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Mon, 2010-01-25 17:58
Let me introduce this with the statement that I mostly play GDI.
All these suggestions are for the enhanced mode / tech10 ONLY
Hovertank too versatile
- It is an artillery, yet very fast and heavier armored than the nod artillery
- it can cross both land & see. Rivers are no barriers anymore
- it is effective against: Vehicles, Infantry, Air Units and can also be used in see combat.
- Splashdamage due to the use of two rockets. makes it very strong when used in packs. aiming for one unit slows every unit close to the target down, giving the artillery more time to destroy the enemy army before it comes into range
- It has a gunturret, allowing it to aim faster than the nod artillery
- and all that for only 1000 bucks
I suggest to reduce its role to a special-ops unit for blitz attacks on targets surrounded by see as some sort of counterpart to the stealth tank. It's AA capabilities should still be helpful to effectively counter A10s
Suggestions:
- reduce ground to ground range (like medium tank)
- reduce price to 900
- reintroduce classic GDI artillery (range similar to NOD artillery)
Carryall ensures map domination
- allows to transfer MCVs safely and fast for the creation of new expansions
- allows to create expansions ANYWHERE on the map
The Carryall also allows to stage extreme drop maneuvers, for example dropping a bunch of mammoths+XO from seemingly safe cliffs behind the actual defense lines. While this may be countered by the price of each carryall and NOD being able to stage something similar them selves with stealth units, the fact can't be ignored that GDI gets a massive advantage when it comes to map control by being able to build expansions extremely fast and anywhere
Suggestions:
- Introduce NOD MCV that moves through the underground
- Must not serve as construction yard - only as base crawler.
- fairly low armor (one ion beam should vaporize it)
I know it's a rather annoying suggestion with the work being involved and all but there isn't any other option to counter the advantage the GDI got with he carryall (other than forcing mappers not to plant tiberium on isles and closed mountains&valleys of course
)
Advanced Com-Center
- Acts like a Radar
- Acts like an Advanced Power Plant
Suggestion:
- put a minus in front of its power stats ...
Hint Helicopters
- useless
Suggestions:
- I seriously don't know, man ... maybe reconfigure 'em so they behave like jetpackers (always in the air/unlimited ammo)
- allow it to fly into fog and give it a small scouting range like one of the carryall, so you can at least scout isles with it.
Support Aircrafts
Well, I think its way to powerfull against the poorly armored NOD units. If you catch a moving army with its AA off-guard, its literally toast.
Suggestions:
- 70% Armor
- Reduce "Ammo" to 1
- Allow Unlimited Production of Airfields and SAs
Advanced Guard Towers
- Higher Range than Obelisk
- Shoots instantly with spashdamage, slowing enemies down
- Attacks both air and land
- Virtually no power consumption
Suggestions:
- Raise Power Consumption. Right now, You can have a huge turretfarm only powered by your advanced com-center
Phase Transport
Its ridiculously overpowered in pvp. with no countermeasures other than infantry standing around, you can bust almost anything that isn't heavily guarded. Just loose it. The Heli-trans should be enough of a ride for the commando and the engineers. DON'T implement sensory units. Stealthtanks already are weak enough as-is.
Nod Artillery
Suggestions:
- Reduce Damage
- 10% More Armor
Other Suggestions:
Delete Stuff
- UAV (Useless, distracts and uses up a menu slot)
- NOD APC (if you should want to keep the phase transport, what would they need an APC for?)
- NOD Buggy (they already have the recon bike for the scouting job)
- Hum-vee (I could just invest 300 more and buy a unit that's actually useful)
Silo
Seriously, why would I want to build something that can be blown away with one Ion beam, causing the loss of thousands of dollars in the progress. Anyone would rather pump infantry than building those things. And since there aren't even any thieves in game, its questionable if there should be a storage limit at all
Rock, Paper, Infantry
I just wanted to point out that infantry has become worthless due to the introduction of _real_ artillery. I don't quite know how to fix this, though.
The only way would be to forbid artillery to fire on infantry or something, which, most likely, isn't even possible.
Maybe making em only a half of their current price would help? I remain clueless on this matter D:
All these suggestions are for the enhanced mode / tech10 ONLY
Hovertank too versatile
- It is an artillery, yet very fast and heavier armored than the nod artillery
- it can cross both land & see. Rivers are no barriers anymore
- it is effective against: Vehicles, Infantry, Air Units and can also be used in see combat.
