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Remix Escalation Suggestion


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#81 Phoenix911

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Posted 09 November 2005 - 12:28 PM

Ok heres an idea.
For removing mines with a combat wothy unit. may i suggest somthing like this...
Posted Image

this is an m60a3 with anti mine attachment.
I was thinking give this as an attachment to teh overlords, empriors. But after thinking about it could u not give them to all china battlemasters, this makes this unit more usfuly and would be cool. also this makes them able to go over al mine with out damage or fear and it also clears behind them, give them a clear mine ablity when this upgrade is attached.

reason i ask cos all china sides and demo gen has mines now and this ia a pain in the ass, it stops all assults easy. and well as you said a worker is not a combat ready unit. (not enough armor)

anyways you could give a similar upgrade too atlest 1 tank for all teams. as all teams should have 1 light tank atlest i think. Appart from the air force gen, his stealth bombers should have and upgrade ON THE PLAN ITSELF they will drop cluster bombs on a large area blowing all mines up. reason on the plane it self cos then u can have normal or bunker busters aswell, depending on whatr u prefer. OR give the airforce general a light tank witch has 6 wheels not tracked and let this get the anti mine upgrade.


humm and ok about that idea maybe the only china that should not get mines should be napalm and instead of that give them an upgrade on each building. (like the usa buildings) witch will add 4 flame thowers or 2 flamethorwers and 2 infernot cannons on each building. just an idea.
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#82 Gilgamesh

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Posted 09 November 2005 - 12:35 PM

To remove mines using china, i build an overlord with a radar addon, and use force fire to shoot at the ground... It's faster than a dozer/worker :ohmy:

As for unique mines, i already suggested (and made all code) new high explosive mines to the demo general. They do have a high delay, making faster units his weak point. Have you looked at it, Pendaelose?

#83 Pendaelose

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Posted 09 November 2005 - 01:57 PM

To remove mines using china, i build an overlord with a radar addon, and use force fire to shoot at the ground... It's faster than a dozer/worker :ohmy:

As for unique mines, i already suggested (and made all code) new high explosive mines to the demo general. They do have a high delay, making faster units his weak point. Have you looked at it, Pendaelose?

<{POST_SNAPBACK}>


Yes, I did... I've put all things GLA on hold for the time being, I'm trying to focus on one faction at a time while I code them up. I'll likely have them as an upgrade, much the sameway as neutron mines or TB mines


I like your ranking system, Pendaelose!  Very  nice, I think.
It feels like the Age Of Empire.  You research a new period,  and when it finished, you can get more advanced toys.

As for the Squad,  IMO you can give it to Inf  Gen.   
You can make a gen power  "  Infantry Squad Training".  If player choose this gen power ,  then Infantry will be build as squads(4~5 individuals  be better).    I think it fits  for Inf Gen.
Other Gen cannot build squads.

<{POST_SNAPBACK}>


thanks, I like encouragement... I know some people will dislike the system because it does make a game slower at the begining, but I think it will also be for the best. I hadn't thaught of the comparison to Age of Empires, but I have to agree, it is similare.

as for squads, while that is a good idea... it is also very important to me that ALL generals become much more dependant on using infantry. the only way to do this is make them good enough that people want to use them, and squads is a key factor. for far too long I've seen all un-garisoned fire bases and empty humvees...

to keep the good idea in use though, a pwer like "Extended Squads" might be good, up the squad sizes from 5 to 7 or something similare.




I like the mine-clearer, it is true many vehichles can just attack ground if you have a spotter nearby... but not all generals are as easy as China to do this
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#84 Gilgamesh

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Posted 09 November 2005 - 02:10 PM

Yes, I did...  I've put all things GLA on hold for the time being, I'm trying to focus on one faction at a time while I code them up.  I'll likely have them as an upgrade, much the sameway as neutron mines or TB mines


Nice!

thanks,  I like encouragement...  I know some people will dislike the system because it does make a game slower at the begining, but I think it will also be for the best.  I hadn't thaught of the comparison to Age of Empires, but I have to agree, it is similare.

I love the idea of progressing as the game goes on, your style remind me of Total Annihilation.

as for squads, while that is a good idea... it is also very important to me that ALL generals become much more dependant on using infantry.  the only way to do this is make them good enough that people want to use them, and squads is a key factor.  for far too long I've seen all un-garisoned fire bases and empty humvees...

to keep the good idea in use though, a pwer like "Extended Squads" might be good,  up the squad sizes from 5 to 7 or something similare.


