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  1. Okay, first, here are some stats I collected. - Damage wise, vs armor the CT has the DPS of the Phase Tank (2nd highest in game after the TT), and vs buildings CT has the DPS of the medium tank. It's not effective vs infantry. - Health wise, at 300/300 the CT has same health as the Light Tank. But with Mammoth armor, it is more resistant to bullets, flames, heavy tank shells, and even Volkov's hand cannon. This effectively give the CT medium tank health (or better) vs many units. Vs Tesla weapons and Mammoth Tank shells, there is no resistance bonus and the CT is just like a Light Tank. - Speedwise, at ~8m/s, this tank is one of the slowest vehicles in the game. Teleportation is your only way to get away from an enemy. I'll admit I'm at a loss on how to use the CT effectively. The teleportation ability is nice, but I feel in terms of "battlefield niche", the tank is easily eclipsed by Longbows on air maps. The primary function of the CT is an anti-vehicle ambusher that flanks enemy vehicles with its increased mobility via teleporting, but LBs does this job very well already at 1/2 the cost! Additionally, given its $2,400 price tag, this unit is almost always used with a mechanic. It handles tank duels decently, you just need to try to teleport in from the flanks or the back, but there is always a risk of teleporting next to a group of enemy units and losing $3,350 worth of value. Despite this, there are still three tips/strategies I think currently work: 1. Given the tank's special armor, it is really resistant vs Flame Towers. Try to solo using a CT vs using a medium tank, and you will see the CT only loses half of its health to kill a FT vs >75% of the med's health (numbers based on min FT health). If you have a mechanic, you can try your luck and repair a bit between flames. 2. Of course, you can always teleport past enemy defenses to the back of their base, but vs a well prepared (mined) team, and given the CT's high cost and mediocre DPS vs buildings, it is a risky play. You can try to sneak it with an engineer to C4 mined buildings, but engin C4s do less dmg these days and again CT's DPS vs buildings is mediocre (to finish off the building). 3. Teleportation is your biggest strength but also risk. You have enough health and DPS to play as a MBT, but you are also meant to be an ambush unit, so: - Use your teleportation sparingly, "walk" unless you can see your destination is safe. - Don't teleport from places enemies can see you if you are trying to flank them. Hide behind cover first and then teleport. - Don't teleport to places where enemies can see you. They will either turn around to face you first, or you teleport into a bunch of Volkovs. $2,400 + mechanic is expensive. - Don't always try to maximize your teleport distance. Instead pick a destination with cover, or places on the map that those slow Soviet units often don't visit. - If you need to retreat, generally teleport back towards your base (behind friendly lines) for safety. Here are three ideas on how to improve the unit: 1. Make Chrono initiation time and reset time a function of distance teleported (Less distance teleported, faster reset time). At 300m max range with 30 sec recharge time, maybe the scale can be 1sec/10 meter of distance jumped (i.e 200m jump, 20s recharge time)? By making short jumps faster and therefore less risky, it will encourage drivers to jump from flank to flank and make this unit more fun to use. Imagine how annoying it is for a Soviet tank column to have to deal with a CT that is in front of them, and then hops to their right, and then hops to their left. Phase Tanks can ambush too, but they can't jump from flank to flank. This will also add strategic depth to driving the CT and reward skillful jumping with lower recharge time. 2. Allow CT's map's "radar" feature to show enemy and friendly units in the entire circle (300m radius) instead of the current short range (~100m?). This will help CT drivers make smart decisions on where to teleport. This may be too OP in preventing sneaky Soviet rushes. 3. Lower the CT's price to $2,000