- Splashdamage due to the use of two rockets. makes it very strong when used in packs. aiming for one unit slows every unit close to the target down, giving the artillery more time to destroy the enemy army before it comes into range
- It has a gunturret, allowing it to aim faster than the nod artillery
- and all that for only 1000 bucks
I suggest to reduce its role to a special-ops unit for blitz attacks on targets surrounded by see as some sort of counterpart to the stealth tank. It's AA capabilities should still be helpful to effectively counter A10s
Suggestions:
- reduce ground to ground range (like medium tank)
- reduce price to 900
- reintroduce classic GDI artillery (range similar to NOD artillery)
Carryall ensures map domination
- allows to transfer MCVs safely and fast for the creation of new expansions
- allows to create expansions ANYWHERE on the map
The Carryall also allows to stage extreme drop maneuvers, for example dropping a bunch of mammoths+XO from seemingly safe cliffs behind the actual defense lines. While this may be countered by the price of each carryall and NOD being able to stage something similar them selves with stealth units, the fact can't be ignored that GDI gets a massive advantage when it comes to map control by being able to build expansions extremely fast and anywhere
Suggestions:
- Introduce NOD MCV that moves through the underground
- Must not serve as construction yard - only as base crawler.
- fairly low armor (one ion beam should vaporize it)
I know it's a rather annoying suggestion with the work being involved and all but there isn't any other option to counter the advantage the GDI got with he carryall (other than forcing mappers not to plant tiberium on isles and closed mountains&valleys of course

Advanced Com-Center
- Acts like a Radar
- Acts like an Advanced Power Plant
Suggestion:
- put a minus in front of its power stats ...
Hint Helicopters
- useless
Suggestions:
- I seriously don't know, man ... maybe reconfigure 'em so they behave like jetpackers (always in the air/unlimited ammo)
- allow it to fly into fog and give it a small scouting range like one of the carryall, so you can at least scout isles with it.
Support Aircrafts
Well, I think its way to powerfull against the poorly armored NOD units. If you catch a moving army with its AA off-guard, its literally toast.
Suggestions:
- 70% Armor
- Reduce "Ammo" to 1
- Allow Unlimited Production of Airfields and SAs
Advanced Guard Towers
- Higher Range than Obelisk
- Shoots instantly with spashdamage, slowing enemies down
- Attacks both air and land
- Virtually no power consumption
Suggestions:
- Raise Power Consumption. Right now, You can have a huge turretfarm only powered by your advanced com-center

Phase Transport
Its ridiculously overpowered in pvp. with no countermeasures other than infantry standing around, you can bust almost anything that isn't heavily guarded. Just loose it. The Heli-trans should be enough of a ride for the commando and the engineers. DON'T implement sensory units. Stealthtanks already are weak enough as-is.
Nod Artillery
Suggestions:
- Reduce Damage
- 10% More Armor
Other Suggestions:
Delete Stuff
- UAV (Useless, distracts and uses up a menu slot)
- NOD APC (if you should want to keep the phase transport, what would they need an APC for?)
- NOD Buggy (they already have the recon bike for the scouting job)
- Hum-vee (I could just invest 300 more and buy a unit that's actually useful)
Silo
Seriously, why would I want to build something that can be blown away with one Ion beam, causing the loss of thousands of dollars in the progress. Anyone would rather pump infantry than building those things. And since there aren't even any thieves in game, its questionable if there should be a storage limit at all
Rock, Paper, Infantry
I just wanted to point out that infantry has become worthless due to the introduction of _real_ artillery. I don't quite know how to fix this, though.
The only way would be to forbid artillery to fire on infantry or something, which, most likely, isn't even possible.
Maybe making em only a half of their current price would help? I remain clueless on this matter D:
Wed, 2010-01-27 15:39
#2
a light MCV cant be made? like the krane(i dont remember well the name) in command and conquer 3, this make expand more easy.
Wed, 2010-01-27 21:09
#3
It's possible, although I can't specify what buildings it can construct (it's either all buildings or no buildings at all). So the best thing that could be done is just making it so that you can build next to it after it's deployed, but still don't think making it subterranean is a good idea (plus, considering both GDI and Nod have Carryalls and can both re-deploy their MCVs, this unit isn't necessary anyway).
