuse to justify it, so the sucky SAM site becomes your scapegoat fodder... Carnius could balance the SAM Sites perfectly and you'd still be pushing for the Obelisk...

Also you really need to try out the stuff more. You're the first guy who says he never builds Corruptors when everyone else I know of praised their vehicle healing abilities at the very least.

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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Tue May 04, 2010 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well put Valdez. I agree with everything you said there.

5. Black Hand troops are strong vs. infantry and structures, and they clear garrisons.
Grenadiers are strong vs. infantry and structures, and they clear garrisons.
Do you see a difference that needs to be adjusted?

8. All I know is that Carnius removed it. I assume it was because they were highly redundant. (Stealth Tank, Missile Squad, Attack Bike, Subterranean APC, etc.)

9. Stalwarts already have good range. Disitegrators may need a slight improvement.

10. It isn't the Scrin way. Just think about the campaign. The "person" with the deeper voice (sorry, couldn't explain any better) orders the foremen to get as much information on Kane as possible, because the mission is expendable. The foremen ignores orders and salvages the mission. Nuff said.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue May 04, 2010 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought the Juggernaught AA was realism? Is it actually a bug?

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Tue May 04, 2010 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valdez wrote:
Valherran wrote:

Well the SAM Sites clutter my base and they do not do enough damage unless they got the Tiberium Warheads. Obelisk of Darkness is perfectly reasonable, it is a 1 spot structure thats strong, and only fires at air units, it has a slower ROF, but packs more punch. The cost should be the same as the exisiting Obelisk of Light.


Again I will say that the issue here is that they don't do enough damage and that can be rectified by tweaking the damage of the SAM Site. There is absolutely no need to add another defence structure to do a job that SAM Sites already were supposed to do.

Your argument that SAM Sites clutter your base could be easily extended to the Shredder or Laser turret. Why then aren't you pushing for an Obelisk of Bullets that is a 1 spot defence that snipes enemy troops in 1 shot, but with a lower ROF, etc etc.


Valherran wrote:
1. I would rather have just the Obelisk of Darkness than than the SAM sites, SAM Sites are over rated anyways... -.-


So ultimately you just want the Obelisk, why then even bother about mentioning the SAM Sites, from the start the issue was never really about the SAM sites being sucky, you just want a flashy pointy thing with a laser coming out, and needed an excuse to justify it, so the sucky SAM site becomes your scapegoat fodder... Carnius could balance the SAM Sites perfectly and you'd still be pushing for the Obelisk...

Also you really need to try out the stuff more. You're the first guy who says he never builds Corruptors when everyone else I know of praised their vehicle healing abilities at the very least.


The whole point of "MODDING" is "ADDING or CHANGING". Nod SAM Sites clutter your base, you need internal AA defense, you COULD just put it all on the outside, but you leave yourself open to get hit by infilitrating aircraft. Obelisk Of Darkness does not clutter, and it sure is better than a SAM site.

Comparing the SAM Sites to the other NOD turrets was just dumb, if you have good ground defense in the front you dont need to clutter the back, the same cannot be said for AA because air unots can get anywhere easily. I originaly mentioned the SAM Sites sucked and that they need Obelisk of Darkness. There was nothing more to it.

As for the Corruptors I do not find that healing ability all that useful, espicialy against human players. You simply do not have the time to use them for that purpose. The AI spams them because they are still programmed under the influence that they are playing on an earlier patch where they used to topple buildings untill they got heavily nerfed (too much to be exact).

Quote:
5. Black Hand troops are strong vs. infantry and structures, and they clear garrisons.
Grenadiers are strong vs. infantry and structures, and they clear garrisons.
Do you see a difference that needs to be adjusted?


The difference is Black Hands do more damage to buildings than the Disk Throwers, so it seems kind of off that they do less damage with explosives while Flame Throwers do more to metal buildings. Rolling Eyes

Quote:
10. It isn't the Scrin way. Just think about the campaign. The "person" with the deeper voice (sorry, couldn't explain any better) orders the foremen to get as much information on Kane as possible, because the mission is expendable. The foremen ignores orders and salvages the mission. Nuff said.


What in the world does that have to do with a suicide ability? Confused

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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Wed May 05, 2010 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I disagree. Black Hand troops and Grenadiers do about the same damage IMO.

My point was that the foremen completely ignored orders when told to suicide the mission to obtain more information on Kane.

@Darkstorm
Not sure. Carnius never responded to the complaint on the Mod DB, unless I missed it.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Wed May 05, 2010 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
I thought the Juggernaught AA was realism? Is it actually a bug?


Don't take the definition of Anti-Aircract Artillery that literally, dude #Tongue Of course it is a bug.

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Wed May 05, 2010 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I disagree. Black Hand troops and Grenadiers do about the same damage IMO.

My point was that the foremen completely ignored orders when told to suicide the mission to obtain more information on Kane.


The way it should work (IMO) is the grenades should do more damage to buildings, and the flames should do more damage to infantry. If everyone hates, fine, I am trying to make them worth using besides to bomb the crap out of infantry squads, originaly i was under the impression that the 800 dollar units were supposed to be an all around unit (not counting AA) with good attack and good defense. What I see is less damage and decent armor. The upgrade I mentioned would solve that.

As for the Foreman story in C&C 3, it wouldn't matter if a unit was designed to suicide, it doesn't change anything about the story. For all you know in C&C 5 if we ever see it we will see them with suicider units, you never know!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed May 05, 2010 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Valherran, your Obelisk of Darkness is a very silly suggestion. Yes, SAM sites clutter your base, but this way aircraft have a chance to survive. If a player uses your Obelisks the same way as he uses SAM sites, you can't get in with aircraft, giving this player a major advantage. Also, about your comment that you don't want units cluttering your base as AA defence, I have this for you: Base defences don't rank up, nor can move out of harms way. Units do rank up, get better, and can move. Also, Nod has one of the best AA units in the game: Stealth Tanks and Venoms. Try using those next time and then come back here.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Wed May 05, 2010 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Assuming the clutter issue was that big a deal, one could mod the SAM site into a singular defence rather than a node-hub setup and then adjust the damage accordingly. That still solves the problem without the hassle of modelling, texturing, and rigging a whole new friggin ingame object.

Valherran you say the whole point of modding is to add or to change, but you seem to be ignoring any potential changes to the SAM site that could save the trouble of having to make an obelisk from scratch. I'll ask again, do you honestly, seriously want the SAM site to be fixed or do you just want a whole new defence that pretty much does the same thing even if it means thrashing the SAM site rather than fixing it? You can't argue that the Obelisk of Darkness doesn't do the same thing because so far all your descriptions of the obelisk depicts it as a SAM Site with all the issues and problems fixed.

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Wed May 05, 2010 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valdez wrote:
Assuming the clutter issue was that big a deal, one could mod the SAM site into a singular defence rather than a node-hub setup and then adjust the damage accordingly. That still solves the problem without the hassle of modelling, texturing, and rigging a whole new friggin ingame object.

Valherran you say the whole point of modding is to add or to change, but you seem to be ignoring any potential changes to the SAM site that could save the trouble of having to make an obelisk from scratch. I'll ask again, do you honestly, seriously want the SAM site to be fixed or do you just want a whole new defence that pretty much does the same thing even if it means thrashing the SAM site rather than fixing it? You can't argue that the Obelisk of Darkness doesn't do the same thing because so far all your descriptions of the obelisk depicts it as a SAM Site with all the issues and problems fixed.


I am not ignoring the changes, I am just not acknowledging them because I don't agree with them. Except for the one you just posted about turning the SAM site back into it's classic form, that solves the clutter problem. I have said multiple times in different places that I wanted the Obelisk of Darkness because it is a stronger AA turret that didn't take up space, and that a bunch of Firestorm material made it's way into the game but not some of the key stuff like the Obelisk of Darkness and the Core Defender.

I am surprised no one said anything about the Black Hand ability...

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Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Wed May 05, 2010 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

An Obelisk firing on aircraft. That's a bit ridiculous. Is this C&C4? Perhaps nod is now borrowing from the Scrin's methodology?

Why not just retool the existing sam sites to do their job efficiently, and for that matter all anti-air. That's probably my biggest disappointment with this mod. Costly structures devoted entirely to one class of attack, that is their sole purpose for existence, and it takes a half dozen of them to be effective.

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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Thu May 06, 2010 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Sigh...
As we have said before, Carnius can always raise the power of base defenses. It is not a valid arguement that the obelisk of darkness would be more powerful. If you are referring to RoF, the SAM site is still better, because obelisks tend to target the same unit if they are built close and slow RoF isn't effective against a lot of units.

As for the Firestorm content arguement, Carnius was giving things to NOD that NOD had, he was never giving things to NOD that only CABAL had... (Cyborgs belonged NOD first.)

EDIT: Sorry if this sounded repetitive, Sedistix posted while I was posting.

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rcp90
Civilian


Joined: 16 Apr 2010

PostPosted: Thu May 06, 2010 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

In my opinion the only argument between missile and laser AA is the way they work in masses. Massed SAMs tend to fire their entire volleys at one target and waste most of their missiles. Massed laser, depending on the order in which they begin charging, should overkill a little less. Of course that depends on their rate of fire...

But even still, if wasted missiles are a big problem it can be fixed with faster missiles and a less burst-oriented rate of fire for the SAMs. If they're broken they can be fixed without tossing them completely.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Thu May 06, 2010 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Sedistix wrote:
An Obelisk firing on aircraft. That's a bit ridiculous. Is this C&C4? Perhaps nod is now borrowing from the Scrin's methodology?


Valherran got the idea from CABAL's Obelisk of Darkness in FS, not from C&C 4.


Sedistix wrote:

Why not just retool the existing sam sites to do their job efficiently.


It's pretty much what I've been saying all this while. Damage is a major issue, as is the projectile speed (for some reason EA made missiles move slow in C&C 3). The issue is NOT them needing to be replaced by new structure.


Valherran wrote:
and that a bunch of Firestorm material made it's way into the game but not some of the key stuff like the Obelisk of Darkness and the Core Defender.


That's not a very valid argument, considering both the Obelisk and Core Defender were hideously OP and specially designed for campaign. The FS stuff that Carnius brought in were stuff that was actually playable in-game. Also only the Cyborg Reaper and mobile stealth generator are in Essence. That's not a lot of FS stuff to begin with if you ask me.

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Thu May 06, 2010 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
That's not a very valid argument, considering both the Obelisk and Core Defender were hideously OP and specially designed for campaign. The FS stuff that Carnius brought in were stuff that was actually playable in-game. Also only the Cyborg Reaper and mobile stealth generator are in Essence. That's not a lot of FS stuff to begin with if you ask me.


I agree the Obelisk of Darkness was overpowered, and yes because it was a campaign structure. that doesn't mean we can't add it and make it more fair to use in this MOD. Imagine if the Cyborg Reapers had the net launchers in this game? That would be hideously overpowered if it were codeable. So the Cyborg Reaper gets a subterrainian bomb launcher to make it FAIR, it can be done... Laughing

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Thu May 06, 2010 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can use that logic to support anything that comes to my mind that I suddenly decide I want in this mod...

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri May 07, 2010 3:39 am    Post subject: Reply with quote  Mark this post and the followings unread

A giant pink hippo with laser-eyes for GDI.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Fri May 07, 2010 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Idea: make a "Tiberium Essence Dump" mod (maybe dump isn't the best world).
This mod would contain the ideas that can't make it in the real mod for various reasons (Too many units,overpowered,underpowered,may not look that good,not the nod/gdi/scrin style,or whatever).

I don't know where I read it (probably on PPM Forums,but I can't be more accurate),but I saw something like "mods eventually become too serious,and stop taking new ideas because they are no longer fun,but are rather painful to properly implement".