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  2. Hello, and welcome to yet another development update from the Ground Zero team! It's been a little while, but we do have some stuff for you! LauncherYou may have noticed that Ground Zero has made an appearance on the launcher. Yes, we got some things sorted over the past week, and can now start testing on a regular basis. Development is on the verge of kicking into high gear, and this is part of the process! Asset CollectionFor those of you paying attention to Discord a few days ago, Synaesthesia AKA The Artist Formerly Known As Aircraftkiller shared a bunch of source files for Tiberian Dawn buildings he had made in the past. This is going to give us quite the leg up in development. Unfortunately, they're not *quite* ready to show off just yet, but as soon as they are, you'll see them here! GDI BarracksEven before this happened, however, @Ice took the liberty of starting on a new GDI Barracks! Even at this early stage, this is a good indicator of the art direction that GZ is taking; drawing inspiration from multiple sources (the original game, the remasters, real life equivalents, etc...) to bring the best blend of realism and C&C accuracy possible. IconAnd that's not all! @CCHyper has generously crafted an icon for us to use! This will show up on the GZ tab on the launcher, and I have to say, it looks amazing! ConclusionThat's all we have today, but fret not- development on GZ is beginning to ramp up, and we'll have more stuff coming your way! Until then, have a good one! [blurb]You may have noticed Ground Zero on the launcher recently! Well, we've got some news to go along with it![/blurb]
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  3. Did you know: - Vs. buildings, Migs do more damage than Longbows. Numbers needed for buildings: Silo: 2 Migs or Yaks Allied buildings other than War Factory/NY/CY: 3 Migs/Yaks War Factory/NY: 4 Migs/Yaks - Vs. vehicles, Migs do 66% of damage of a Longbow. Still, Migs can two-shot (in one run) or less all Allied vehicles except the Medium/Light/Chrono Tank. - Migs have 66% of LB's health. - Migs fly at twice the Longbow's top speed (50m/s vs 25m/s), but because they need to circle around to attack and slow-down to land, realistically they don't always travel at twice the speed. - Migs aren't very good against planes. Use a Yak if you want to hunt air units. - You can get lucky with AA guns sometimes since they have to rotate to target you. You may be able to fly out of their range by then. - You can do barrell rolls with Migs by holding the direction button while flying.
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  4. @ChopBam hit me up for a PVE against Brutals
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  5. Are you sure this is you? I got a separate friend invite from you (your username here) but this code seems to be tied to a different Steam profile "Anony." This is actually true of a surprising number of players, my family included. For more than two decades we've always just done comp stomps together. :D
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  6. It is! We have not put together a blog update for some time now, as we have since opted to showing our progress on Discord and our Twitch. However, I will see to getting our development progress collected and we can start pushing these blogs again for you and others interested! Welcome to our forums by the way. Thank you for visiting. You can find our Discord @ https://discord.gg/9XywWHh and our Twitch @ https://www.twitch.tv/w3dhub
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  7. Hello! Welcome to the forum. I've got no experience with this sort of stuff but @Threve You know a bit about string files and such eh? @FRAYDO Do you know anyone else who could help?
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  8. THE MOST POWERFUL TRAINER IN THE WORLD
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  10. APB is a game that favors specialized units. Need to rush a building's MCT? Buy a Shotgunner/Flamer/Shock. Counter Allied armored? Shocks/RS/Volkov. Speed rush the other team? Use LTs. Counter Soviet Armor? Mech/Med combo or Longbows. Counter mech/med combo? Use Hinds/Shocks/TT. Counter Longbows? Use a TT or Yak. Ambush and infiltration? Use Phase or Chrono Tanks. Overall, almost all units have one or several unique "battlefield niche" that they occupy. The Devs have done a really good job designing fun to play with units that are strategically deep. This brings us to the ever (un)popular grenadier. On first look, this unit seems like a jack of all trades, but master of none. It doesn't hit hard at vehicles like the RS, and generally can't stand 1vs1 in an infantry fight. Its range is short, health is mediocre, and projectile path curved. No wonder I don't see it being play a lot online. Why should I use the grenadier only to lose to tanks, infantries, and base defenses alike? Who cares if it's only $160? However, a deeper look reveals the Grenadier actually has its strength and unique niche. The key here is that the Grenadier is actually the infantry in the entire game with most DPS vs building exteriors! Yes, you heard it correctly. Vs. MCTs, Shocks take the top spot, then Flamers, then