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Developer Q&A #5  XML
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EA_2POC
C&C Lieutenant Community Manager

Joined: 10/26/08 7:08:17 PM
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C&C4 Developer Q&A #5 10/16

Commanders…intelligence database updated…

Developer Q&A’s have returned with exclusive C&C4 information you won’t find anywhere else! Check back here every FRIDAY if you’d like to learn more about gameplay, units, structures, maps, fiction, UI, multiplayer, and every other aspect of the game! Each week we will be ready to face the firing squad, so stay tuned for more exclusive game info!

Have a question you’d like answered here? Then post in our Ask A Developer Thread!
http://forums.commandandconquer.com/jforum/posts/list/21321.page

Developer Q&A
How does veterancy work, and what advantages does a unit or defense structure gain from it?

In CnC4, veterancy is gained both from picking up green tiberium cores that are created when units die or are dismantled, or by killing enemy units and structures. In both cases, the unit gains damage reduction for every point of veterancy. A high-veterancy unit can withstand quite a bit of punishment! We have moved weapon damage bonuses off of veterancy and onto blue tiberium cores (a mechanic unique to the Offense class), structure upgrades, and global upgrades, to provide for a wider variety of potential upgrade mechanics and unit customization. Veterancy is still being tuned through balance play-tests.


Are all types of rockets and projectiles 100% accurate, or is there a chance of a missed shot?

It depends on the unit and weapon type. For the most part, cannon weapons have a chance to miss when the tank is moving, while rockets have a chance to miss against moving targets. This makes for a very different micromanagement priority system when using one type of unit versus another. Upgrades can be purchased to mitigate the chance to miss, and some units, like the GDI Commando, are so elite that they never miss their targets.


How do the Mastodon and Mammoth tank differ in terms of roles on the battlefield?

The Mastodon is a slow-building, high CP, long-range artillery unit (especially good against structures) that can be upgraded to do AOE damage around itself. It is susceptible to fast-moving units, and especially those armed with laser weaponry. The Mammoth is slightly faster and does additional damage to medium-sized targets, such as your average tank, and also has a special weapon known as the “taunt laser.” Any unit that the Mammoth is firing on is forced to fire on the Mammoth, and with an upgrade that gives the Mammoth reflective armor, this can be deadly for enemy forces.


Do air units need to reload like Orcas did in C&C3?

There are several different reload mechanics in CnC4. Some units fire in a burst and then reload single shells or missiles over time, allowing a player to get in, fire off a burst, and get out to fully restock. Many machinegun-using units have a “fast reload” ability, that reloads their gun clip at an accelerated pace, exceptionally effective when used near the end of the clip. The fastest units in the game are the speedy Vertigo and Firehawk bombers, which have a very long reload time but reload more quickly in the presence of the Crawler. These fixed-wing aircraft will always return to the crawler after dropping their payload, but do not have to dock to re-arm.


Is reverse move still in the game? What advantages does reverse moving have?

Indeed it is! Reverse-move no longer slows down most units, with the exception of hover units and most aircraft, meaning that it is now an effective way to keep the enemy units spaced apart as they attempt to follow your mass of backing-up tanks, and allowing the player to funnel the enemy more effectively into a cone of damage. Units with slower-than-fullspeed reverse move generally have other advantages, such as cliff jumping, to make up for the lower in-combat maneuverability. In addition, many units can only fire in front of themselves or have a turret that takes time to turn around. When using these units, you will always do more damage using reverse move. Finally, after extended testing, directional armor might be making a comeback; expect to hear more as gameplay develops.


Discuss the Q&A here, and check back next Friday for more!

Previous Developer Q&A's
Developer Q&A #4:
http://forums.commandandconquer.com/jforum/posts/list/23518.page
Developer Q&A #3:
http://forums.commandandconquer.com/jforum/posts/list/23181.page
Developer Q&A #2:
http://forums.commandandconquer.com/jforum/posts/list/21862.page
Developer Q&A #1:
http://forums.commandandconquer.com/jforum/posts/list/21627.page

-2POC

This message was edited 2 times. Last update was at 10/23/09 5:08:34 PM


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91_Slavik
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1st
^^always wanted to do that :p

This message was edited 1 time. Last update was at 10/16/09 5:54:41 PM


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TaoWine20067


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2nd, 1st time for everything! ^>^

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PizzaAtomica
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EA_2POC wrote: Finally, after extended testing, directional armor might be making a comeback; expect to hear more as gameplay develops.


