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#1 olli

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Posted 14 April 2010 - 02:05 PM

GLA Chemical General

Along with Assault General, Chemical general makes up the second third world army. Chemical general has a strong, adaptable and flexible force capable of taking on USA and China factions with ease. He specialises in either Toxin weapons or Acid weapons. Toxin weaponry is lethal to infantry, capable of shutting down buildings and instant killing infantry in its strongest form, and is more than capable against armour. Acid weaponry is designed for high damage against armour and buildings. In its strongest upgrade, few ground units are capable of passing through an AOE of acid and emerging alive on the other side. It can bring down structures in seconds with concentrated firepower. On the air defence side Silicon warheads are extremely effective at taking out air units in a few shots and leave a high damaging AoE of silicon which will heavily damage any air unit that passes through it (if it doesn’t kill it...) He has strong bases defences, and a full set of generals powers that offer high damaging offensive powers and unique support powers.
If played right, he is one of the strongest Generals in the game....

POWERS
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RANK 1 (from left to right)
Spies Everywhere – Generates random intel on the enemy every 30 seconds. (reveals supply centres, or command centres, or units etc)
Sponsor terror – Allows the building of terrorists and bomb trucks (required for chemical bandits)

RANK 3 (from left to right)
Chemical exports (3 ranks) – Buildings sell excess chemical and generate revenue. Each rank allows more types of buildings to generate cash (base defences, war factories, tech centres etc) see below.
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Chemical Bandits (3 ranks) – Spawns a mix of chemical troopers at the target location. Each rank adds more troopers. (up to 16). Mix of infantry includes RPG troopers, chemical rebels, and terrorists.
L-29 acid bombing (3 ranks) – L-29 planes fly to the target area and drop acid bombs. Extremely effective vs buildings and armoured units. The planes drop bombs in the AoE and attack targets of opportunity. Each rank adds more planes and rank 3 adds additional skirmishers.
SCUD shower (3 ranks) – 2, 4 or 6 SCUDs rain down in the target area with the chemical you have chosen to specialise in.
Toxin Seeders (toxin tech only – 3 ranks) – 2 , 4 or 6 toxin seeders are dropped into the AoE. Toxin seeders will continuously leech toxins in a large AoE around them and will last until destroyed. They are stealthed like demo traps. Leechs whatever tech of toxin you have. When fully upgraded to VX nerve agents, it can wreak havoc in your base.
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Here you can see the seeders in action.

RANK 5 (from left right)
Chemical Delivery – Acid tech : Allows the canister cannon base defence to fire anywhere on the map. 2 minute cool down.
Toxin tech : Allows the construction of the “Dark Skies” mobile fogger Zepplin.
Chemcial carpet bombing – a carpet bombing with bombs loaded with your chosen chemical.
Silicon Run – Many L-29 fighters fly into a large target area, circling around and stay for up to a minute and engage any air units that come within their range with silicon missiles.


UPGRADES
From Black Market :

Junk repair

Fortify structure (buildings gain addition armour and HP. Visual FX add barbed wire to structures)

At Chemical Plant : (players make a onetime choice to choose what chemical they will specialise in)

Toxin tech 1 : Nerve agents – (green toxin to blue toxin. Increases damage by large amount and can shut down buildings)

This unlocks:
Toxin shells (all shell firing weapons leave behind toxin),
Toxin rockets (all rocket/missile firing weapons leave behind toxins)
Toxin armour (Armoured units become immune to toxin)

Acid Tech 1: Synthesised Acids (changes all chemical units to fire acid weaponry. Red in appearance and strong vs armour and buildings.)

This Unlocks: Acid warheads (RPG troopers rockets’ leave behind pools of acid and also unlocks the Strum-S anti tank missile system)

Acid FX (with gas warheads)
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At Purification plant (Tech Centre 2)

Toxin Tech 2 upgrades: VX nerve agents – doubles the damage of all toxin weapons (good against armour. Can take out a standard tank within 5 seconds). Also doubles the speed off shutting down buildings.

Concentrates (doubles the amount of time toxins linger on the battlefield).

Silicon warheads – Allows AA missiles to fire with Silicon warheads. Super high damage against air units and leaves silicon lingering in the air which will damage any air units that fly into it. (to prevent mass friendly fire, Zeppelins are immune to silicon)

Gas warheads – adds on more damage (just less than double) to toxin weapons by allowing toxin clouds to form from pools of toxin on the ground. The clouds linger and randomly wander around the AOE damaging anything they touch.

