Since when does USA fight Japan?
If you mean WW2, remember that WW2 in RA is different. USA fights Soviets, not facism
Posted 18 September 2017 - 06:01 PM
Since when does USA fight Japan?
If you mean WW2, remember that WW2 in RA is different. USA fights Soviets, not facism
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Posted 18 September 2017 - 06:54 PM
Since the lore mentions Japan only recently going independent from the US and joining the Pacific Front. There are implications in the briefings that Japan was under US occupation for a while, probably related to the post-RA1 "American Crusade".
Posted 18 September 2017 - 08:09 PM
Posted 18 September 2017 - 08:17 PM
Since when does USA fight Japan?
If you mean WW2, remember that WW2 in RA is different. USA fights Soviets, not facism
It doesn't mean Japanese militarists from the time didn't use the conflict in Europe, which probably weakened colonizing countries, and US involvement in Europe to play their cards in Asia... before getting curbstomped in a Pacific War. Frankly, the Pacific War is almost a distinct war from the one in Europe in WW2, the Japanese only used Germany as a distraction against Westerners. Why not do the same with the Soviets in the RA-verse?
Posted 19 September 2017 - 10:02 AM
Since when does USA fight Japan?
If you mean WW2, remember that WW2 in RA is different. USA fights Soviets, not facism
i read in the red alert 2 wiki that the war of the pacific still happened with japan attacking pearl harbor and Papua new Guiana, but its probably more of a justification for the Arizona memorial being in the pearl harbor mission
http://cnc.wikia.com/wiki/Deep_Sea
Posted 19 September 2017 - 01:53 PM
Suggestion:
A stolen tech that will replace Archelon (I don't know what name should be given, same one is not a problem)
A unit that uses magnetism (Epsilon) to re-direct any projectiles that was targeted towards any friendly units within its range onto its own thick armor (Foehn).
It has nanomachines to automatically repair itself up at fixed intervals.
Pros:
Act as both damage absorber and guardian
Has high hitpoints
Can auto repair
Becoming Veteran/Elite will increase its armor and radius
Cons:
Cannot deal any damage except crushing infantries
Slow
Auto repair only to itself
Cannot redirect instantaneous projectiles like lasers
Cannot repair each other when the range overlapped (otherwise they would be in a repair-loop)
Small radius (3x3 or 4x4)
cannot be hijacked
immune to mind control (no driver)
immune to omni crush
immune to confusion ray
I was thinking between it re-direct the projectiles (which seem hard to do) or basically re-direct the damage received by friendly units within range (which seem easier to do)
If it's the latter, the lore would be that the tank is flash-repairing the damaged units within its range by sacrificing its own armor pieces, thus gets damaged itself.
The repairing animation could be like some small metal parts fly onto the damaged units, or just use the common repair 'laser'.
Edited by Bernadiroe, 19 September 2017 - 01:58 PM.
Posted 19 September 2017 - 02:11 PM
If you need a unit changed/removed
THEN GIVE SOME REASONS FOR IT
Games -
Command and Conquer Red Alert 2/3 and Yuri's Revenge
Command and Conquer Tiberium Wars/ Kane's Wrath/ and Sun
Command and Conquer Generals and Zero hour
Posted 19 September 2017 - 02:16 PM
The reason for I want to replace Archelon, because currently, as a Stolen Tech, it is really lacking. Very short range, AoE damage is low and stealth is not working against AI (not skirmish-friendly)
Posted 19 September 2017 - 02:18 PM
Look, for the Archelon... Did you even know its true purpose?
Also... Stealth doesn't work against AI? Please tell me you are kidding.
Edited by GuardianGI, 19 September 2017 - 02:18 PM.
Don't mind me, I'm just pretty broke nowadays...
Posted 19 September 2017 - 02:33 PM
Look, for the Archelon... Did you even know its true purpose?
Also... Stealth doesn't work against AI? Please tell me you are kidding.
It's for surprise attacks against infantries right (brute waves especially)? And usually accompanied by other infantries since it creates nanomachine pools to heal our own infantries.
And yes Stealth doesn't work. Strangely enough, disguises works like mirage tank and phantasm. But with stealth, enemy units seem to always figure out where the stealthed units are, even tho those stealthed units are still in stealth. The enemy units will go and be as close as possible to the stealthed units, as if they saw it but can't attack it (happened alot to Sweeper and Shadow Tank). Moreover, enemy units that can detect stealth will go STRAIGHT to the stealthed units, like Ghost Miner or Shadow Tank. As if the stealth is not there.
I think it's the same like how enemy AI ignore Gap Generator.