Thu, 2010-01-28 17:38
#4
The Hover MLRS can only just out-range base defences and it's also GDI's only unit that can do this. Decreasing its range and then reintroducing the rocket launcher as GDI's artillery unit would make GDI a bit too similar to Nod again in my opinion, while right now there's a bit of diversity; only Nod has artillery, while GDI has a bit more powerful units and better access to certain spots on the maps. The Hover MLRS also serves as GDI's second ship (Nod has a heavy long-range ship and a light close-range ship, while GDI has a heavy medium-range ship and the Hover MLRS (which has a similar range to Nod's close-range ship). Also, the Hover MLRS's missiles are only about as effective against infantry as tank shells are, so the fact they out-range infantry is really the only thing that makes them powerful against infantry. I do agree that maybe increasing the price of a Hover MLRS to about 1200 might be a good idea however.
well, I see your point about the diversity. However, pushing it as far as allowing GDI to bounce around the map with only one type of unit goes a little to easy on the micro-management IMO. As NOD, you need your artillery to bust defenses and to a certain point even tanks, AA to try (and fail) to keep the A10s from busting your artillery in one go and tanks to defend against other tank armies (not the microwaves though for obvious reasons). That sure takes some effort to manage while as GDI, all you have to do is kicking around one cloud of hover mlrs'.
To be honest a subterranean MCV sounds rather silly and quite overpowered as well, considering there's no way to detect subterranean units in DTA. Imagine a subterranean MCV popping up in the middle of (or next to) your base, which then starts spamming obelisks around it. It also will be able to get anywhere on the map completely unnoticed.
Right, didn't know about the chinooks capabilities. never mind, then

I'll considering giving Apaches missiles or possibly something else in the enhanced mode to make them a little more useful.
well, as you said, in enhanced mode, there ain't scary infantry and on that tech level (7, i was told

I suggest to give it fewer rockets than the okra has and to keep em shooting infantry with the minigun (having it load two kinds of ammo would be cool of course, but if it doesn't work make the gun-ammo infinite) so it still feels different. (this works best with my infantry suggestions further down the post, I guess)
Well, in case you didn't realize this yet, I replaced Nod's SSM Launcher with a "Missile Launcher". So basically the "Surface to Surface Missile Launcher" became a normal missile launcher (meaning it can attack both ground and air) and it's pretty effective against aircraft too. I personally don't really think anything needs to be changed about the A10 Warthogs, but if more people feel they're really overpowered, I'll consider it.
well, I see two problems here: the first one lays in any anti-air unit: it only makes full use of its range in time, if you order it manually to fire on the target witch can be difficult depending on the gamespeed. if you have em in stand-by or guard-mode it takes crucial splits of seconds before it starts aiming (and yes, I am nit-picking

the second thing that makes A10s so dangerous vs NOD is that they deliver too much damage at once against tank armies - destroying the light NOD vehicles (especially the artillery) in the process.
so that's why, by the time you took them down, its mostly too late - at least for your artillery.
Actually, the Advanced Guard Tower has exactly the same range as the Obelisk
I haz been fooled by ze massive X-Axiz I guezz >__<'
I personally think there's no need to make it any weaker.
thought about the extra skin because of the A10s D:
- The UAV is meant to find that very last hidden or cloaked unit of your opponent when Short Game isn't turned on. I agree it's a bit annoying at the moment, but it's been improved for the next version.
Right. Good Point. D:
- Nod's APCs are to stay, considering they don't have a build limit, while the Phase Tank does.
*mumble* m'kay >.<
- Hum-vee; same story.
well, since I have infantry-pimping plans, I shall not whine on this matter - for now :>
However, it does open some extra room for strategies. Destroying your opponent's refinery or full silo will give him quite a setback and you can also capture his silo with an engineer (or 3 engineers, if multi-engineer has been enabled) to steal his credits.
I originally actually intended to make Nod's hijackers able to steal money from silos, but unfortunately it's impossible for infantry to steal credits from buildings without capturing it first with Tiberian Sun's engine.
well, how about giving it a little more weight by increasing capacity, price and armor to about 2-3 times of the current one? makes it a very attractive target that demands some more serious efforts than an ion-beam to take it down

However, lowering the price of infantry to about half their current price does sound pretty interesting. I'll give it a try to see if it's likable.
