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Pre-release Subfaction Design Ideas Thread


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#441 Malekron

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Posted 25 May 2012 - 02:34 AM

How about this for each factions unique hero/super vehicle (equivalent to China's Centurion Siege Crawler but different in terms of gameplay to) so here are some ideas...

European Alliance: The Lord' O War is re modified heavy cruiser with a massive prism cannon for sheer power and accuracy. Unlike it's unmodified forerunner it uses a underwater heating system that slowly boils under water enemy units in it's radius revealing them to allied ships to deal the finishing blow. Costs $3500 (or more), requires an Euro Alliance Tech Lab and Allied Shipyard, Self-Healing, Build Limit of 1.

USSR: After the victory of the Soviets at the end of the previous war with Yuri the Soviets decided that their Kirovs win the day any day. But they underestimated Yuri's return and were caught off guard by Yuri's newly formed Epsilon Empire that attacks the soviets with a refreshed and varied army to counter even their mighty Kirovs at Libya, Iraq and eventually the motherland it's self. So while in exile and later in control of China they produced Kirovs with Tesla munitions with limited success against Epsilon and the Allies, until Yun-Ru advises the use of the construction of her invention the quad shell that launches Tesla munitions with stability. This new development made a stunning effect on bases with even on high concentrations of air defenses since it bombards out of its radius instead of it's previous version of directly flying above it's target. Cost $3750, requires Russian Tech Lab and Soviet War Factory, and Build Limit 1.

Headquarters: The Mobile Cloning Facility is Headquarters most ambitious project in the fields of genetics which works similar to it's forerunner but is able to be moved at any point on the battlefield and clone the previously bought infantry free of cost which can grant HQ commanders supremacy in terms of a unique infantry force. (maybe) Build Limit 2 (a potential 4 Rahns makes so little resistance >:D), HQ Tech Lab and Epsilon War Factory, and costs $4500.

Psi-Corps: The Puppet Master, this floating disc has re-modified with a large brain to mind control a single unit but with a benefit to the controlled unit by levitating it magnetically allowing it just enough height to engage former friends and the granting the mind controlled unit amphibious capabilities, with the cause of non mind controllable vehicles the Puppet Master will fly directly over the unit and have magnetic hooks to possess control over it's movements and out of the commander's sadism dropped in to improper terrain such as water or land. Build Limit 1, requires Psi-Corp Tech Lab and Epsilon War Factory, and costs $3500.

Latin Confederation: The Latin Confederation decided that the best way to cause havoc to the Allies was at sea. The Latin Confederation borrowed as in stolen the latest and fastest speed boat used by the Vega cartel to transport Eye Candy (Tiberian Sun reference) to America. It was captured with the help of Morales and a small ambush force consisting of engineers, Crazy Ivan and an amphibious transport (a mission idea possibly?). After some reverse engineering The "El Infierno en el mar" was born. Armed with a powerful flame thrower it is the ultimate hit and run ship (Allies vs Soviets on land the Allies rely on hit and run while at sea the Soviets hit and run) the hellfire continually damages the ship affected until the flames are put out with a repair or the ship explodes showering the area in fire damaging any unit to come across it. It rips through the water at blazing speeds making basic units unable to effectively destroy this unit. Costs $2000, requires Confederation tech lab and Soviet War Factory, and Build Limit 1.

Pacific Front: The Queen Bee is Pacific Front's advanced airborne aircraft carrier in command of an endless fleet of UAVs that bombard the target with precision and damage while the Queen Bee is safely way from the deadly air defenses. When told to deploy, it launches 6 elite Rocketeers from it's cargo hold to defend the Queen Bee from enemy attacks. Build Limit 1, costs $3250, and requires Pacific Front tech lab and requires Allied War Factory

Scorpion Cell: The Worm is Scorpion Cell's expansion in to subterranean technology which allowed for some unpredictable, unusual, and terrifying unit. It burrows underground and acts as a landmine that instead of exploding comes out the ground and devours smaller vehicle units.