Shotgunners, and then Officers (RS/Volk/Grenadiers don't get the MCT bonus), but when it comes to shooting at other parts of buildings, the Grenadier's DPS is King among infantries, and next comes RS, followed by (?) Flamers. In fact, the Nader's DPS is actually the same as the Heavy and Medium Tank. In other words, throwing grenades at the War Factory is as good as using a Heavy/Med to shoot at it. And even vs other infantries that are shooting at the MCT, Grenadiers' DPS still come ahead of the Officer's, and is not too far behind the Shotgunner (53 sec vs Nader's 60 sec to kill Barrack). That 7 seconds of difference are more than made up by the need for Shotgunners to run into a building and reach the MCT first, and possibly being distracted by defenders away from the MCT when attacking. Additionally, vs Vehicles, the Grenadier does ~66% of a Rocket Soldier's DPS. Sure 66% is still not a lot, and it's hard to hit things with grenades, but that's far better than the Flamer, the Shotgunner, or the Officer's DPS vs vehicles. So if you need a budget close-range anti-armor that also can somewhat deal with infantry, the Grenadier isn't a bad choice. Once you understand this, it opens up a whole variety of strategies. I will list some examples below: - With its top DPS, Grenadiers are great at killing MCT-less buildings like the silo, AA gun, SD, base defenses (if you can get close), and helipad. - Like the Flamer, Grenadier is a great choice when attacking inside buildings, since it can hit defenders and the building at the same time. The difference here is that Flamers much better DPS hitting MCTs, but do not do as much DPS hitting the walls vs the Grenadier. The Nader can afford to be "distracted" trying to kill the defenders and not lose valuable seconds away from the MCT. - With its curved throw, creative players can take advantage of terrain and map features to hit buildings from behind cover. After-all, there is no need to go for the MCT (no bonus). Can you imagine a heavy tank (DPS-wise) hiding somewhere behind a bush, shooting at the War Factory? - Lastly, take advantage of the High Ground (It's over Anakin!). You will have a much easier time hitting enemy infantry throwing grenades down than at the same level. As you can see, the Nader is not meant to be an open-field unit that you should run around with. Its strength lies in attacking structures, both from within and without. Additionally, it functions as a budget RS in close-quarter situations vs vehicles. So the next time you go attack the Allied base, use a Nader! I hope to see more of this unit in this game!
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  11. Hello, and welcome to another update from the Ground Zero team! We're not beating around the bush this time around, we've got some stuff to show you, courtesy of ICE! GDI Medium TankIn between heavy work on TSR 2.0, ICE has been chipping away at converting the Allied Medium Tank into a GDI Medium. For starters, he's removed some props that are unique to the Allied Medium, and will soon move to modernizing the base, adding some cool GDI props, and wrap it in an awesome texture! Here's an sneak preview! GDI MP5SDMan, this MP5 model has been getting a lot of use. Originally intended for AR's Navy SEAL, it has also seen use in APB as the Medic's weapon of choice, and now ICE has modified it for GDI's Commando. This will be ideal for infiltrating the enemy base, where you will be able to plant some C4 and blow Nod to kingdom come. Original model by @Ric, texture by TheBeerinator, model/texture modifications by @Ice Conclusion Well, I'm definitely happy to have shown off something tangible. We're one step closer to seeing this dream being realized! I'll have more stuff for you next time, so see you then! [blurb]The Ground Zero team has stopped idly talking, and have unveiled a behind-the-scenes look at the new Medium Tank, as well as the MP5SD! Come check it all out![/blurb]
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  12. Hello, and welcome to another update from the Ground Zero team! In this update, we go over limited ammo mechanics, supply depots, the new Heavy Gunner class, and more! Limited AmmoYes, you read that right. As we push ourselves in a more realistic direction, we are reintroducing the concept of limited ammo for all weapons, including those mounted on vehicles. But fret not! While you won't have the traditional unlimited ammo, you will have plenty of ways to keep yourself supplied. For starters, you will always be able to resupply at your base, either from purchase terminals or service depots. As for resupplying outside of your base, don't worry. We have some options there. Supply Depot