Extended squads is a great idea! You have my vote.


I like the mine-clearer,  it is true many vehichles can just attack ground if you have a spotter nearby...  but not all generals are as easy as China to do this


Yeah, the most dificult team to counter-attack mines (and any stealth unit/struct) are the GLA. They have only that stupid radar van as a spotter, and it looks like made of paper, two shots and bang!, you are blind!! Except when playing as the Stealth General...

#85 Pendaelose

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Posted 09 November 2005 - 03:07 PM

Total anihilation was an awsome game... ... its a little dated, but was very revolutionary.

I'm glad to have everyone's vote of confidence... makes me feel alot better about rying some completely new things, such as the Escalation system and Tech2 centers.

a Mine clearing unit would most likely be completely neglected, but it would also be awsome on that one perfect ocasion. In remix Infantry China can become excesivly well dug in, and thier mine launchers can become a really big problem. It may call for a new unit, or it may be solvable as making an upgrade or extra on another unit. there are alot of options.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#86 Phoenix911

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Posted 09 November 2005 - 07:22 PM

I hope your talking bout totle annilation: kingdoms
cos that gamed ROCKED!!!
i still have it muhahah right in reach distance :lol:

anyways back to mines.
Yes u can easly shoot at the mines but this is only spots of mines and can mean u have to take fire from enermys while trying to advance. having a unit capable of being able to fight and advance through teh mines while cleaing them would be such a nice tactical unit. easply since there are alot of teams using mines.

and i always use humvees and only time i use humvees are if i am loading them with troops. with out them i just think there pointless.
But i will agree i hardly ever use infantry in my firebase's, this is not cos i don't want too. cos quiet often i will load them. BUT the reason i don't always is cos the troops in the fire base have no protection and die soo quickly special if the gla are using toxins.
If they would protect the men inside like a bunker then it would be much better.
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#87 Pendaelose

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Posted 09 November 2005 - 07:32 PM

I hope your talking bout totle annilation: kingdoms
cos that gamed ROCKED!!!
i still have it muhahah right in reach distance :lol:

<{POST_SNAPBACK}>

I also still have Kingdoms, but I was actualy talking about the original Total Anihilation. Kingdoms was a TotalConversion for TA that made it retail. the game play and engine were effectivly the same.


anyways back to mines.
Yes u can easly shoot at the mines but this is only spots of mines and can mean u have to take fire from enermys while trying to advance. having a unit capable of being able to fight and advance through teh mines while cleaing them would be such a nice tactical unit. easply since there are alot of teams using mines.

<{POST_SNAPBACK}>

I would like to see units that can traverse or clear mines. I know atleast one unit ingame right now thatis imune to standard mine damage, I'll have to see what else can be done about them.

and i always use humvees and only time i use humvees are if i am loading them with troops. with out them i just think there pointless.
But i will agree i hardly ever use infantry in my firebase's, this is not cos i don't want too. cos quiet often i will load them. BUT the reason i don't always is cos the troops in the fire base have no protection and die soo quickly special if the gla are using toxins.
If they would protect the men inside like a bunker then it would be much better.

<{POST_SNAPBACK}>

Well, I'm certainly not acusing anyone... i'm just stating what I see too often... I think the main reason is cost. a humvee costs 500, but the 5 infantry that go in it cost 1500+ not to mention they are more vaulnerable in the humvee because they ALL die when it blows. suddenly your looking at a 2000 dollar investment that dies on the first volly from an overlord. Its not cost effective when you compare the cost and time to train the troops and fill the humvee. your alot better off building nearly any unit that can pull its $ value. a loaded humvee is great, but not 2000$ great.
Posted Image
Posted Image

Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#88 Phoenix911

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Posted 09 November 2005 - 08:38 PM

a humvee costs 500, but the 5 infantry that go in it cost 1500+  not to mention they are more vaulnerable in the humvee because they ALL die when it blows.  suddenly your looking at a 2000 dollar investment that dies on the first volly from an overlord.  Its not cost effective when you compare the cost and time to train the troops and fill the humvee.  your alot better off building nearly any unit that can pull its $ value.  a loaded humvee is great, but not 2000$ great.

