That MARV rotating barrel is damned cool. And it's really nice to see Mammoths getting potential play again. Entertaining game as ever lad, keep at it.
I have a bit of a random suggestion to make mammoth tanks more effective, and it would be to give their missiles grenade warheads. In Tiberium Dawn/RA1 they were powerful tools against infantry so its an addition that is on theme. I think the KW Mammoth doesn't fire its missiles fast enough to make this change OP, but it would allow them to counter infantry swarms more effectively and make their missiles a little more special (They are noted as 'Mammoth Tusk' missiles after all)
Its not just the 1 second delay that nerfed that strategy, its the fact that if the opponent sells midway through he gets those resources and the mm/prodigy ability goes on cooldown. Its a big deal and rarely mentioned.
Thanks so much for everything you're doing for the community man! Just an opinion, dont take it seriously or anything, but when you actually want the marv to have anti infantry capabilities by putting rifle men in, shouldnt it atleast do something? :P its so weak! Should add like a gattling gun, like on GDIS anti air vechicles but only able to shoot ground? (nerf the fire rate a lil maybe or the damage)
Something about this game just seems cleaner than R19. Can't put my finger on it, maybe it's that there isn't a single bug/exploit throughout the entire game? Troops and tanks have about as much hp as you'd expect for their cost, the game plays to each faction's strengths without those strengths being exploitatively powerful. So far, this looks like the most balanced patch the game has ever had, and you're even adding new visual features!
Will you ever do a video in the future (after all your hard work on R20) on MARV/Redeemer garrisons and which ones are worth it? Especially interested in special ones like sniper teams, grenadiers or tiberium troopers? Also a noob question, can I play against ai with the R20 update and the 4k update?
The r20 (and previous r19 etc) update afaik is tied to the r20 map packs, and using command and conquer online then creating a custom game that's password protected (so people don't join) you can change an empty slot to be an enemy AI to fight against them using the changes I've used this personally (on r19) to play against a group of AI vs me and some friends to warmup
GG Leaf , Great comeback . How about giving Reaper 17 , ..Blue Shards ... " Across the Boards " ... Plasma Missle Batteries , Photon Cannons , Mechapedes , & " IF" Garrisoned .. the Hexapod as well . If not , I don't see ANY reason that anyone would play Reaper 17 , would you ???
To remove enemy sensor pods on your structures you was always able to remove it by wrenching/heal whatever friendly structure its on. That was never a problem as one click and it was off like nothing. Seems that change not being able to put the pods on enemy structures was very unnecessary.
@@masterleafcnc How are you so sure? From my perspective it seems like you didn't test it at all (at least before R19). *It's only useless if your opponent spots the pods on their structure!* Granted, the pods ARE spotted most of the time, and some of those times my opponent knows to remove them by repairing (it even works on your own building with your own pod)., but on rare occasions, either they don't know or the pods aren't spotted, resulting in a play that's well worth the 1000+ credits i spent on all the previously spotted pods. I didn't had time to play on R19 so maybe there was a bug introduced there?, but other than that, no, this isn't a valid reason to remove that specific pod strategy. I do agree with the tiberium podding removal though.
I don't think its a bad thing requiring players to hotkey their temple of nod, It somewhat adds another layer of skill as you have to remember it exists for the moment you need it.