#442 lovalmidas

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Posted 25 May 2012 - 06:59 PM

Well, I wouldn't have much to offer, since I am more of a map maker and I work within the boundaries of current units (except that damn AI), but here I go...

Contents
Allied Tier 3 - Isolator Device (VehicleType)
Soviet Tier 3 - "Magnum" Mobile Fortress (VehicleType/StructureType)
Epsilon Tier 2 - Extractor (VehicleType)
Epsilon Tier 3 - Oracle's Enlightenment (VehicleType)

Allied Tier 3

Isolator Device (Unconventional Support Vehicle)

Country Specific:
Most likely America, maybe the European Alliance. But it will probably be either campaign-only or Stolen Tech unit requiring both Soviet and Epsilon Tech.

Summary:
Targets allied units/structures
Nullifies and is immune to most 'unconventional' warheads (Chrono, Iron Curtain, EMP, Building Capture, Mind Control, Chaos)
Vulnerable to all 'conventional' warheads (Small Arms, HE, Poison, Fire, Missiles etc.)
Can detect stealth
Weaponless
Moderately Slow (between Prism Tank and the Chrono Prison)
Strength equal or less than a Grizzly Tank
Cannot be Chronosphered / Iron Curtained / Psychic Dominated / EMPed
Does not nullify superweapon effects except EMP
Requires Allied Battle Lab and Allied War Factory
Tier 3 or higher
(the cost is up to you ^^)

Info:
The Psychic Isolator Device appeared in the vanilla Yuri's Revenge in the winning Allied movie, capable of containing even Yuri's psychic powers. Although this was never seen or developed in either Yuri's Revenge gameplay or Mental Omega (which follows Soviet victory), the emergence of Epsilon forces and the Soviet Psychic Amplifier gave the Allied forces the need to build something to resist mind control. When news of Chinese technology reached Allied commanders, they realize that defeating 'Psychic' powers alone would no longer be enough.

Abilities:
Against Allied forces: It can nullify the effect of Chrono-related warheads. Well, it is not supposed to be very effective against its own side anyway. Because of its nullifying nature, the Chronosphere should not work on the Isolator itself.

Against Soviet forces: It can nullify the effect of Infector and Hacker EMP warheads, enabling the tanks and structures to engage their targets unaffected. It can also nullify the effect of the Emperor Tank, returning a captured structure to its original owner. If you want, you can make it nullify Iron Curtain warheads too (but not the Iron Curtain superweapon, but if you want...). Because of its nullifying nature, the Iron Curtain should not work on the Isolator itself.

Against Epsilon forces: It can nullify the effect of Mind Control and Telekinetic Warheads (except the Magnetron attack). As such it is also resistant to Mind Control itself. Whether it is resistant to Magnetrons is up to you. Obviously, the Psychic Dominator should not work on the Isolator. It should be able to detect stealthed units, seeing that only a few offensive Allied units do so (I may be wrong for v3.0). If you want it to nullify Chaos effects, it's up to you.

Others:
EMP warheads and the EMP superweapon should not affect the Isolator Device.

Weaknesses:
All in all, the Isolator renders many unconventional weapons to cease working. As such it is vulnerable to most conventional weapons. To prevent it from being overpowered, it should not have a single weapon mounted on it. It is slow and have an armor of a grizzly tank at most.

But the fact that with protection, it can counter many combos thrown at it makes up for its weaknesses.

AI Issues:
I have absolutely no idea how to make the AI use it properly. Probably the same AI as the Thor gunship.

Voices(?):
Select
"Eh? You did something?"
"That isn't very useful."
"I can't hear you."
"I am the VIP. Give me escorts."

Attack
"There is no status effect."
"Cancelling."
"It's futile."
"My magic is better than theirs."

Fear
"I think my wand broke."
"Where's my escort?"


Soviet Tier 3

"Magnum" Mobile Fortress (Conventional Vehicle/Structure)


Country Specific:
Most likely Russia, maybe North Korea.