<{POST_SNAPBACK}>


well idk bout this mod but in the origanl zh most tanks would have to hit a humvee atlest 2 times before it would die. and if u are fully loaded with missile defenders u can ripe most tanks up before they get close. and then the drones just heal the unit ^^
But u are right they are weak and i usely use them mainly as recon or hit and run tactics.

but anyways the fire bases need to have the code like the china bunkers so the men wont dei from radiation or toxin as it pointless in loading a firebase when u know the men will die pretty quickly.
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#89 Pendaelose

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Posted 09 November 2005 - 08:43 PM

but anyways the fire bases need to have the code like the china bunkers so the men wont dei from radiation or toxin as it pointless in loading a firebase when u know the men will die pretty quickly.

<{POST_SNAPBACK}>


the reduced cost and buildtime of infantry makes it affordable to risk loosing them. the fire base gives ample protection to a 50$ ranger

also, I pointed out overlords, because they do fire 2 shells back to back that will kill the humvee in a volly (true, I did say shot the first time) also the overlord is the same cost as a fully loaded ZH humvee

Edited by Pendaelose, 09 November 2005 - 08:45 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#90 Phoenix911

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Posted 09 November 2005 - 10:17 PM

but anyways the fire bases need to have the code like the china bunkers so the men wont dei from radiation or toxin as it pointless in loading a firebase when u know the men will die pretty quickly.

<{POST_SNAPBACK}>

the reduced cost and buildtime of infantry makes it affordable to risk loosing them. the fire base gives ample protection to a 50$ ranger

<{POST_SNAPBACK}>


Thats only if u use rangers :p
but they suck.
i tend to put 1 sniper at the frount row and 3 missle defenders in.
and the cost melts up in the end :lol:
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#91 Pendaelose

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Posted 09 November 2005 - 10:40 PM

but anyways the fire bases need to have the code like the china bunkers so the men wont dei from radiation or toxin as it pointless in loading a firebase when u know the men will die pretty quickly.

<{POST_SNAPBACK}>

the reduced cost and buildtime of infantry makes it affordable to risk loosing them. the fire base gives ample protection to a 50$ ranger

<{POST_SNAPBACK}>


Thats only if u use rangers :p
but they suck.
i tend to put 1 sniper at the frount row and 3 missle defenders in.
and the cost melts up in the end :lol:

<{POST_SNAPBACK}>



In remix most Rangers are about 50$, MissileDef 75$ and a sniper is about 600$

reason being... rangers and dfenders are deadmeat when it comes down to buisness.. the snipers are feak'n awsome... all my snipers allways hit Rank3 and I seldom ever have to replace one after he is built. thoug I never garison mine, because the stealth is better protection than a building
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#92 Phoenix911

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Posted 09 November 2005 - 11:18 PM

i was thinking could rangers be giving 40mm nades aswell as there flash bang?
this would make them a little cooler. beside how can they have a luncher and only carry flashbangs?

and would it be able to be coded into ai so they switch between the better weapon of choise for the intended target?

edit: your snipers by chanse do they damage vehicals ?
i mean could they not have a 50cal easply the pathfinders, i mean the us dose use the berrett m82 and m90/m95 i beleave anti material rifles.

Edited by Phoenix911, 09 November 2005 - 11:20 PM.

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#93 Pendaelose

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Posted 09 November 2005 - 11:25 PM

i was thinking could rangers be giving 40mm nades aswell as there flash bang?
this would make them a little cooler. beside how can they have a luncher and only carry flashbangs?

and would it be able to be coded into ai so they switch between the better weapon of choise for the intended target?

edit: your snipers by chanse do they damage vehicals ?
i mean could they not have a 50cal easply the pathfinders, i mean the us dose use the berrett m82 and m90/m95 i beleave anti material rifles.

<{POST_SNAPBACK}>


It could be done, I'll look at it, but its not a promise... its low on the priority list.

as is, snipers will get the same Anti-tank upgrades as the Contra snipers...

Edited by Pendaelose, 09 November 2005 - 11:29 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#94 Phoenix911

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Posted 09 November 2005 - 11:37 PM

ok no problem it was a idea :-D
thus why i posted it lol.. sorry i keep getting more lol.

as is, snipers will get the same Anti-tank upgrades as the Contra snipers...

