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Command and conquer tiberian sun traitor
Command and conquer tiberian sun traitor












command and conquer tiberian sun traitor

Mostly linear - you sometimes get a choice between two missions on the map screen though doing one before the other doesn't seem to have any consequence here (TS did it a bit better) Some hidden/off the main path items (money, exp, units, stat upgrade, healing C&C1) - no map reveal, paratroopers, temporary invincibility, cloaking or nuke/ion blast here but also no negative items Pretty good variety (similar to TS) and length (17 missions per main side)Īlternate solutions to some (most?) main objectives (C&C1) Two different GDI endings depending on your choice during each final mission (no alternate Nod ending though)

command and conquer tiberian sun traitor

The bunker cutscenes before and during the ground zero mission (funny)Ĭan make units spread out more by adding large buildings to their control group (good for air units) Some lore (intelligence) added as you play the campaign however it would've been better pacing-wise to introduce it after the mission Optional tutorial (decent but again doesn't go into some fundamental things it should've like waypoints and rally points) Keeps the non-interruptive cutscenes during missions (transmissions from story relevant chars in the top right of the GUI, engineers can capture wreckages of some units to repair and take them over) Some interesting new mechanics/features (5+ air transport ships gained just from building an airfield which can be called upon manually for each unit, can revert your construction yards into MCVs, Scrin infantry and mutant marauders can heal from tiberium, tiberium spike (neutral additional stream of income building similar to Dawn of War or Herzog Zwei) and expansion point (like a stationary, neutral surveyor - RA2) - discourages turtling, ) Power plants and silos don't count towards destroying an enemy base (faster cleanup) Power toggle command is back (turn off or on activity on individual buildings to temporarily save power - Tiberian Sun used in a pretty interesting way in one mission here) and ore silos are backĭifficulty options (easy-hard - can change it before each mission) Units gain exp and level up (Tiberian Sun rewards more skillful play and caring about your troops) - 3 levels in total and at the highest they start regenerating HP Pretty nice lighting and flamethrower effects, particle and smoke effects and pretty satisfying explosions Some interesting new units and buildings (crane - build two buildings at once, rig vehicle - can be deployed as a temporary base for repairs and two turrets (can also repair this base like other buildings), surveyor/emissary trucks let you set up expansions relatively quickly, firehawk planes can switch their weapons from AA to AG and back at an airfield+can teleport w/ an upgrade, subway hub and entrances (neutral) - like a nydus canal for infantry, zone troopers (jetpack-powered jumps - DoW assault squad (and RA2 had rocketeers which could fly), radiation resistant and can't be run over (tesla troopers), can call for air transport (commando can also jump and call for air transport)), shadows/shadow team (infantry) - hangglider flight+explosives, juggernaut - walker+artillery with snipers as marksmen (Nod have an equivalent in the reflected beam cannon shots using a venom plane), hallucinogenic grenades (confessor squad leader upgrade), booby trap (saboteur ability), EMP AoE attacks)ġ-2+ bonus objectives per mission (up to 5 or so at times, generally affects the difficulty of the current mission) - sadly these don't affect the next mission's resources like in TS nor the overall campaign progression Units automatically place themselves to make use of cover when placed near it

#Command and conquer tiberian sun traitor upgrade#

One new faction (Scrin (aliens) - radiation resistant, pretty distinct units, use tiberium directly to upgrade their units they get a bonus campaign which is harder and much shorter at 4 missions)Ĭan make vehicles move backwards while shooting (some have better front armor which adds another tactical nuance) and make units move in formation so that slower units don't fall behind (hold both buttons can't make them keep holding a formation like in AoE 2 however) Some interface improvements (very detailed hotkey customization, building and training hotkeys, rotatable and zoomable camera (3D graphics like Generals), brings back the HUD tabs from RA2, can build/train from more than one building of the same type at once, can rotate buildings while placing them, ctrl+r to rally all units in the currently-selected production queue while in battle - no need to select individual buildings ant RMB click) Graphics-7.5 Sound-7 Control-7 Challenge-7.5 Story-5.5














Command and conquer tiberian sun traitor