Summary:
Deployable to structure and back to vehicle
Deploy to fire
Vulnerable but resistant to all 'conventional' warheads (Small Arms, HE, Poison, Fire, Missiles etc.)
Vulnerable to most 'unconventional' warheads (Chrono, Iron Curtain, EMP, Mind Control)
Immune to capture and the Structure Capture warhead
Can detect stealth
Heavy non-siege Weapons (Great against infantry and vehicles)
Slow (slower than Apoc)
Strength equal to or more than a Construction Yard
Can be affected by all superweapons as a vehicle
Requires Soviet Industrial Plant and Soviet War Factory
Tier 3 or higher
Not BaseNormal
Not Powered
(the cost is up to you ^^)

Info:
With the Battle Fortresses, Magnetrons and Masterminds wreaking havoc among its armored divisions, sometimes outmatching even the Apocalypse Atomic Tank, the Soviets needed to invent something to counter their omnicrushing, telekinetic and mind control abilities. In so far the speedy terror drone was a lightly armored solution, but even it offered limited use.

Abilities:
This is simple to use. Using the deploy-to-fire logic that is evident in Tiberian Sun's Artillery, Tick-Tank and Firestorm's Jugglenaut, the Mobile Fortress will move into range, deploy and blast its target(s) into smithereens. Well, Soviet brute force should be easy to use.

Weaknesses:
With the Scud Launcher, the Siege Chopper and the Centurion as its land siege units, the Soviets saw no need to sacrifice armor for range. The range of the Fortress should be slightly greater than the Apoc, but it cannot be a long-range siege unit. It is vulnerable to mind control, magnetron, EMP, and omnicrushers as a vehicle. It is slow and so it is sitting duck for faster tanks and siege units. It also does not have the ability to attack air units

Once deployed however, your opponent can kiss that army (or a good portion of the base) goodbye. Unless they have a Chrono Legionare or a EMP capable unit or siege weapons (structures are also immune to the Chrono Prison). Or if their army is in the air.

Escorted and used in conjunction with the Centurion, Morales and/or Choppers, they will put an end to everything in sight.

Of course, you can use it as a base defense, but since base defenses are sitting ducks to siege weapons... it's up to you. As a plus side, it doesn't consume power.

AI Issues:
If it can work in TS, it should work in YR and MO. Although I foresee that the AI will leave many of them lying around. :/

Voices(?):
Select
"Try me."
"I can open a weapons shop with this."
"That Apoc was nothing."

Attack
"Boom. Boom. Boom! Hehe."
"What? That puny thing?!"
"Wait till they see my true form."

Fear
"Deploy me, damnit."


Epsilon Tier 2

Extractor (Advanced Resource Vehicle)
(I may think about the Allied and Soviet counterparts in the future)


Country Specific:
Most likely Scorpion Cell, although this probably shouldn't be a country specific.

Summary:
Hovering Disc
Vulnerable to all anti-air weapons
Fast (slightly slower than an IFV)
Weaponless
Strength about half of a Chrono Ore Miner
Requires Spectre Airpad, Epsilon War Factory and Refinery
Tier 2 or higher
(the cost is up to you, but should be more expensive than the Slave Miner)

Info:
The fact that the Epsilon relied on stealth and unconventional tactics meant that it can handle far less bases than the Allies and Soviets. While Grinding technology proved to be cash-worthy, and the Drilling Platform gave a stable income, the Grinder was unreliable, and ores growing from nowhere gave the base away. With its weaker-armored forces, the Epsilon needed other ways to boost its economy.

Taking the blueprint of the Salvage Disc, they decided to recreate it not to repair vehicles, but to gather ore from faraway fields. It can fly over obstacles and gather ore right under the enemy's nose, and hover away quickly before air defenses can catch up with it.

Abilities:
Ore gathering, flying. Need I say more?

Weakness:
Unlike the Ghost Miner, the Salvage Disc is not stealthed. It has poor armor and can be easily shot down. It is not very useful late-game when ore fields are either depleted or occupied.