<{POST_SNAPBACK}>


ok thats cool. but i hope they actuly do damage to the tank, i think its the super weapons sniper i hate how there pathfinder shoot at the tank but dose no damage all it dos eis disable them and wats worse is the time they are disabled is only like 1 maybe 1.5 seconds.
I rather tham do a little damage aswell. or have a longer emp time effect on them.
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#95 Phoenix911

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Posted 11 November 2005 - 07:02 PM

Ok i just had a great idea's for the cyber/drone general tell me wat u think

Firstly the helos like the commanchi and chinook can all get drone upgrades and such pretty cool but also pretty usless. The drones can not keep up with the choopers on the move.

My idea is simple make the upgrades be like attachments to the helo's For exsample.
Give the commanchi a repair/machine gun drown, and the chooper gains auto repair and a light side Gun to add to its firepower.
Give the commanchi a hellfire drone and the chooper gains maybe 2 extra missles and a little faster in flight.

the rest u can use your imagination on.

Second idea is for cyber/drone gens infantry.
having a drone hovering over infantry is kinda weird and looks silly specialy if the Repair drone is healing teh ranger or missile defender, My idea is simple and yet very cool.
(but i am nto sure how much work it would be)
Basicly you build normal infantrys as normal. But the drone upgrades are actuly power armor upgrades. here are some exsamples.

Rangers gains repair drone upgrade but reall tis is walking poweramor it makes the ranger more immunie to toxins and takes mroe hits from snipers. Also moves slower and auto repair, the ranger would gain a second light Machine gun to do with his basic combat rifle and flash bangs.
If u give the ranger hellfire drone upgrade he hovers slightly of the ground gains a little speed and will gain an advance combat rifle this will basicly add HE grenades or a small rocket to the under barrel of his basic combat rifle, again gains a little more protection agest toxins and tanks more hits by snipers.
both can still capture builds and use flashbangs.

Missiles defenders much the same apart from, they wont have the rifle there have a rocket launcher and if a repire drone a small caliber mg on sholder. and will auto repire again move a little slower, more immunie to toxins but more vanrable to acid and again can not be sniped with one shot.
Missile defenders given hellfire upgrade will have twin rocket lunchers or a higher rate fo fire on his basic rocket luncher again more immune to toxins and more vanrable to acid and can not be sniped by 1 shot. Hellfire upgrade makes the unit hover and move slitly faster like the ranger hellfire upgrade.
Both can stil use target designator.

All of this is power armor and u can use your imagination for the other drones, again i am not sure how much work this will be cos i'm sure the infantry would need ajuest ments made to the models once upgraded.

anyways wat do u think?
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#96 Pendaelose

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Posted 11 November 2005 - 08:04 PM

the chopper upgrades isn't a bad idea, but I've never really had much of a problem. the drones do catch up, its not that big a deal...

as for infantry, I've removed the infantry drone builds... it just didn't seem right to me.

the upgrade idea is good, but would be pain to make all the models for...
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#97 Phoenix911

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Posted 11 November 2005 - 08:39 PM

the chopper upgrades isn't a bad idea, but I've never really had much of a problem.  the drones do catch up, its not that big a deal...

as for infantry, I've removed the infantry drone builds...  it just didn't seem right to me.

the upgrade idea is good, but would be  pain to make all the models for...

<{POST_SNAPBACK}>

well the chooper drone do catch up but it just seems weird i guess. and well sometimes the delay on them can be a problem, like if i had a repair drone and it was not near enough to repair a chooper it might get there too late to begin repairs. thos extra seconds of repairs can mean the diff of life or death.

and yer infantry idea i did think was a bit of a long shot. i mean all teh models and such would be alot of work but still a nice idea ^^ lol
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#98 Phoenix911

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Posted 12 November 2005 - 03:55 AM

Ok i got a few ideas *yet again* ;)

Ok firstly the tank generals troop crawler shoud Have gaurd close or watever u called it ^^ today mine i had on gard and after every shot of there sniper cannon they packed up then unpacked.. really strangly.

tank generals super tank is really weird it just seems to suck. it like it wont target one enermy and destroy it like most tanks would, it seems to aim at the enermy firing at it but if it gets hit from another side it will then change targets. So basicly if its being hit from alot of sides it basicly dead. This is only if u are not manuly targeting them. But tometimes if your liek me using tank groups can not always be manuly controling them. So maybe that needs a look into.

