Flame general
#1
Posted 01 January 2005 - 03:33 PM
#2 Guest_Guest_*
Posted 02 January 2005 - 04:44 AM
#3 Guest_Guest_*
Posted 02 January 2005 - 04:50 AM
#4 Guest_Guest_*
Posted 02 January 2005 - 08:54 AM
#5 Guest_Guest_*
Posted 02 January 2005 - 08:57 AM
#6
Posted 02 January 2005 - 10:15 AM
I assume Flame generals stuff would be very expensive?
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#7
Posted 04 January 2005 - 01:03 PM
I thiink that the Flame General has good anti-tank weaponry, when the Termo-stuff is bought (great upgrade, very cool).
Having tanks as his weak-point is a good thing, or it will be strong vs everything.
#8
Posted 05 January 2005 - 12:27 AM
How about giving the immulator an ATRS addon which fires high explosive flame shells (ok a bit into fantasy there) which hits the tank, then causes it to catch fire, incinerating the tank and all occupants inside. