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trunkskgb
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Joined: 23 Jan 2011
I've been playing C&C games for along time now, and the most interesting thing I've found, is how your gameplay adapts to a new release, and even more interesting, is how you play those "older" games after a bunch of new ones came out.

Let me tell you a story first before I make my suggestion. I've played the campaigns on Dawn for years now, maybe once a year, or I skip a year. Playing as Nod is very easy with their Stealth tanks. Not many units could detect them, and you'd have to get very close to a defense to be revealed. Fast forward nearly a decade, Tiberium Wars comes out. The amount of units that could detect stealthed objects was insane, it frustrated me at first. It almost seemed that EVERYTHING could detect Stealth objects. I then did some comparisons between the two games and realized that might have been the goal all along. I now think that C&C 3 has a good balance, and I think it plays well. You could argue that Dawn did not have a good balance. I made a map last year for this mod (never released, need to tweak), I had my CY walled off, and ALL my units camping my lone entrance, even Infantry which usually detect Stanks A LOT better then tanks. About five minutes into the map, Nod stanks somehow got into my base, and OWNED my CY with thier arcing missles. I was puzzled, I made sure to debugg the terrain on my map to see I made an error somewhere, I didn't. I then realized the stealth ability and the lack of units to detect it well, rolled over my base. Now when I play, my first defense is block my base with walls, not towers.

How are other vehicles going to react to Stanks? How are Infantry? Is this something that has been considered? I guess to stay true and as close to dawn as possible, it may be better to leave as is. Maybe in the enhanced mode, this could be looked at.

Thoughts?
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Rampastring
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Joined: 25 Nov 2009
DTA 1.11 has a buildable mobile sensor array for both sides, similar to TS. It's used against not only Stealth tanks, but against Termites (subterranean deployable laser turrets) and for attacking stealthed bases aswell. While IMO this makes Stealth tanks pretty weak, they're still useful for hunting harvesters and things like that (and they still own if you manage to destroy the enemy's sensor array).
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Chronoseth
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Joined: 20 Feb 2010
In TD, all defensive buildings, along with the communications center, are able to detect adjacent stealth units. IIRC this wasn't taken into account in versions of DTA prior to 1.11. Infantry are able to reveal cloaked units adjacent to them as well.

In DTA 1.11, defensive buildings now detect stealthed units as they should. Infanftry still detect stealth tanks (though unreliably) and the sensor array Rampastring mentioned has been added as well.
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bidroid
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Joined: 22 Oct 2012
I think stealths are over hahaha
 

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