Edited by Bernadiroe, 19 September 2017 - 02:36 PM.
Posted 19 September 2017 - 02:42 PM
No, stealth and disguise work VERY differently, also, AI knows where EVERYTHING of yours is.
Secondly, you don't use the Archelon for just sneak attacks, for goodness sake, you use em to tank damage and heal your own infantries
Edited by GuardianGI, 19 September 2017 - 02:43 PM.
Don't mind me, I'm just pretty broke nowadays...
Posted 19 September 2017 - 02:44 PM
ai will never use their support powers on stealthed units, also they'll more often than not ignore stealthed units and priorize other targets. of course to act most units have to leave stealth, thus they become targets for the ai. i have to agree though: sweepers seem awful against ai as they tend to get shot down, no matter whether they are deployed or not.
considering archelon: it counters epsis strong points: infantry spam (thanks to aoe huntress/devourer weapon), mindcontrol (with 3.3.2) and stealth (as its a stealthed detector) and its also pretty tough. havent gotten around to use them so far, but i can see them being nasty to deal with as epsi in pvp. ai wont play like a human player and thus send all kinds of units at you, humans usually prefer to spam inf with epsi. keep in mind that not everything can be made useful for skirmish and pvp in equal terms as the types of gameplay vastly differ.
Infinite are: the universe and human stupidity. Im not quite sure about the universe. - *supposedly* Albert Einstein
Posted 19 September 2017 - 03:06 PM
No, stealth and disguise work VERY differently, also, AI knows where EVERYTHING of yours is.
Secondly, you don't use the Archelon for just sneak attacks, for goodness sake, you use em to tank damage and heal your own infantries
Okay I just checked and it has 2k HP wtf? I swear the first time I play with it and it got destroyed very easily.
Also, if you know AI knows where everything of ours is, why are you act surprise about stealth not working against AI..? ...or was that supposed to be sarcasm and I missed it ._.
ai will never use their support powers on stealthed units, also they'll more often than not ignore stealthed units and priorize other targets. of course to act most units have to leave stealth, thus they become targets for the ai. i have to agree though: sweepers seem awful against ai as they tend to get shot down, no matter whether they are deployed or not.
considering archelon: it counters epsis strong points: infantry spam (thanks to aoe huntress/devourer weapon), mindcontrol (with 3.3.2) and stealth (as its a stealthed detector) and its also pretty tough. havent gotten around to use them so far, but i can see them being nasty to deal with as epsi in pvp. ai wont play like a human player and thus send all kinds of units at you, humans usually prefer to spam inf with epsi. keep in mind that not everything can be made useful for skirmish and pvp in equal terms as the types of gameplay vastly differ.
In multi then yes I can imagine them being nasty, but against AI it's not that useful other than to confront the usual brute waves.
The thing that makes me think it's kinda unfair in skirmish is the way its stealth is not working against AI, and when I played the unit, it got destroyed very easily. But apparently it has a huge hp pool..!
Posted 19 September 2017 - 03:50 PM
Suggestion:
A stolen tech that will replace Archelon (I don't know what name should be given, same one is not a problem)
A unit that uses magnetism (Epsilon) to re-direct any projectiles that was targeted towards any friendly units within its range onto its own thick armor (Foehn).
It has nanomachines to automatically repair itself up at fixed intervals.
so basically you want it to be the assault destroyer from RA3 with permanent black hole ability
personally, I never use it, and I only use stolen techs in ultimate alliance. also (correct me if I am wrong) it seems to be a anti infantry tank, I use iron dragon instead
Posted 19 September 2017 - 04:01 PM
so basically you want it to be the assault destroyer from RA3 with permanent black hole ability
personally, I never use it, and I only use stolen techs in ultimate alliance. also (correct me if I am wrong) it seems to be a anti infantry tank, I use iron dragon instead
I didn't know that but after reading it, yep.
Well, I always play in Standard for Skirmish, so no Iron Dragon playing as Foehn.
Posted 19 September 2017 - 04:27 PM
(1) Energiser Core.
- Is a defence exclusive to Russia.
- It boosts the attack power of Tesla weaponry nearby, in a 4 cell radius.
- Requires a War Palace to be built.
- Takes up a space of 1 cell.
- Costs $1600
(2) Flame-Thrower Upgrade.
- Is an upgrade exclusive to Latin Confederation.
- Replaces a Sentry gun's weapons with flame throwers, when placed onto said Sentry gun.
- Adds 25% more health to a Sentry gun, when placed onto said Sentry gun.
- Requires a Field Bureau to be built.