But the additional economy and the reduced need for another base can make up for its weaknesses. Also, resources not readily accessible to other factions (e.g. isolated islands) can be gathered at ease. If you want, you can 'deny' other factions of their ore by harvesting theirs.

AI Issues:
Well, maybe they will either not recognize it, or build too much of them. The latter is for good reason though. But in AI hands, they will most likely deplete that nearest field than harvest other fields. Makes other miners almost redundant though.

Voices(?):
Select
"Don't question my work ethics."
"That's my precious cargo."

Attack (Harvest)
"That looks tasty."
"I will be rich!"

Fear
"They are after my money!"


Epsilon Tier 3

Oracle's Enlightenment (Anti-Infantry/Armor Vehicle)


Country Specific:
Most likely Chaos Force, maybe Scorpion Force.

Summary:
Weapon: 1x incendiary cluster bomb
Vulnerable to all weapons
Strength equal to or less than the Mastermind
Slow rate of fire
Average Speed (approximately same as the Deviation Fist)
Requires Epsilon Battle Lab, Seraph, and Epsilon War Factory
Tier 3 or higher
(the cost is up to you ^^)

Info:
Epsilon realised the need for a more-conventional tank to deal with forces that even Masterminds and Magnetrons cannot deal with effectively. With research in the Initiate fire inducing powers (giving birth to the Seraph), the Epsilon managed to further its fire inducing technology to create a weapons platform capable of dealing more than decent damage on concentrated enemies.

Abilities:
The Oracle will shoot a single telekinetic projectile which will burst mid-air into many flaming pieces, each dealing a massive area of effect damage that will fry all but the strongest infantry and melt a great deal of armor. The area of effect should have a radius of about 3 (affecting up to a 5x5 grid, typically a 21-square fat cross). The damage should be at most 1/2 of the Lasher Tank's strength.

Weakness:
The Oracle is pretty inaccurate and takes a relatively long recharge time (although it is slightly faster than the V3 in firing speed). It can also destroy its own units (and is more likely to do so given that Epsilon units have lower strength values). It has at most medium range (about a railgun tower's range) and fares only average against structures.

However, it is very effective against massed units, so using it correctly, at the right time, will turn the tide around a battle.

AI Issues:
Typical AI should do it well, except for using it to blast its nearby units as well.

Voices(?):
Select
"Sizzling hot!"
"Don't break my focus."

Attack
"There shall be light."
"They will see my point."
"That's... um, enlightening."

Fear
"I think I burned my hands."



Okay, that's it for now. I will think about it while making my maps. >.<

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#443 lovalmidas

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Posted 25 May 2012 - 08:08 PM

Okay, just re-read the whole thread. Didn't realize that v3.0 will take so many things out of v2.0. My missions will be worthless during the change D: (kidding)

For my above post, replace "North Korea" with "China", and "Chaos Force" with "Headquarters". Though it is a tad pity these countries have to go.

Well, I haven't seen anywhere in Ares that is remotely close to a nullifying warhead for the Isolator, so I think I can scrap that for the moment. :/

I'll try to think of something unconventional for a late-game economy. ^^

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#444 Aasgier

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Posted 26 May 2012 - 05:37 PM

Hiryu Floating Fortress

A powerful hovering fortress. It's equipped with two .3 inch HMG's against infantry and light armor, but more important is its "Katana" Missile Launcher, which is designed to take down heavy armor. It can target everthing, but it is ineffective against everything but heavy armor, and having a very notable firepower against Kirovs and the likes.

In combat, the vehicle has some obvious flaws; neither weapon is really effective against plate armor, structures or lighter vehicles

Faction: Pacific Front

Cost: High
Prerequisites: War Factory, infiltrating Allied Battle Lab, infiltrating Allied Conyard
Primary: Dual .3 inch HMG
Secondary: "Katana" Missile Launcher
Movement Type: Hover
Speed: Medium
Sight: Low
Purpose: Anti-heavy armor. Against other vehicles (barring flying ones, that is) it is outdone by Future Tanks, and it is a bit better than Future Tanks against infantry but the difference isn't worth it.