Some good news.

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Noodlesocks
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sexy news on directional armour =)

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Proving Grounds !NEW! Custom Map!
Paul_Boland
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Thank you for another informative look at the game, again much appreciated. But again, the big question about hearing from the developers themselves about the base-less and harvesting-less gameplay of C&C 4 has been ignored. Role on Q&A 6 in the hope we'll get some respect then.

EA_2POC wrote:How does veterancy work, and what advantages does a unit or defense structure gain from it?

In CnC4, veterancy is gained both from picking up green tiberium cores that are created when units die or are dismantled...


WHAT!?!?! Please tell me this a joke!! It sounds so corny!!! It's the sort of think you see in platform games, kill a baddy, get a powerup. This has no home in the C&C universe.

Sadly, it's very clear that whoever was the brain-child behind C&C 4, they HADN'T A CLUE what a C&C game was. No base building, no harvesting, and now kill a baddy get a powerup!?!? Oh dear God!!!

Role on C&C 5 where, hopefully, EA will realise C&C 4 was a farce and will give us a proper and justified C&C game.
Gobias
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PizzaAtomica wrote:
EA_2POC wrote: Finally, after extended testing, directional armor might be making a comeback; expect to hear more as gameplay develops.


Some good news.

Yup. It was one of the best features of the post-RA2 C&C games.


Paul_Boland wrote:
EA_2POC wrote:How does veterancy work, and what advantages does a unit or defense structure gain from it?

In CnC4, veterancy is gained both from picking up green tiberium cores that are created when units die or are dismantled...


WHAT!?!?! Please tell me this a joke!! It sounds so corny!!! It's the sort of think you see in platform games, kill a baddy, get a powerup. This has no home in the C&C universe.

Sadly, it's very clear that whoever was the brain-child behind C&C 4, they HADN'T A CLUE what a C&C game was. No base building, no harvesting, and now kill a baddy get a powerup!?!? Oh dear God!!!

Role on C&C 5 where, hopefully, EA will realise C&C 4 was a farce and will give us a proper and justified C&C game.

It's a little corny, but I don't think it's a terrible idea. Picking up wreckage from other units to upgrade your own is a cool idea.

This message was edited 1 time. Last update was at 10/16/09 6:15:38 PM


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Cyborg207


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Looks like the Mammoth is BACK and better then ever, I wonder what Nod will have to counter it..(? Avatar that can take any weapon, even from GDI tanks would be cool)

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Stormfather
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Gobias wrote:It's a little corny, but I don't think it's a terrible idea. Picking up wreckage from other units to upgrade your own is a cool idea.


At least they stole that from their own game. GLA anyone?

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EA_2POC
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Paul_Boland wrote:Thank you for another informative look at the game, again much appreciated. But again, the big question about hearing from the developers themselves about the base-less and harvesting-less gameplay of C&C 4 has been ignored. Role on Q&A 6 in the hope we'll get some respect then.


You posted this comment in the last Q&A, and I replied to it showing you that we have discussed base building in developer Q&A #3. We are not ignoring fan feedback on these areas. You will learn more about the game in time, so please sit tight. I have been reporting community feedback for weeks now, and we take it seriously. There are many elements of the game that the community does not know about, and we will open the doors to this information down the road on our website and through the Q&A sessions. Please don't take it as a sign of disrespect, we will talk about it when we are ready.

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HOPE1134
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so the aircrafts just need to fly near the crawlers to reload?

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91_Slavik
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HOPE1134 wrote:so the aircrafts just need to fly near the crawlers to reload?


That's rly weird.

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HOPE1134
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91_Slavik wrote:
HOPE1134 wrote:so the aircrafts just need to fly near the crawlers to reload?


That's rly weird.


i am sensing a balance issue

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hagren
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and also has a special weapon known as the “taunt laser.” Any unit that the Mammoth is firing on is forced to fire on the Mammoth, and with an upgrade that gives the Mammoth reflective armor, this can be deadly for enemy forces.


Combining upgrades to reap strategic benefits sounds awsome. I hope there will be more of this!
CnC_Lover
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HOPE1134 wrote:
91_Slavik wrote:
HOPE1134 wrote:so the aircrafts just need to fly near the crawlers to reload?


That's rly weird.


i am sensing a balance issue


Horray........

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