Just to prove I'm not lying... Toxin's can really shut down a whole base ...
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Acid tech 2 Upgrades: Fluroantiamonic acid – Upgrades acids to their most powerful form. Extremely effective vs buildings and armour. White in appearance.

Flammable Acids – Adds on additional damage to acid damage. Acids have a chance to burst into flames and deal flame damage on top of acid damage. (effective vs all ground units)

Silicon Warheads - Allows AA missiles to fire with Silicon warheads. Super high damage against air units and leaves silicon lingering in the air which will damage any air units that fly into it. (to prevent mass friendly fire, Zeppelins are immune to silicon)

Gas Warheads - Adds on more damage to acid weapons by allowing acid clouds to form from pools of acid on the ground. The clouds linger and randomly wander around the AOE damaging anything they touch.

Fluroantiamonic acid with gas warheads
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Silicon FX
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BUILDINGS

Supply stash with dozer and trucks. Can buy one time uses of emergency repair at supply stash, and salvage parts drop. Also houses cash transfer.
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Airfield with L-29’s. Zeppelin’s are built here. (Zeppelin Pen will be made)
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Chemical plant – First tech centre where players make the one time choice of what chemical they will specialise in. Houses Synthesised Acids and nerve agents upgrades along with respective tech upgrades.
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Purification plant (tech centre 2). Houses advanced tech specific upgrades. (See above)
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Haft -3 Toxin missile Super weapon
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Super Canister Cannon; Acid tech super weapon...It's huge...
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Basic Defences (rocket battery and AA missiles)
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Canister Cannon – Very long range artillery base defence. (Acid tech base defence)
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(Canister Cannon upgraded with fluroantiamonic acid and flammable acid and gas warheads)
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Fogger defence. Toxin tech only. Has 3 fire modes where you can choose between long range and small AoE, Medium range and Medium AoE or short range and Huge AoE
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VX nerve agent with fogger
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UNITS


INFANTRY (N.B Cannot be built in squads. Single infantry only) (from left to right)
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Terroist
Chemical trooper (fires chemical you have chosen)
Rebel
RPG trooper (with Acid warheads upgrade)
Stinger Trooper (AA infantry)


Basic Armoured Units (with acid FX)
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From left to right:
Scholependra (fires chosen chemcial)
Strum-S – Self propelling anti tank missile system. High damaging anti tank missile loaded with acid. (acid tech only)
Scorpion Tank
Luna missile launcher - fires a large missile loaded with chemical you have chosen which splashes out over a large AOE
AA scorpion
Artillery Scorpion
Bomb truck

All of Chemical Generals ground units
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Large tank on the left is the Kobra tank. Available at tech 3 after all upgrades have been researched. Costs $7000. Effective vs everything. Armed with x4 stinger missile launcher for attacking air units (receives Silicon warheads upgrade), a very powerful chemical sprayer which sprayers the chemical you have specialised in (and spreads it over a large AoE), and a Quad barrelled High impact cannon. Fires a chemical shell that does initial impact and explosion damage and then splashes out the specialised chemical. It is a harbinger of Death (See below)
Kobra firing (with Acid specialisation)
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Zeppelins

Dreadnaught Zeppelin (Hero unit. Build limit 1) – Armed with a pair of Ultra powerful, high explosive, anti tank Quad cannons. Shells fired are filled with the chemical you have specialised in. Has extremely high armour and health. Will annihilate ANYTHING on the ground. Can wipe out an entire base by itself. So make sure your air space is well defended.
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Destroyer AA Zeppelin (armed with 2 AA rocket launchers. Can target ground units as well)
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Monitor Zeppelin – Drops chemical bombs. Super effective against groups of ground units and buildings.
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Dark Skies Zeppelin; Toxin Tech only. Hero unit. Mobile Super Fogger.
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By [url="http://profile.imageshack.us/user/odavid04"]odavid04 at 2010-04-19


N.B A few more Toxin units will be added. Stay tuned.

Edited by olli, 19 April 2010 - 11:03 AM.