#445 Zenothist

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Posted 27 May 2012 - 12:47 PM

Lol, Aas, I thought we covered the fact that flying fortresses would not be done. :p

Anyway, Centurion equivalents will not be implemented because the Centurion is no longer a 'hero unit' per se. It's currently China's T3 artillery, thought it still has a build limit of 1. Other than that. Please continue posting more ideas, we have love having them. ;)

#446 Aasgier

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Posted 27 May 2012 - 02:17 PM

Ups. I didn't make the idea and purpose of the unit clear enough I think, since you pretty much misunderstood everything you could understand wrongly.
First: It doesn't fly; it has movement type hover, like the Kappa Tank or the Magnetron; and not like the Kirov.
Second: It isn't a siege unit, both weapons being sucky against structures and neither of them can outrange T2 defenses; its main purpose is to kill T3 monsters, Battle Fortresses, Centurions and Kirovs; it is pretty much weak against everything else.
Third: It should not have a buildlimit; its obvious weaknesses should allow them to be spammed, though that would ingame only result in an AT-infantry spam from your opponent. GGI's, Brutes and Tesla Troopers all would smash these units into oblivion as if they did not exist.

Edited by Aasgier, 27 May 2012 - 02:20 PM.


#447 Haxxan

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Posted 28 May 2012 - 07:36 AM

Well , I would like to see a mission in which we have to capture an abandoned base of our opponent and use thier tecnolagy to fight aginst thier allies's and start a fight agianst them or a retrival mission in which we have to rescue some one from an opponent's base.

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#448 lovalmidas

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Posted 28 May 2012 - 11:19 AM

Hi Haxxan, I recognize both types of missions from Tiberian Sun (and one of the Nod leaders have a similar name as you do) and I think that while they are rather common nowadays, they are quite good to work with. ^^ You mind if I borrow your second idea for my fan-missions (they are for 2.0psi)? :D

ADD: Oh and by the way, mission suggestions are best placed here: Link ^^ It will be great if you have unit suggestions to complement that too.

Edited by lovalmidas, 28 May 2012 - 11:22 AM.

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#449 Haxxan

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Posted 29 May 2012 - 12:25 PM

Genral Hassan we had to destroy his pyramid (it was very easy)

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#450 Artas1984

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Posted 15 June 2012 - 09:09 AM

I noticed you increased the size of some tanks. Ok, then you must increase the size of an aircraft carrier and a battleship by a GAZZILION times. I mean, come on, these units are supposed to be like 10 main bases combined in lenght.

Can you make the aircraft carrier and battleship more real? Jet's spawning from carrier should be sized like harriers from base, not like some miniature fies. Battleship should be remodeled into Iowa class style, not some old pre WW1 design with 2 double turrents. Also battleship should do much more damage than apocalypse tank and it should be much more durable. Think it right, Abrams or Apocalypse might have 125 or 120 mm guns, but a battleship has 3800 - 4200 mm. Right now it's pathetic, reminds me of a 50 ton war boat, not 50000 ton battleship. The russian missile battlecrusier also should be much bigger. Dolphins should not be that durable - they should die with one torpedo hit, no matter their promotion. And what is this bullshit that a torpedo can change cruise slightly like some guided missile - can this be removed?
I wonder why did you remove that Yuri submarine? It was much better thant this new missile unit.

Also, even though this is unrealistic RA2 universe, i am tired of seing conscripts and mariens with their light guns destroy heavy armoured tanks - the one thing that really pissed me of in CNC2 from the begining! At least they should not be able to do damage to tanks. If that would be the case, then the rocket GI would make much more sense.. Think about it. It will enough that conscripts and marines will do damage to buildings, light vehicles and men. Seriously, make this guys!

You have changed the psycho tower into rail tower - this is great! Now can you get rid of the master mind? It was one of the units, because of which almost all the people disliked Yuri's Revenge more than Red Alert 2.

Edited by Artas1984, 15 June 2012 - 09:16 AM.


