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Gben

Unit Design as per Rev 7

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The Nod avatars, look really stupid. :P

 

I heartilly agree. On the official forums, someone mentioned the third laser should come from the head (like the RA3 unit), which I would prefer as well. Some interesting points about animation... compared with TibSun Titans and Wolverines.... "Why does the avatar need to extend it's arms to fire?"

 

I also don't like the wide, short and stubby wheel base of the flame tank.

 

The new Juggernaught as a long-range missle firing unit, makes a lot of design on paper, but the visual design doesn't. Short & stubby barrels make it look like a gun hidden in a ladies stockings! Triple barrel seems to be symbolic for the GDI unit, but I would prefer a variation of the US Patriot Cruise Missile delivery system from Zero Hour.

 

But after the uproar about the Stank... what do you think of the current design?

 

I *really* like the Kodiak being in-game and usable.

And the the new firehawk (?) looks sooo sexy in his-res. (I may have the name wrong - it's the one with forward facing wings.)

 

Any others that stick out?

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The Avenger tank for Nod, is so basic. :P

 

All the zone trooper variations all look a bit too simliar, its kinda hard to tell em' apart at times. The commandos look awful as well. Though I do like most of the Nod infantry, the cyborgs mostly.

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There are a bunch of units I thought was crazy and very sci-fi like. I thought the Leviathan was a cool looking floating unit, with a swarm of little drones, pretty cute stuff.

 

And I was wondering why the Hijacker has different unit looks in both the ingame and the display icon. In the display icon it has the EotRS's tankbuster hat, but ingame it was some weird looking alien hybrid with three long swaying tentacles as "hair". lol. IT was a cross between rediculous but yet unique. Lol.

 

And there was the Avatar. I was disappointed by the weird experimental design. It looks so fragile, although the blue crate upgrade to 4 arms was awesome, but the design looks way too fragile and weak. I don't like it. I prefer the C&C3's style.

 

And I have no idea whats with the designers in C&C4 obviously they are trying hard to trim down on long barrels, look at the juggernaut "Eunuch" (XD), and even the spectre "Eunuch" as well.

 

Spider tanks are cute looking buggers, and I am still figuring whats that red threads when you cluster them together.

 

I love how you can put spider tanks inside this larger Widow unit. Nice.

 

Oh the Nod commando has been revamped, more red looking, and looks more practical, I think.

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Puzzle me this...

Why does the Anti-Infantry Turret appear on a tank chassis, and the anti-tank turret appear on the wheeled vehicle chassis???

 

 

th_WolfTank3.png

th_MediumTank1.png

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The anti-infantry turret is bigger and it appears to wear more durable plating. Treads are used for weight distribution, the armament is irrelevant.

 

Still... that cannon does look a little peculiar on wheels, doesn't it?

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Main reason for that, is so they are easier to tell apart from looking at them, I imagine.

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My point is that I assume and anti-tank cannon would be heavier and bulkier than an anti-infantry cannon (ignoring the fact that infantry are in power suits). AFAIK anti-tank cannons usually appear on tracked vehicles... or at least it's a standard game mechanic (visual cue). To swap the roles here in C&C4 is what I find strange, and counter-intuitive.

ie. Mech>Tank>APC

 

But a quick-fire, standard EALA response would be to give the apc a ridiculously over-sized cannon to show that it's an anti-tank unit!

:)

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