This "dump" mod would be a way to go arount that,and maybe allow users to be able to tell what they would want to see in the real mod,knowing that it's already partially made.
Maybe subversions with different style choices (like completely taking CABAL design for nod) could be born like that,but that's for much farther in the future,and depending on what would actually be displayed in the "dump" mod.

Sorry for the word "dump",but it's for it to really never be taken seriously to the point of making expectations and objectives similar to a real mod/tc.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Fri May 07, 2010 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you can find a modder willing to do the stuff for that dump mod, by all means...

The reason why mods stop taking in new ideas is because everything's got to have a limit or threshold somewhere, if you continue to keep adding stuff it just gets bloated and that becomes a turn-off. Carnius has given tons and tons of stuff to Essence already, and I daresay the threshold has been reached for units.

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Fri May 07, 2010 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valdez wrote:
if you can find a modder willing to do the stuff for that dump mod, by all means...

The reason why mods stop taking in new ideas is because everything's got to have a limit or threshold somewhere, if you continue to keep adding stuff it just gets bloated and that becomes a turn-off. Carnius has given tons and tons of stuff to Essence already, and I daresay the threshold has been reached for units.


Not quite, it is getting there though, and I will contribute to filling the tank with: Would it be OP if everyone had a Mobile Sensor Array with a build limit of 1? I think it would be highly useful...

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Eagle 11
Rocket Infantry


Joined: 21 Oct 2009
Location: Somewhere in the great nothingness

PostPosted: Sat May 08, 2010 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Obelisk of Darkness is a luxus thing you know... SAM sites fullfill their roles already.This applies also to the current Obelisk.
The composite system could still be used for GDI defenses: GDI will have 1 tower instead of 3.It will be named Composite Tower and will come with "Vulcan Cannon" header by default,the other two headers(RPG Thrower and AA) will be bought by the defense itself as upgrades.The point is that the upgrade will only set that mode free for the Tower,also you will be able to switch between several modes and change the towers purpose as needed.This will give an unique taste for GDI side but players will be forced to micromanagement for each tower must be individually managed.
A better system would be to use the normal prequisites(also Weapon Factory for RPG as example) as prequisite of upgrade(the switch will be an cost 0 dummy upgrade instead of ability then) to free the player from individually buy the upgrade by each tower(which is an mulework).Or the upgrade could still have an small fee to prevent GDI defenses being OP.The Sonic Turret will be still there alone.This will also free 2 slots in defense tab that can be used for ideas such as stationary sensor array,artillery plattform etc...

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Carnius
Grenadier


Joined: 23 Apr 2007

PostPosted: Sat May 08, 2010 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Valdes wrote:
The reason why mods stop taking in new ideas is because everything's got to have a limit or threshold somewhere, if you continue to keep adding stuff it just gets bloated and that becomes a turn-off. Carnius has given tons and tons of stuff to Essence already, and I daresay the threshold has been reached for units.


Yes, i agree, and the best example in my mod is whole nod faction, several units do the same job which maybe gives player more options but its not good for overall gameplay. I think i managed to make Gdi and scrin well balanced, every unit got its place and even on t3 you have still some use of t1 units. I dont feel the same for nod though, but im working on solution, some units will be rebalanced, some probably cut off entirely.

So now to the topic.

what i disagree:
-New Firehawk Model - im fine with current one
-Make The Kodiak Drop the MKII - im fine with dropship
-If Kodiak drops the MKII, make the Montauk drop off the CC the way a subterranean apc drops off a black hand and cyborg
-GDI Engineer Pistol - IMO that would be useless like it is useless in KW, i will better go with composite armor
-Make Red Tiberium - i dont think this is needed
-Nod needs the Obelisk of Darkness, their SAM sites suck - if that is true then to increase firepower of SAM is what is really needed here
-Give Nod Black Hand Squads an upgrade to make them not able to be ran over by small tracked/walker units. - no, black hands is just ordinary humans in tiberium-proof armor, there is no way how to justified such upgrade unless they wear power armor like zone troopers or are cyborgs.
-Obelisks and Laser turrets should get an upgrade - absolutely not obelisk, Laser turrets could use some upgrade but only when they start as gun turret (nod classic base defence from TD), ie laser turret would be actual ubgrade