- Costs $200.
(3) Rad-Cannon Upgrade
- Is an upgrade exclusive to China.
- Replaces a Sentry gun's weapons with rad cannons, when placed onto said Sentry gun.
- Adds 50% more health to a Sentry gun, when placed onto said Sentry gun.
- Requires an Atom Heart to be built.
- Costs $600.
(4) Bloatick Nest.
- Is a defence exclusive to Scorpion Cell.
- It automatically spawns 1 Bloatick per minute.
- Requires a radar spire to be built.
- Intoxicates the area, upon destruction.
- Has a build limit of 5.
- Takes up a space of 1 cell.
- Costs $800.
(5) Infinity Engine.
- Is a structure exclusive to any Foehn revolt.
- Provides +10,000 Power!
- Boosts the attack power of defences nearby by 20%, in a 12 cell radius.
- Requires any tech expansion upgrade to be built.
- Explodes violently, similar to a MAD MAN, upon destruction.
- Has a build limit of 1.
- Takes up a space of 4x4 cells.
- Costs $5000.
Edited by BlackAbsence, 19 September 2017 - 04:37 PM.
Infinitive absence.
Posted 19 September 2017 - 04:32 PM
still want a special infantry to RUSSIA -_-.
Posted 19 September 2017 - 05:43 PM
still want a special infantry to RUSSIA -_-.
me too, i dont think the overcharge + double hero is enough for russias infantry roster.
i generaly think that russia doesnt have many unique structures or units like china and confederation, so while russia may be a force of a strong and balanced war machine, i still find russia lacking in some "special" department. something extra, like smoke turret, emp station (or even flame turret). i alredy suggested that, IF, russian were to have their own building of sorts, then use the radar tower sprite.
holy fucking shit zorbs are decimating infantry by the billions at a biblical distance. and the floaters' regenerating aspect makes them sooooo fucking hard to kill.
halftracks are just not surviving. especialy annoying, since they are from a heavy tank faction. im not talking tsivils, im talking halftracks. i only find their proper use in anti air and transport.
am i just not using bloadicks like they should be used? they ALWAYS die before i can pull off that perfect allahu akbar.
can the cryocopter "charge" its weapon? like, does its charge work like the gatling cannon? where the longer it fires in general, the more effective it is, rather than remaining focused on a single target, like the cavalier?
less gem rush maps please.
Edited by FixenFrøjte, 19 September 2017 - 08:57 PM.
Posted 19 September 2017 - 06:31 PM
(1) Energiser Core.
- Is a defence exclusive to Russia.
- It boosts the attack power of Tesla weaponry nearby, in a 4 cell radius.
- Requires a War Palace to be built.
- Takes up a space of 1 cell.
- Costs $1600
(2) Flame-Thrower Upgrade.
- Is an upgrade exclusive to Latin Confederation.
- Replaces a Sentry gun's weapons with flame throwers, when placed onto said Sentry gun.
- Adds 25% more health to a Sentry gun, when placed onto said Sentry gun.
- Requires a Field Bureau to be built.
- Costs $200.
(3) Rad-Cannon Upgrade
- Is an upgrade exclusive to China.
- Replaces a Sentry gun's weapons with rad cannons, when placed onto said Sentry gun.
- Adds 50% more health to a Sentry gun, when placed onto said Sentry gun.
- Requires an Atom Heart to be built.
- Costs $600.
(4) Bloatick Nest.
- Is a defence exclusive to Scorpion Cell.
- It automatically spawns 1 Bloatick per minute.
- Requires a radar spire to be built.
- Intoxicates the area, upon destruction.
- Has a build limit of 5.
- Takes up a space of 1 cell.
- Costs $800.
(5) Infinity Engine.
- Is a structure exclusive to any Foehn revolt.
- Provides +10,000 Power!
- Boosts the attack power of defences nearby by 20%, in a 12 cell radius.
- Requires any tech expansion upgrade to be built.
- Explodes violently, similar to a MAD MAN, upon destruction.
- Has a build limit of 1.
- Takes up a space of 4x4 cells.
- Costs $5000.
Hold my beer, gotta grab the rope.
Cease or I will have to use D E A D L Y F O R C E
Posted 19 September 2017 - 06:33 PM
holy fucking shit zorbs are decimating infantry by the billions at a biblical distance. and the floaters' regenerating aspect makes them sooooo fucking hard to kill.
they used to be A LOT HARDER (near immortal) to kill in 3.3.1 and before, now they are much easier to kill but you just need to know how (depends on faction).
if anything FinAlize is the unkillable thing now in the game
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