I haz ideaz! How about fusing rocket soldier and mini-gunner? Same speed as mini-gunner, price-tag of 150-250$ and maybe increased flak-range. Assault rifle vs infantry, rockets vs air&armor. In this tank-mania it actually makes sense, unless you plan to make standard infantry _really_ cheap. Also, it might be a good idea to reduce the explosion range of both the flamers and the grenadiers since they tend to blow up in a cascade if you kill only one of a squad (which rather amuses me but meh ^^ )
Edit: A minigunner with a grenade launcher might also be something to consider since a rocket coming from a machine gun might look funny.
Thu, 2010-01-28 13:15
#5
It's possible, although I can't specify what buildings it can construct (it's either all buildings or no buildings at all). So the best thing that could be done is just making it so that you can build next to it after it's deployed, but still don't think making it subterranean is a good idea (plus, considering both GDI and Nod have Carryalls and can both re-deploy their MCVs, this unit isn't necessary anyway).
The diference will be the tech/cost/time to build it, if it cant build the cost of production can be much less and will have less danger than move the MCV and need less tech.
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All these suggestions are for the enhanced mode / tech10 ONLY
Well, first of all there is no tech level 10 in DTA; tech level 7 is the highest
- It is an artillery, yet very fast and heavier armored than the nod artillery
- it can cross both land & see. Rivers are no barriers anymore
- it is effective against: Vehicles, Infantry, Air Units and can also be used in see combat.
- Splashdamage due to the use of two rockets. makes it very strong when used in packs. aiming for one unit slows every unit close to the target down, giving the artillery more time to destroy the enemy army before it comes into range
- It has a gunturret, allowing it to aim faster than the nod artillery
- and all that for only 1000 bucks
I suggest to reduce its role to a special-ops unit for blitz attacks on targets surrounded by see as some sort of counterpart to the stealth tank. It's AA capabilities should still be helpful to effectively counter A10s
Suggestions:
- reduce ground to ground range (like medium tank)
- reduce price to 900
- reintroduce classic GDI artillery (range similar to NOD artillery)
The Hover MLRS can only just out-range base defences and it's also GDI's only unit that can do this. Decreasing its range and then reintroducing the rocket launcher as GDI's artillery unit would make GDI a bit too similar to Nod again in my opinion, while right now there's a bit of diversity; only Nod has artillery, while GDI has a bit more powerful units and better access to certain spots on the maps. The Hover MLRS also serves as GDI's second ship (Nod has a heavy long-range ship and a light close-range ship, while GDI has a heavy medium-range ship and the Hover MLRS (which has a similar range to Nod's close-range ship). Also, the Hover MLRS's missiles are only about as effective against infantry as tank shells are, so the fact they out-range infantry is really the only thing that makes them powerful against infantry. I do agree that maybe increasing the price of a Hover MLRS to about 1200 might be a good idea however.
- allows to transfer MCVs safely and fast for the creation of new expansions
- allows to create expansions ANYWHERE on the map
The Carryall also allows to stage extreme drop maneuvers, for example dropping a bunch of mammoths+XO from seemingly safe cliffs behind the actual defense lines. While this may be countered by the price of each carryall and NOD being able to stage something similar them selves with stealth units, the fact can't be ignored that GDI gets a massive advantage when it comes to map control by being able to build expansions extremely fast and anywhere
Suggestions:
- Introduce NOD MCV that moves through the underground
- Must not serve as construction yard - only as base crawler.
- fairly low armor (one ion beam should vaporize it)
I know it's a rather annoying suggestion with the work being involved and all but there isn't any other option to counter the advantage the GDI got with he carryall (other than forcing mappers not to plant tiberium on isles and closed mountains&valleys of course
Actually, Nod's Chinook can carry vehicles just the same, meaning the only difference between the Carryall and the Chinook is their flight speed (the Carryall is a bit faster). So assuming you didn't already know that, there shouldn't really be an issue now, but I'll just comment on your suggestions anyways.
To be honest a subterranean MCV sounds rather silly and quite overpowered as well, considering there's no way to detect subterranean units in DTA. Imagine a subterranean MCV popping up in the middle of (or next to) your base, which then starts spamming obelisks around it. It also will be able to get anywhere on the map completely unnoticed.
- Acts like a Radar
- Acts like an Advanced Power Plant
Suggestion:
- put a minus in front of its power stats ...
Yes... I've already done this
- useless
Suggestions:
- I seriously don't know, man ... maybe reconfigure 'em so they behave like jetpackers (always in the air/unlimited ammo)
- allow it to fly into fog and give it a small scouting range like one of the carryall, so you can at least scout isles with it.