What i like or agree with:
-Juggernaut Deployment Order - already done Smile
-Saboteur Tiberium Armor (i guess you mean Forced Evolution which replaces tiberium infusion in my mod)
-Give all Scrin Infantry a range upgrade - not sure if to all of them, but maybe disintegrators could use something like that
-Give Scrin Stalwarts a reflective shield ability that lasts 10 seconds with a 30 second cooldown. - reflective shield is probably not codable, but i like the idea of temporal shield of some sort

The other questions/request - im not decided yet, i will think about that.

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Sat May 08, 2010 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Black Hand Sqauds really need a can't be run over my small tracked vehicles upgrade. They die way too damn easily from that. Back in the original game, the damn Scrin AI would just send in 1 gun walker and just stomp all over your infantry, GDI AI did the same thing with their preds, along with Nod's Scorpion Tanks.

Giving them some kind really buffed suit wouldn't kill anything storywise... -.-

If you are going to buff the SAM Site and ignore the Obelisk of Darkness, I would at least recommend that you think about switching the SAM Site to it's classic form as mentioned above.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sat May 08, 2010 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valherran wrote:
They die way too damn easily from that.


You could say that for any other infantry unit that is crushable.

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Eagle 11
Rocket Infantry


Joined: 21 Oct 2009
Location: Somewhere in the great nothingness

PostPosted: Sat May 08, 2010 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valherran wrote:
They die way too damn easily from that.


Flametrooper ISNT supposed to counter tracked vehicle at all!

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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Sat May 08, 2010 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your feedback Carnius.
About the stuff you disagree with. I can live without any of those (in fact, a large I either was neutral or against), except the red tiberium. I read the lack of resources discussion and thought this might solve it. That and IMO it would be very interesting to have a tiberium type that everybody rushes more for and fights more for, while its volatility and explosive power is worse than blue. Adding on to that, the vehical damaging effect would make for some very interesting fights. For example, imagine what would happen if you had a map where the only way to access your enemy on the ground is through a massive red field.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun May 09, 2010 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Phoenix848 wrote:
For example, imagine what would happen if you had a map where the only way to access your enemy on the ground is through a massive red field.


No one would play it? Rolling Eyes

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Sun May 09, 2010 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Eagle 11 wrote:
Valherran wrote:
They die way too damn easily from that.


Flametrooper ISNT supposed to counter tracked vehicle at all!


I didnt say they were supposed to, where the hell did you get that assumption? Confused

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sun May 09, 2010 4:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Phoenix848 wrote:
Thanks for your feedback Carnius.
About the stuff you disagree with. I can live without any of those (in fact, a large I either was neutral or against), except the red tiberium. I read the lack of resources discussion and thought this might solve it. That and IMO it would be very interesting to have a tiberium type that everybody rushes more for and fights more for, while its volatility and explosive power is worse than blue. Adding on to that, the vehical damaging effect would make for some very interesting fights. For example, imagine what would happen if you had a map where the only way to access your enemy on the ground is through a massive red field.



Gaah, we have another Valherran here... wants to solve a problem by throwing new gameplay stuff at it rather than tackling the source of the issue.

Come on, the game has 2 Tiberium strains, plus Tiberium spikes already. The lack of resources issue is really more of something specific to certain maps IMO and can be rectified through map editing.

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Eagle 11
Rocket Infantry


Joined: 21 Oct 2009
Location: Somewhere in the great nothingness

PostPosted: Sun May 09, 2010 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Valherran wrote:
Eagle 11 wrote:
Valherran wrote:
They die way too damn easily from that.


Flametrooper ISNT supposed to counter tracked vehicle at all!


I didnt say they were supposed to, where the hell did you get that assumption? Confused


Because you want an upgrade that makes them immune against vehicle crushing,then what the hell do you want it for ?