Also the tank general could he be given a Anti Tank Attack helo? Something like the Mi-28A/N Havoc Gunship? or if u would rather the KA-50/52 Hokem Black shark.
(I actuly think these chooper have been modeled before. so u maybe able to get one of a friend)
Havoc
Posted Image
Black Shark.
Posted Image

And the infantry general i think maybe could get a better troop transport Chooper. maybe a hind D or hind E or something totly differant upto u ^^

also i am not sure what u have done with the US defences but i sure you said something like u upgrade what u want on it liek teh demo generals defence sites. Well if this is the case for the super weapon or the cyber general only your choise the anti tank cannon should or could be a railgun ^^

And is the b2's ment to be the us airforce gens super unit? cos if so then i personly think it sucks. cos its just a carpet bomber can easyly be shoot down and soo i have a nice idea.
Make a heavy gunship for the airforce gen that is heavly armed and is basicly ats like a chooper it dose not take up a runway slot and it constanly hovers, If possably just to make it look cool mak it like a orca with the same sort of engins instead of roterblades.

ps: its 4am so forgive any mistakes too tired to re read it as i just got off generals.
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#99 Pendaelose

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Posted 12 November 2005 - 06:06 AM

Ok i got a few ideas *yet again*  ;)

Ok firstly the tank generals troop crawler shoud Have gaurd close or watever u called it ^^ today mine i had on gard and after every shot of there sniper cannon they packed up then unpacked.. really strangly.

<{POST_SNAPBACK}>

I've added this to the "gaurdClose" list... it will be done :sleep:

tank generals super tank is really weird it just seems to suck. it like it wont target one enermy and destroy it like most tanks would, it seems to aim at the enermy firing at it but if it gets hit from another side it will then change targets. So basicly if its being hit from alot of sides it basicly dead. This is only if u are not manuly targeting them. But tometimes if your liek me using tank groups can not always be manuly controling them. So maybe that needs a look into.

<{POST_SNAPBACK}>

I've noticed some funny behavior before, I will look into it.

Also the tank general could he be given a Anti Tank Attack helo? Something like the Mi-28A/N Havoc Gunship? or if u would rather the KA-50/52 Hokem Black shark.
(I actuly think these chooper have been modeled before. so u maybe able to get one of a friend)

<{POST_SNAPBACK}>

I recently downloaded a mountain of models, one of them was the KA-50. It was my intent to give it to near anyone other than Tank General though... Tank will be getting a list of toys, but very little if any for new aircraft

And the infantry general i think maybe could get a better troop transport Chooper. maybe a hind D or hind E or something totly differant upto u ^^

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something totaly differnt... I've got some ideas... will have to see what can be done.

also i am not sure what u have done with the US defences but i sure you said something like u upgrade what u want on it liek teh demo generals defence sites. Well if this is the case for the super weapon or the cyber general only your choise the anti tank cannon should or could be a railgun ^^

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This list is pretty full. AirF and Cybr have 4 choices each, and Lazr has 2 choices... supweapon isn't getting the modular defenses because they have aditional dfense types

And is the b2's ment to be the us airforce gens super unit? cos if so then i personly think it sucks. cos its just a carpet bomber can easyly be shoot down and soo i have a nice idea.
Make a heavy gunship for the airforce gen that is heavly armed and is basicly ats like a chooper it dose not take up a runway slot and it constanly hovers, If possably just to make it look cool mak it like a orca with the same sort of engins instead of roterblades.

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I really like the B2... it can't attack a base defense line, but it can ravage the inside of a base once the defenses or power is down.

ps: its 4am so forgive any mistakes too tired to re read it as i just got off generals.

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thats OK, its about 1 am here now, so I'm begining to feel your pain.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#100 Phoenix911

Phoenix911

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Posted 12 November 2005 - 12:42 PM

yer the b2 are not too bad if the defences are down but they have to land and rearm and this too me just stinks ;)
all the other teams super units do not have to leave the fight and this is why a heavy armored attack chooper i though would be good of some type.

Edited by Phoenix911, 12 November 2005 - 12:42 PM.

Phoenix™ The Forgotten Samurai
A wise man chooses death before war, A wiser man chooses not to become war.
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