In Ground Zero, there will be several neutral structures that you will be able to capture, but one of the most important will be the Supply Depot. While we haven't hammered out the specifics of how it will work *quite* yet, we do know that it will resupply your ammunition. Aircraft, vehicle, or infantry, you can rely on this structure to keep your munitions in top stock. So you'll have your home base, supply depots, and of course supply trucks to keep you supplied in Ground Zero. But wait, there's more! In addition to dedicated structures and dedicated vehicles, we'll also have an infantry class whose job it will be to keep you supplied. Heavy Gunner While our original roster was mostly well-rounded, it was determined that we could use a class who could resupply his comrade's ammunition. Thus, we have decided to add the Heavy Gunner class. Here's how he works; His primary weapon will be a machine gun, and his secondary weapon will be an ammo cache. His machine gun will have a high ammo capacity and high rate of fire, but low accuracy. He will also be able to deploy his MG to a stationary position in order to greatly increase his accuracy at the cost of movement. His ammo cache, on the other hand, will be able to be deployed and resupply any ally in a short radius for a limited amount of time. All of this heavy equipment will make him a bit slower than his squadmates. This will hopefully keep him from being a "better Minigunner," while still giving him an important role to fill. At 200 credits, he will more than pay for himself in the field. Now, there is one more thing that will keep him from being a better minigunner. I hope you're sitting down, Commander. RecoilYou read that right! The scripts team has made a monumental breakthrough and implemented recoil into the W3D engine. While it's up to the heads of the individual projects whether or not to use this feature, you can expect Ground Zero to make extensive use of it. Check it out in action! (NOTE: None of the models, textures, or sounds are final) Big thanks to the entire scripts team, but especially to @Yah-Nosh and @CMDBob for putting in the work to make this happen in the first place. ConclusionThanks for reading! We'll have more juicy stuff in the next update! [blurb]The Ground Zero team has provided another update! Check out details on the new infantry class, limited ammo, and more![/blurb]
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  13. Hello, and welcome to another Tiberian Dawn: Ground Zero development update! Like last time, this is more like an outline for the gameplay. However, this should be the last one before we get into the real meat of the updates. As in, some of the stuff we've been cooking up under the hood. To start us off, huge shout out to @CCHyper! He made us a new logo, featured above, and it's super awesome! OverviewAs mentioned, vehicles won't have quite the same amount of focus as they have in the past. Don't expect to see, for example, large battalions of Medium Tanks rushing the enemy base with the same amount of regularity as in APB, TSR, or IA. Rather, they will be designed to play a supplementary role. Furthermore, expect them to have a few more weaknesses than in the past, namely closer cameras, slower turret turning rates, and a more advanced weak point system. The compensation, however, is the sheer amount of power they will pack. They'll be able to both take and dish out a significant amount of punishment, and in the right hands, can turn the tide of battle. In short, while you probably won't see Mammoth rushes, just one Mammoth can do a lot of damage in the right hands, but a skilled and coordinated team can take it down. Shared VehiclesSUPPLY TRUCK Standard affair here. Supply Trucks, much like in APB, are low-tier, cheap transports that will allow players to refill their armor and ammunition after being inside for a short period of time. HARVESTER You gotta get money somehow. The Tiberium Harvester is the most important vehicle in your arsenal, being the source of your income and all. TRANSPORT HELICOPTER Flying buses. Take yourself and up to 5 friends around the battlefield. I'd love to say something more interesting, but you guys already know what's up, so I dunno what to add. GDI Vehicles HUMVEE Your basic scout vehicle, this low cost option is the perfect choice for getting the lay of the land early in the game. Lightly armored and armed with an FN MAG, this is also a good choice for chasing down enemy infantry... provided they have no Rocket Soldiers or vehicles. ARMORED PERSONNEL CARRIER Similar in visuals and function to APB, this is a squad's best friend. It's armored shell can protect up to 5 passengers, and it's deadly M2HB