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sun May 09, 2010 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Being immune to something doesn't mean countering something technically. You still need the weapon to counter it.

Still I don't think Black Hand need to be immune to crushing any more than the militants or fanatics, etc need to be immune to crushing.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun May 09, 2010 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Black Hand are made to fight inf, so why make them immune to crush? Zone Troopers and Shock Troopers are immune to crush because they are heavy anti-vehicle units. It's a bit silly if heavy (and expensive) anti-vehicle units are crushed by the units they are supposed to counter.

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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Sun May 09, 2010 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Valdez
Yeah, sure. Maybe I am doing that. But not without reason. If the only thing red tiberium was was a copy of blue but more valuable, then I wouldn't have suggested it. I think it adds quite a bit of strategy to the game.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sun May 09, 2010 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

The way you suggested it, it was already 90% a copy of blue Tiberium, which in turn is already 95% copy of green Tiberium. I'd say that's enough resemblance for it to be unnecessary...

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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Mon May 10, 2010 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think that argument is valid Valdez. They're all different types of tiberium; IMHO they're supposed to be that similar. But I guess red tiberium could maybe use one more feature. I'd have to give that some thought though.

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Mon May 10, 2010 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

What I'm saying is that your ideas could easily be done to the blue Tiberium rather than have a whole new Tiberium just for it, precisely because you're adding in something that is so similar, when there already IS something else that is so similar (blue tiberium).

To draw an analogy, imagine GDI already has predator and mammoth tank, and you mod in another tank whose strength is in between the predator and mammoth. the tank acts more or less like a predator with slightly different stats, and you give it maybe 1 or 2 abilities. Wouldn't it have been less troublesome to just have those as upgrades for the predator?

Yes, Tiberium is Tiberium. It's precisely why there shouldn't be so many different types, because they're more or less the same thing just with different colours and mineral values. If the addition of one or two features justifies making entirely new strains of Tiberium, then GDI could have 3 or 4 different MBTs with a cannon and one or two differing abilities. It's just plain unnecessary to have the features present in a whole new unit.

Again your initial claim was that you want to solve the existing resources problem. Assuming that was directly your intention, and not to see red crystals in the game, the issue could be fixed by tweaking green tiberium values. You add in red tiberium and I gurantee the problem gets even harder to solve. Every single official map would have to be rehauled to have the new red tiberium in, and then playtested for economic balance.

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Valherran
Soldier


Joined: 28 Feb 2010

PostPosted: Mon May 10, 2010 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Black Hand are made to fight inf, so why make them immune to crush? Zone Troopers and Shock Troopers are immune to crush because they are heavy anti-vehicle units. It's a bit silly if heavy (and expensive) anti-vehicle units are crushed by the units they are supposed to counter.


Why should they get all the bad-ass heavy units that can't be crushed? Besides it is unique to have a heavy anti-infantry unit, and since it is one of the most expensive infantry they got, it seems pretty fair to have this. The upgrade can be expensive to give more balance, say like 2-3k?

@Phoenix848 - I don't know if Red Tiberium is even codeable, it would have to replace an existing color field, on top of that, the MOD will have to come with custom maps to have that put in, I dunno if you can edit the existing maps in this way, can you?

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Phoenix848
Vehicle Driver


Joined: 21 Apr 2010

PostPosted: Tue May 11, 2010 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Valherran
Yes it is codeable. I saw someone show someone else how to do it on a forum.

@Valdez
Oops, lol. Didn't think past a solution on that, sorry. Then I guess just raise the current tib's value. That also has another advantage in that the campaign won't have as few resources.

Btw, your analogy isn't quite correct. In this case, adding say two things is actually making a big enough difference. But adding two things to a unit doesn't effectively change its role.

