Jump to content


Photo

C&C Tiberian History: Hints and Tips #24

mammoth tank

  • Please log in to reply
No replies to this topic

#1 Madin

Madin

    title available

  • Hosted
  • 686 posts

Posted 11 October 2010 - 07:22 PM

Name: Mammoth Tank
Side: GDI
COST: $2500
Tier: 3
ERA: Tiberian Dawn
Base Asset: Westwood! (Renegade)


Mammoth_Info.jpg

Gameplay
There are several small changes & a single massive change, some are improvements, one would be considered a massive nerf.
The easiest thing to do would be to compare this non-upgraded Mammoth with the C&C3 non-upgraded Mammoth.
The TD Mammoth has a Kane's Wrath stat improvement from the beginning, it is 12.5% faster (40->45).
So far so good!

orm8mv.jpg

New for this Mammoth is the reintroduction of self-repair. If the Mammoth is not actively engaged in combat, then it will slowly (and I mean slowly) repair itself.
Unlike the TD Mammoth, this version will get itself back up to full health... if it gets the time!

34hfd6v.jpg

If they're really damaged, back them up to a safe area so they can heal in peace!

 

Not bad eh?
Once we get to the respective upgraded versions, things start to get wildly different. To start with, there is no more Railgun upgrade in the game.
This was something that I was always going to do, as I never liked EA's implementation in C&C3.
So instead of the Rail upgrade, each Mammoth can get a 'Sonic grenade' upgrade. The Sonic grenade does area-of-effect damage to ground targets, very similar to the Zone Raiders weapon. An upgraded Mammoth tank fires a burst of 4 grenades.
The big deal here is that the Sonic grenades are anti-ground only. So upgraded Mammoths will lose their ability to target aerial threats.
So the decision is yours, do you keep the basic Mammoth, a Mammoth which as discussed above is basically superior to the C&C3 basic Mammoth. Or do you upgrade, greatly increasing your Mammoth's ability to deal with ground based crowds?

2eq5s7l.jpg

Whatever you decide, a group of Mammoth tanks cannot be ignored, a Reaper Tripod with a full load of 'Tiberium ammo' is the only unit that will go toe-to-toe with a Mammoth tank.
While a single unit spam of Mammoth tanks could well get the job done for you, against better opponents you'd be advised to bring along counters for either massed 'Rocket squads', for example a few APC's. Or Hover MRLS's for large Scrin capitol ships, or rather boringly a ton of your own 'Missile squads' to counter most things the enemy throws at you.
If you can mix even more types of units and maintain control over them, even better!

mjodx1.jpg

Some Stats:
Speed: 45 (C&C3 Mammoth=40)
Hit points: 10,000 (C&C3 Mammoth=Same)
Missile pods
Weapon strength: 300 (Same)
Weapon Clip size: 4 (C&C3 Mammoth=2, but fired by each missile pod)
Weapon range: 325 (C&C3 Mammoth=300)
Weapon Reload: 5 seconds (C&C3 Mammoth=10 seconds)
Missile Pod Ratings
Primary use: Anti-Infantry
Anti-Infantry rating: Very good. Great damage and squad killing damage radius, but with a long reload.
Secondary use: Anti-Structure
Anti-Structure rating: Good+. Good damage, very effective once you factor in the cannons.
Tertiary use: Anti-Air
Anti-Air rating: Average+. Good damage, but takes to long between reloads to be truly useful, + the Mammoth tanks slow movement and turret turn rate hardly help matters!

Sonic Grenades
Weapon strength: 250

Damage Radius: 50

Damage Type: 'CANNON'
Weapon Clip size: 4
Weapon range: 325
Weapon Reload: 2.9 - 3.1  seconds

Sonic Grenade Ratings
Primary use: Anti-Vehicle
Anti-Vehicle rating: Very Good+. Very good splash based damage with a large area of effect, but can miss faster units. A surprisingly reasonable reload time.
Secondary use: Anti-Structure
Anti-Structure rating: Very Good. Very good splash based damage with a large area of effect.
Tertiary use: Anti-Infantry
Anti-Infantry rating: Very Good. High damage plus a large radius means that the grenades will make short work of entire groups of infantry, the only down side is that because some infantry have high resistance to 'CANNON' damage, the grenades take much longer to deal with these types.


It's time for GDI to reclaim lost ground... Make us proud!


sdjw2g.jpg

 

 

Release 5 changes

  • All weapon ranges increased from 300 -> 325.
  • Health reduced from 11500 to 10000. Removed Kane's Wrath health boost
  • Speed reduced from 45 -> 40. Removed Kane's Wrath speed boost
  • Sonic grenades reload reduced from 5s -> 4s.
  • Missiles now do 200% damage vs 'AIRCRAFT'. This makes the missile Mammoth a more valid choice vs the Sonic grenade Mammoth.
  • Healing delay reduced from 0.5s -> 0.3s. Now has a more reasonable healing rate.

Release 6 changes

  • Speed increased to 45 (was 40). Was just too slow!
  • Rocket warhead damage radius increased to 25 (was 15).
  • Rocket clip size increased to 4 (was 2).
  • Rocket warhead damage type changed to 'GRENADE' (was 'ROCKET'). The three changes to the rocket weapon are designed to give it more impact. The feeling I had was that the Mammoth rocket weapon was wholly unimpressive. This is not something that I had felt in past C&C (even if its only been infantry it has always been exceptional at some target). Now the rockets are fired in a more visually impressive quad burst, do a lot more damage to infantry and structures, and even look and sound different when they explode! You might well have more reason to keep some of your Mammoths with their default weapon load out (now that the Sonic upgrade is done per Mammoth).
  • Rocket damage scalar VS 'AIRCRAFT' reduced to 150% (was 200%). Now that there are 4 rockets not so much damage is needed, but it is still an increase overall.
  • Sonic grenade reload time decreased to 3s (was 4s). To reflect that it is both per mammoth upgrade, and also a higher tier weapon (4 vs 3).
  • Healing delay reduced to 0.2s (was 0.3s). Since it is required for the Mammoth to back away from conflict in order to start healing, the healing needed to be faster or the Mammoth had to be allowed to heal while taking damage. I choose to increase the healing speed, so now you do not have to wait so long before your Mammoths can rejoin the fight!

Release 7 changes

  • Mammoth rockets can now miss Commando class units. Was too effective vs Commandos.
  • Mammoth rocket damage vs 'STRUCTURE' reduced to 75% (was 100%). Was too effective vs buildings, which meant that there was less reason to build other anti-structural units.
  • Mammoth heal delay reverted to 0.3s (was 0.2s).
  • Delay before Mammoth will start healing increased to 1s (was 0.5s).
  • Mammoth can now heal while attacking. When it came to the auto heal, 'ATTACKING' included Mammoths that were given an attack command, and were en route to their target. So if a Mammoth was one end of a map, and the target was at another, the Mammoth tank in release 6 would not self heal, because it was 'ATTACKING'.
    So I have simply reverted the speed it heals back to release 5 values, and allowed the Mammoth to heal while attacking, but not while taking damage.

 

Release 8 changes

  • Mammoth rocket damage vs 'STRUCTURE' reduced to 50% (was 75%). Was still too effective vs buildings, despite the reduction in the previous release.

Edited by Madin, 12 May 2017 - 06:13 PM.





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users