#451 Aasgier

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Posted 15 June 2012 - 09:17 AM

You could turn it around; everything is (including buildings and roads) upscaled in all dimensions while ships and islands are the only things which have a rather normal size...

It is technically impossible to make the ships any bigger and still get them to move properly.

And oh, don't forget ships have a big turning circle compared to their size. That means a ship of five tiles wide, should actually need the entire map to turn.

Edited by Aasgier, 15 June 2012 - 09:18 AM.


#452 mevitar

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Posted 15 June 2012 - 09:48 AM

The Psychic Tower wasn't removed because it was imba (it was actually very easy to destroy it if you used proper ranged artillary for that, instead of Rhino or Grizzly Tanks). The reasons to do so was because the AI is too stupid to realize that those sending those Demo Trucks into those Psychic Towers actually helps the enemy, and Yuri (Epsilon) needed a proper anti-tank T2 base defense.

Also, the MasterMind stays, as a Psi Corps specific unit. Compared to other T3s, some may actually find it unimpressive...
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#453 Zenothist

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Posted 15 June 2012 - 03:59 PM

Which is probably why we should buff it. :p

#454 Aasgier

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Posted 15 June 2012 - 05:45 PM

Buffing it might easily break it, since Masterminds already own against other T3 vehicles. However, they are owned pretty badly by cheap units, like conscripts. And the obvious mind-control immune units like Terrordrones... But Thors and Basilisks work wonders against them too (but Thors are, unlike Basilisks, not detered much by Gattling Tanks, which is why they work even better).

#455 WarDrumS

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Posted 27 June 2012 - 05:35 PM

I don't know if this is the right place to write this but i've been playin red alert since 1994 with my bro and the best thing were the cooperative maps. The amazing stuff that you guys have done with the game gives me thousands of different cooperative i can think of. It will be super fantastic if you can (if possible) create some cooperative maps. When 4 people are playin this game on normal maps it's hyper fun.. so imagine how things will be like on co-op maps!!

Good luck with the mode dudes ;]]

#456 Zenothist

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Posted 27 June 2012 - 06:02 PM

Cooperative mode will definitely be included. And it will be much better than the standard coop from RA2, which was just skirmish in disguise.

#457 Armageddon123

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Posted 29 June 2012 - 04:07 PM

Why don't you make AA jets? It's a major need to every faction! Apolo fighter for Allies, or just USA, MiG 25AA for Soviets, or just Russia, and some freakin' fast AA disc for Epsilon or something. Or maybe it's not possible with Ares yet?

Soviets having the Centurion Siege Crawler is not balanced, at all, or should I say not fair to others. Make something in turn. Like the Heliocarrier or something for Allies, and for Epsilon some sort of a giant walker with a massive railgun that shreds everything and mutates infantry in Brutes or even Harpoons (one shot - 3x3 area mutation). But it doesn't have to be a walker, it will look like Soviet design too much. And give it a good name, let's say, something funny, like: The Mentalmeister. I think it really fits. So what do you say?
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#458 Speeder

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Posted 29 June 2012 - 04:43 PM

All fighters that are not Barracuda are able to attack other aircraft. The thing is, there's no point in making pure AA fighter as long as you can't leave aircraft in guard stance at a certain location like in RA2. With the amount of micro they already require, there's just no point. There are AA jumpjet-based units in 3.0.

Centurion Siege Crawler belongs to China in 3.0, is much weaker than in 2.0 but still dangerous. China does not have any other artillery unit because of their speciality which is.. you'll see what it is. Mutation walker would make Rahn less awesome. I don't plan to add Centurion equivalents for other subfactions/sides.

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#459 Tommycrazy1287

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Posted 08 July 2012 - 11:27 PM

Did anyone put up the idea of stolen tech being determined by the SUB FACTION you steal from as well as the main faction they belong to? In other words, no subfaction having the same stolen tech as the other subfactions??? Or have you already discussed that?

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#460 Speeder

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Posted 08 July 2012 - 11:39 PM

That would be too much. There are already 9 stolen tech soldiers and 3 stolen tech units.

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