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Carnius
Grenadier


Joined: 23 Apr 2007

PostPosted: Tue May 11, 2010 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valherran wrote:

Dutchygamer wrote:

Black Hand are made to fight inf, so why make them immune to crush? Zone Troopers and Shock Troopers are immune to crush because they are heavy anti-vehicle units. It's a bit silly if heavy (and expensive) anti-vehicle units are crushed by the units they are supposed to counter.



Why should they get all the bad-ass heavy units that can't be crushed? Besides it is unique to have a heavy anti-infantry unit, and since it is one of the most expensive infantry they got, it seems pretty fair to have this. The upgrade can be expensive to give more balance, say like 2-3k?


Wait a moment, what about cyborgs, they are exactly what you want black hands to be, heavy anti infantry unit, uncrushable by small vehicles, you see Nod got such bad-ass unit you talk about already and doesnt need more.


Valdes wrote:
What I'm saying is that your ideas could easily be done to the blue Tiberium rather than have a whole new Tiberium just for it, precisely because you're adding in something that is so similar, when there already IS something else that is so similar (blue tiberium).

Yes, Tiberium is Tiberium. It's precisely why there shouldn't be so many different types, because they're more or less the same thing just with different colours and mineral values. If the addition of one or two features justifies making entirely new strains of Tiberium, then GDI could have 3 or 4 different MBTs with a cannon and one or two differing abilities. It's just plain unnecessary to have the features present in a whole new unit.

Again your initial claim was that you want to solve the existing resources problem. Assuming that was directly your intention, and not to see red crystals in the game, the issue could be fixed by tweaking green tiberium values. You add in red tiberium and I gurantee the problem gets even harder to solve. Every single official map would have to be rehauled to have the new red tiberium in, and then playtested for economic balance.



I agree, there is no need for another resource type, i should only tweak current one.

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Tacitus
Medic


Joined: 17 Aug 2009
Location: Austria

PostPosted: Wed May 12, 2010 5:46 am    Post subject: Tiberium Reply with quote  Mark this post and the followings unread

Red Tiberium??
IMO that was only EA idea, because they had big problems in C&C4, so why we need another type of tiberium?? We don't need, because blue tiberium brings enough money.

After reading the thread, I see that all want their own mod ^^ is understandable, because everyone has ideas to increase the gameplay.
But even not everything fits to this mod. e.g. Tiberium Waste. It was a thing of the past, because i don't know if its even codeable or not to have a tiberium waste in game. But it doesnt really fit in.

I think the flame-monsters are already good enough, they can clear buildings, destroy bildings easily, and against inf.

-------------------------------------------------------------------------------------------------------------------> Tacitus

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Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Wed May 12, 2010 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Valherran wrote:

Why should they get all the bad-ass heavy units that can't be crushed?


Thats like asking why only the Scrin get to have a bad ass ship that blasts plasma volleys without having to re-arm at airfields. It's faction diversity.

Nod may not have an uncrushable higher tier infantry... guess what they can cloak their vehicles, they have a secondary hero unit, they possess the only infantry in the game that can walk and fly and is stealth...

btw this is literally the first time I heard of red tiberium in C&C 4 (I was no longer in the loop since the start of this year so lots of info slipped my mind)

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Valherran
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Joined: 28 Feb 2010

PostPosted: Wed May 12, 2010 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Wait a moment, what about cyborgs, they are exactly what you want black hands to be, heavy anti infantry unit, uncrushable by small vehicles, you see Nod got such bad-ass unit you talk about already and doesnt need more.


Cyborgs dont kill buildings as well as Black Hands do. Cyborgs gain a slight advantage because they already can't be run over by small vehicles but they cost 1000 credits. Black Hands can be ran over and cost 800 credits, they would get an upgrade that costs 2000 credits that prevents them from being ran over via Tech Center or Chemical Plant. Try it out and see, this is isnt unbalanced at all, actualy quite fair.

On the subject of cyborgs, are they supposed to be easily killed by other anti-infantry units? It seems like they have x10 the HP of a normal soldier but take the same damage from everything. Whats sad is I sent a Cyborg Commando on attack+move command to Scrins back door and he got taken out by 3 Buzzers. Rolling Eyes

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