machine gun can ward off infantry and lightly armored targets. MEDIUM TANK If you want to go hunting enemy vehicles, the Medium Tank is your best friend. While a slower turret rotation means it won't be able to hit infantry as well as past W3D games, it's range and firepower more than makes up for it. Any GDI team would do well to have a few of these escorting the team. MULTIPLE LAUNCH ROCKET SYSTEM GDI's artillery unit subscribes to a single philosophy: "Paint an area with death until it dies." While it may not be the best choice for destroying vehicles, it is good for taking out bases from afar, as well as devastating dug-in infantry. MAMMOTH TANK The vehicle that has become the face of C&C. Armed to the teeth and heavily armored, this is GDI's go-to siege unit. While it's slow speed and slow turret rotation might not make it ideal for taking out enemy vehicles, it's more than capable of taking on Nod defenses. And let's not forget the TUSK missiles, which will help give it an edge against pesky infantry and aircraft. ORCA As the First Tiberium War raged on, GDI quickly realized that it needed a fast attack unit to counter Nod's hit and run tactics. Enter: the ORCA. Chase down enemy vehicles, drop a bunch of Hellfire rockets on their faces, return to base to re-arm, rinse and repeat. Nod VehiclesBUGGY Lighter, faster, and squishier than the Humvee, Nod's classic buggy makes for a good early game scout unit. It's machine gun makes it ideal for taking out squads of infantry. Against vehicles, though... Nod has a solution. RECON BIKE Now for the other half of Nod's early game Dynamic Duo, the Recon Bike. The fastest unit on the battlefield, and armed with missile launchers, this is the perfect hit-and-run vehicle, as well as the best choice for chasing down enemy ORCAs. Be careful, however, because with it's fast speed comes the lowest health of the vehicle roster. LIGHT TANK Since the announcement of GZ, some of you have raised concern about our decision to stick with an upgunned Bradley as opposed to looking for a different tank. Well, the decision wasn't made purely on visual merits. Nod's Light Tank will pull double duty as an APC, able to carry 3 passengers. This, combined with the 76mm gun, will help secure Nod's footing in a war against superior firepower. ARTILLERY Nod's preliminary field support/siege weapon, this mobile howitzer is ideal for shelling the enemy base or taking out dug-in infantry. Not that it won't do considerable damage to vehicles as well; there's just more optimal choices for it. Oh, and don't worry about trying to line your hull up with your target; Ground Zero will be using the Raad-2, which means you will have some limited access to a turret. Said turret will have a traverse limit, so you'll need friends to watch your back. Literally. FLAME TANK Heavily armored, short ranged, and packing a ton of literal firepower, this is Nod's battering ram. If you can get them into the GDI base, they will happily burn it to the ground for you. It's a risk/reward unit, especially since it won't have a turret and will be outranged by most other units, but it will have a high DPS and could be crucial for destroying the base. STEALTH TANK A natural evolution of the Phase Tank, this is perhaps the perfect ambush unit. It waits in silence on the highway's edge, waits for it's prey to pass, quickly launches it's anti-tank missiles... and then disappears as quickly as it arrived. Bear in mind that the Lazarus stealth shield will be your only defense against the enemy. If you're caught, your low health will drop fast. SSM LAUNCHER A lot of thought went into making sure the SSM didn't overshadow the Artillery. Ultimately, in my mind, it came down to comparing them to Age of Empires 2. Hear me out; the Artillery is the Scorpion, the MRLS is the Onager, the Flame Tank is the Battering Ram... and the SSM Launcher is the Trebuchet. Slow and steady, somewhat squishy, packing serious firepower (as in, two napalm-tipped Honest John missiles), and sporting incredible range. Be mindful of your surroundings, though, as the SSM will not be able to fire at close targets. APACHE Nod's air support unit is focused less on hit-and-run tactics and more on staying power. Armed with an autocannon and frag rockets, this will serve as an excellent support unit for Nod, and will be able to reasonably engage GDI infantry and light armor. Skilled pilots may even be able to soften enemy defenses and do some serious damage to ORCAs. ConclusionYeah, this took longer than usual, but I've been busy in my real life. Plus, development has kind of slowed to help focus on Reborn (2.0 HYPE!!!). Next time, we've got some cool stuff to show off, so stay tuned!