The Apaches are actually exactly like they are in TD and their role is pretty much the same as that of Harpies in TS (which is no surprise, considering Harpies are actually just Apaches with a different name). They are indeed worthless for attacking the buildings of a base that has any kind of AA around whatsoever, but they're of course still quite effective against infantry (not that infantry need anything powerful to counter them) and they can take down lightly armored vehicles as well.
I'll considering giving Apaches missiles or possibly something else in the enhanced mode to make them a little more useful.
Well, I think its way to powerfull against the poorly armored NOD units. If you catch a moving army with its AA off-guard, its literally toast.
Suggestions:
- 70% Armor
- Reduce "Ammo" to 1
- Allow Unlimited Production of Airfields and SAs
Well, in case you didn't realize this yet, I replaced Nod's SSM Launcher with a "Missile Launcher". So basically the "Surface to Surface Missile Launcher" became a normal missile launcher (meaning it can attack both ground and air) and it's pretty effective against aircraft too. I personally don't really think anything needs to be changed about the A10 Warthogs, but if more people feel they're really overpowered, I'll consider it.
- Higher Range than Obelisk
- Shoots instantly with spashdamage, slowing enemies down
- Attacks both air and land
- Virtually no power consumption
Suggestions:
- Raise Power Consumption. Right now, You can have a huge turretfarm only powered by your advanced com-center
Actually, the Advanced Guard Tower has exactly the same range as the Obelisk. I'll think about increasing the power consumption however.
Its ridiculously overpowered in pvp. with no countermeasures other than infantry standing around, you can bust almost anything that isn't heavily guarded. Just loose it. The Heli-trans should be enough of a ride for the commando and the engineers. DON'T implement sensory units. Stealthtanks already are weak enough as-is.
Actually, walls are supposed to counter it. If you wall your Construction Yard in and place a wall around your base, you'll just have to place a couple infantry in the openings of the walls and any Phase Tank that tries to get through will be detected. I'd personally just scatter some infantry and defenses around my base however.
Suggestions:
- Reduce Damage
- 10% More Armor
The artillery has already slightly been changed for the next version, although differently from how you suggested it. I personally think there's no need to make it any weaker.
- UAV (Useless, distracts and uses up a menu slot)
- NOD APC (if you should want to keep the phase transport, what would they need an APC for?)
- NOD Buggy (they already have the recon bike for the scouting job)
- Hum-vee (I could just invest 300 more and buy a unit that's actually useful)
- The UAV is meant to find that very last hidden or cloaked unit of your opponent when Short Game isn't turned on. I agree it's a bit annoying at the moment, but it's been improved for the next version.
- Nod's APCs are to stay, considering they don't have a build limit, while the Phase Tank does.
- Nod's buggy is meant for mowing down infantry and it does a pretty good job at it too I'd say.
- Hum-vee; same story.
Seriously, why would I want to build something that can be blown away with one Ion beam, causing the loss of thousands of dollars in the progress. Anyone would rather pump infantry than building those things. And since there aren't even any thieves in game, its questionable if there should be a storage limit at all
Well, first of all, in Tiberian Sun the credits always have to be stored somewhere. So this means that if the building that stores the credits is destroyed, just like with a refinery or silo, you will lose the credits that were stored in that building. So in the end there isn't really any way to completely remove the need to build tiberium storage buildings that's really practical.
However, it does open some extra room for strategies. Destroying your opponent's refinery or full silo will give him quite a setback and you can also capture his silo with an engineer (or 3 engineers, if multi-engineer has been enabled) to steal his credits.
I originally actually intended to make Nod's hijackers able to steal money from silos, but unfortunately it's impossible for infantry to steal credits from buildings without capturing it first with Tiberian Sun's engine.
I just wanted to point out that infantry has become worthless due to the introduction of _real_ artillery. I don't quite know how to fix this, though.
The only way would be to forbid artillery to fire on infantry or something, which, most likely, isn't even possible.
Maybe making em only a half of their current price would help? I remain clueless on this matter D:
Making artilleries unable to attack infantry actually is possible, although that really isn't a good idea in my opinion. Lowering the damage artillery units do to infantry is a better option, but I honestly actually don't like that idea much either.
However, lowering the price of infantry to about half their current price does sound pretty interesting. I'll give it a try to see if it's likable.