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#2 MasterZH

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Posted 14 April 2010 - 06:25 PM

WOW EPIC!!! :p :p

#3 Soul

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Posted 14 April 2010 - 08:33 PM

Those Zeppelins are awesome, can't wait to wreck havoc with them.
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#4 Madin

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Posted 14 April 2010 - 09:04 PM

The GLA canister canon is the most glorious GLA 'thing that I've ever seen!
Why isn't the Luna missile launcher the Contra 007 version?
:p

#5 Jester22

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Posted 14 April 2010 - 10:26 PM

I'm guessing you guys are in the process of this and it will be completed, but it'll be balanced, right? As far as a "hero unit" I can't think of a single other general that can destroy a base with just one unit, and it was stated that the zeppelin can do just that. Chem Gen has always been my fave GLA officer, so I love what I'm seeing. Other than that, AWESOME work, as always! Keep it up!
Ugh, why can't you just DIE? Seriously.

#6 olli

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Posted 14 April 2010 - 10:32 PM

GLA Chemical General is pretty much complete and balanced. A few more units will be added to give toxin tech more love.

The Hero unit is balanced, because it requires tech 3 and a lot of upgrades. It costs a lot of money, and it has a build limit of one. It moves slower than an overlord as well. You will be able to spot it a mile off, so with constant AA fire it can be taken down early. I'll give you a tip, lots and lots of cheap AA infantry scattered around your base and around the Zep can take it down before it does too much damage because the cannons dont turn that fast.
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#7 SpardaSon21

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Posted 15 April 2010 - 06:57 PM

I love the Kirov- I mean Monitor Zeppelin you guys have made.

#8 Jester22

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Posted 15 April 2010 - 10:28 PM

Eh, I figured it was already taken care of somehow, just wanted to be sure though. Sounds balanced from my point of view then. :-p Will there be any kind of craziness like this for the other generals? Also, how does the Kobra tank stand up to the ones from the Tank Gen's Tech 3 stuff?
Ugh, why can't you just DIE? Seriously.

#9 olli

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Posted 15 April 2010 - 10:46 PM

Every General will have some kind of "hero" unit or Super Unit, or both. Hero units are build limit of one. Super units are just really powerful units. The hero units might not all be ultra mega fortresses of death (e.g tank gens Hero units are the Field command tanks; they are really strong support units) but it is something that fits the General's play style. The super unit for each general will vary; e.g Tank gen's super unit is the Super lightening tank.

Air force Gen's "hero unit" is a super strong squad of 4 Rapiers that are beefed up to the max and really hardcore. Super weapon gen's "hero unit" is the SDI cannon; the ultimate defense.

As for the Kobra standing toe to toe with tank gens tech 3 tanks....

The Super lightening tank would win hands down. It's just a lot more powerful. It could take out several of them at once because of the chain lightening. Remember, the lightening shuts down what ever it hits, so they wont even get close enough to lay down some acid to get some good damge going.

If you have some ECM gattling artillery, then they are as good as dead... they will be shut down very quickly and are sitting ducks.

The chimera's could take them on as well if upgraded with the right things...

Overlords would loose pretty quick though....
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#10 Jester22

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Posted 16 April 2010 - 03:44 AM

I was just curious. The description of the Kobra had me wondering. I seriously appreciate the detail in this response, it gives us all a little more insight into the other generals as well. Your comparisons to the Lightning and Chimera tanks was just the kind of thing I was wondering and you nailed it.
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#11 olli

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Posted 16 April 2010 - 08:54 AM

Glad to be of help!


But don't get me wrong, the Kobra tank still owns. But as with any unit you would have to use them in groups to be effective.

And when I say a Chimera upgraded with the right things, I mean a lightening Coil as the secondary weapon, and an ECM dish as the additional addon. Or I would go as far as saying any secondary weapon and the ECM dish. Stopping the Kobra from getting in range and doing damage is the key, because once the acid starts flowing, anything caught within it will be as good as dead.

(and this is only a one on one comparison, i.e 1 Chimera vs 1 Kobra tank.)
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#12 Pendaelose

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Posted 16 April 2010 - 09:23 AM

Also, with the Cobra tank it will depend greatly on how much chemical research you've done and what tree you specialized in.

If you have maxed out Acid tech I'm pretty sure it will rape a Chimera. I haven't tested this 1vs1, but it's damage it gruesome vs tanks when it's maxed out, also it's splash damage and AoE acid DOTs would make it even more lethal if you pair them off groups. A quad tank gun Chimera may have a chance 1 on 1, but 6 on 6 it's no contest at all because every Cobra would damage every Chimera.

If you have maxed out Toxin tech it doesn't even stand a chance vs a Chimera, but it can easily ravage base defenses and infantry. One or two shots and the enemy defenses will shut down while it waltzes into the base.
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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.


