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Nod Strike
post Aug 27 2009, 07:40 AM
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From: I'm.. well... i donno, where am I?
Member No.: 297
Alliance: Nod
Favorite game: Tiberian Sun



So.. with this new world covered in tiberium, and the GDI HQ being in the midst of a red zone, where the sh*t is the tiberium ingame? Really! Apparently we'll be getting nodes to harvest from, like tiberium spikes. I didn't understand the logic behind the concept in the first place, why is there no tiberium when the worl is supposed to be over run by it?

I don't mind the crawler system to be perfectly honest, but I's rather the crawler had a number of small drones that harvested and could speed up production or something.

Discuss.

Also, what's with the 10 units per player nonsense? That's the most redicules unit cap ever everer everest.

This post has been edited by Nod Strike: Aug 27 2009, 07:50 AM


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Nod Strike
post Aug 28 2009, 04:59 AM
Post #2


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Group: Members
Posts: 881
Joined: 18-November 06
From: I'm.. well... i donno, where am I?
Member No.: 297
Alliance: Nod
Favorite game: Tiberian Sun



With every unit capped game there certains needs to be an option to turn it off.

However, I'm willing to try it out, EA says that units will 'mean' more, and will die less easily. I guess it was annoying in C&C3 how easily units died, if not, enough people will rant on the forums to get EA to releace a patch, probably.

Also, what would be good is if the rouge Nod faction were to go to Ciaro, to the 2nd Tiberian War Temple, find blueprints/remenents of the World Altering Missile, and launch it, or something.

But it's half destroyed, and they don't have the capabilities to load it with more tiberium because of the control nodes.

As the missile was half destroyed, it breaks up while going up, and fragments land over the globe, therefore, tiberium regrows across some regions, where a lot of the fighting takes place. Other fighting could take place in clean zones, but the player would use nodes.


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