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  14. Hello, one and all! Welcome to the first development update for Tiberian Dawn: Ground Zero! Well, sort of. It's more of an outline for our plans for the infantry. But hey, infantry will be a big deal in the game, plus outlining the design is a stage of development, so it counts! Plus, this will help serve as a handy guide for when you deploy on the battlefield!The BasicsTiberian Dawn: Ground Zero is designed to be a "tactical shooter." What does this mean? Rather than the high-octane arcadey action of previous W3D Games, Ground Zero will have a higher focus on strategy, teamwork, and observational skills. Ranges will be longer, weapons will be deadlier, and everything has a counter. A swarm of anti-tank infantry, for example, will get decimated by a complement of anti-infantry and support units. Battlefield assessment will be key. The ClassesUnlike previous W3D games, infantry will be split into "classes," each with their own defined roles in combat. These different classes will be represented by the classic types of infantry from the original game, with a new addition. TD had a rather limited (and heavily Nod-favored) roster, so we decided that this route was the best option to avoid major balance issues. GENERAL PURPOSE The backbone of each military, the Minigunner is the standard deployment outfit, and will be the class that you spawn with. Their primary weapons are assault rifles; the GAU-3 (fictional weapon based on the Calico M951) for GDI, and the M16A3 for Nod. They will also have a limited supply of fragmentation grenades (M67 for GDI, M61 for Nod) for tougher targets. This will allow them to reliably engage any foe, though specialized classes would be better suited for certain situations. ANTI-TANK While vehicles won't get the same amount of focus that they did in the past, they'll still feature quite prominently. And even when they don't, the enemy base will almost certainly have defenses up. Thus, the Anti-Tank Rocket Soldiers will be your best friends. Armed with a SMAW or RPG-29 (for GDI and Nod, respectively), armored vehicles and base defenses will crumble to dust at the hands of these soldiers. Both sides will also have access to an FIM-92 Stinger for all your flyswatting, Anti-Air needs! DEMOLITION The object of the game is simple: Destroy the enemy base. And nobody excels at this task quite like the Demolition class. In addition to taking down main structures, these soldiers will also be good at crowd control, so if you find yourself going head-to-head with one of these, you and your squadmates would do well to spread out. In addition, they are likely to explode on death. One does not simply carry around volatile weaponry without risks, after all. GDI Demolition units will be armed with the Milkor MGL, while Nod favors the sinister Flamethrower. SUPPORT Yes, you read that right. The Medic will be added to the game, fighting for GDI, and the Chem Warrior will play the role of Support for Nod. How does this work, you may ask? I'm glad you asked! The Medic will be fairly standard; armed with a UMP-45 and a Medkit for healing his fellow soldiers. It's a fairly common setup at W3D Hub, sure, but it works rather well. As for the Chem Warrior, don't worry, he'll still have his namesake chemical sprayer. In addition to that, he will be able to administer healing serums to his comrades, perhaps with a touch of damage reduction. The basic idea is that, while the difference will hopefully be within reasonable territory, the Chem Warrior will be better at killing infantry, while the Medic will be better at healing. ENGINEER Engineers will play a far more involved role on the front lines than ever before. Rather than packing a measly pistol, they will be armed with shotguns. The M3 Super 90 for GDI and Mossberg 500 for Nod, specifically. No need to switch classes to chase off intruders! In addition, they will be able to place (and remove) anti-tank mines, possibly even sandbag walls and hedgehogs! This will make them ideal for defending key areas, fortifying a besieged base, or even setting up an impromptu forward outpost. And, yes, they will be able to repair the base and capture tech structures. COMMANDO It wouldn't be a game based on Tiberian Dawn without the iconic Commando, would it? While costly, this powerful unit will pay for itself in no time at all. They will be able to scout the battlefield and remove infantry based threats from a far, before infiltrating a building, fighting his way to the Master Control Terminal with suppressed PDWs, and finally leveling the building with a block of C4. It's not likely that you'll see him, but when he shows up, his presence will be felt. GDI will outfit their commandos with the MSG90 and MP5SD, while Nod will rock the G3A4 and Škorpion. TECHNICIANS Oh, you didn't think we'd leave them out did you? But you see, W3D Hub, you're not dealing with the average Technician anymore. He has risen above the limits of a normal technician, and into the realm of legend- the legend that you fear. The legend known throughout the entire universe as the most powerful unit to ever exist! He has become... the Legendary Super Technician! Nah, just kidding. They will be your standard free repair units. Armed with pistols (specifically the Beretta 92FS for GDI and Walther P99 for Nod) for self defense, and of course, repair tools. Conclusion We hope you enjoyed our very first exciting development blog! Next time... maybe vehicles? How does a breakdown of vehicles sound? Yeah, let's do that.
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