#13 olli

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Posted 16 April 2010 - 01:34 PM

Sorry, forgot to mention I was going on the basis that the Kobra would be Acid specialized (with fluroantiamonic acid because its a pre-requisite, the gas warheads and flammable acids would add on bonus damage too)

A 1V1 against a Chimera with Lightening Coil and/or an ECM turret would eat it alive, because of the fact it would be immobilized due to lightening effect and ECM shut down.

For those curious, look at the picture above of the Kobra and you can see how much AoE one of them churns out. So imagine how it would be with a large group of them... As with most units, it's all about effective group use.
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#14 Thats me!

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Posted 17 April 2010 - 06:59 AM

Thats one more epic general for ya!
awesome.

*Monitor reporting*,.....,enemy pwned
so ths gen play *somehow* like laser.where you need to to choose the techs you spezlise in?

great work.

Edited by Thats me!, 17 April 2010 - 06:59 AM.


#15 Pendaelose

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Posted 17 April 2010 - 11:09 AM

Instead of a Palace there's a chemical lab where you can make a one time choice between Acids or Nerve Agents. the choice you make will change what units, defenses, and general's powers are available. It also changes what role certain units will fulfill.

The Cobra tank conversation above is a perfect example. It can do massive raw damage with Acid tech, but with Toxin tech it is a base siege machine. Acid will generally perform better against tank heavy aggressive players, while Toxin will be the bane of turtle players.
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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.


#16 m3rc1l3ss

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Posted 18 April 2010 - 02:02 AM

Instead of a Palace there's a chemical lab where you can make a one time choice between Acids or Nerve Agents. the choice you make will change what units, defenses, and general's powers are available. It also changes what role certain units will fulfill.

The Cobra tank conversation above is a perfect example. It can do massive raw damage with Acid tech, but with Toxin tech it is a base siege machine. Acid will generally perform better against tank heavy aggressive players, while Toxin will be the bane of turtle players.


Wow that sounds awesome. I really cannot wait to see how this is going to work.

#17 olli

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Posted 19 April 2010 - 10:54 AM

Bump.

Check out the new screenshots of the Acid tech super weapon, and the "Dark Skies" Mobile Fogger Zepplin... and some general Toxin tech havoc being caused!
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#18 phenom1989

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Posted 19 April 2010 - 03:24 PM

verry well & clean done Pend, good work :p :p
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#19 Jester22

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Posted 20 April 2010 - 01:44 AM

I'm really looking forward to seeing the new and Remix improved GLA factions, especially Chem Gen. I really like the idea of specialization between nerve agents and acids however, the more I think about it, I'm curious as to whether acid really is that weak vs infantry and base defenses (which, as far as I understand, is where toxin tech is excels).

I know acid can wreak havoc on buildings, but nerve agents can shut them down making them ineffective as well. How is the acid tech being "toned down" against buildings (especially base defenses, I state those buildings in particular because they were mentioned in Pend's description of a toxin tech Cobra waltzing though them), and more importantly infantry, to allow the toxin techs to "shine"?
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#20 Pendaelose

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Posted 20 April 2010 - 08:12 AM

Acid still does good damage to buildings, but the shine factor for Toxin is that just 1 or 2 units can shut down huge areas. A single acid artillery strike doesn't do dramatically more damage to base defenses than normal artillery, it's good damage, but it's not auto-pwn damage. The toxin shuts down everything it touches, this means that every rocket tank can stand solo vs almost any defense site, or a Luna can shut down every building in it's splash, in addition to offering some direct splash damage.


Other "Toxin only" Perks are the Fogger defenses and Zeppelins. The screenshots don't do it justice, it can lay down a massive fog thats impenetrable to infantry units, and dangerous to tanks. It has 3 settings, each controlling the width/length of the fog. For the Dark Skies this means you can drive it up into an enemy base and set it to the widest setting to simply flood a base with toxins. I've seen it shut down 8+ buildings by itself.

An additional note, if you have the toxin armor upgrade you can hide your own units in the fog, this doesn't help vs the AI, but in a PvP match it can be a nice surprise for the other guy... you see the fogger clouds show on the radar and create an interference that would hide your units on radar, as well as visually obscuring them under the clouds. I've put around 20 tanks under the sweep of a single fogger to hide them. (this works best in wide sweep mode) When the other guy shows up with artillery to attack my defenses he found out that I had a whole army sitting just *outside* my defenses, and they weren't impressed with his big squishy artillery units.
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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.





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