I've peeked into the Discord server that's linked in the WarZone mod's description, and it seems they're still working on it.
I've peeked into the Discord server that's linked in the WarZone mod's description, and it seems they're still working on it.
Oh? Is that other mod?
But Nod is well used to having to civil wars in the absence of Kane (as shown in the first few missions of TS Nod campaign), backstabbing by ambitious rivals (like Seth getting envious of the player in the middle of the TD Nod campaign), and even simply having to put upstarts in their place (as shown in the TS Nod campaign when Vega's forces are considered hostile and expendable, likely as punishment for Vega acting without Kane's approval in commandeering the Scrin ship to "settle an old score").
Besides, having sensors doesn't take away from the importance of pavement; knowing that the enemy has sent burrowing units is one thing, but being able to limit said enemy's options for where they can surface is a whole other matter. And pavement also protects against heavy ordance deforming the terrain (which can and often renders it impossible to build structures on), which wouldn't change if you kept the sensors. Also, wheeled vehicles move faster on pavement, and Tiberium can't spread over it.
Still think that having sensors devalues pavement?
Why remove the sensor array from Nod? How are they supposed to detect stealth and subterranean units from enemy Nod players now?
I've heard that this patch replaces the ability to build outposts with making walls. Is this true? If so, why?
MarqFJA87
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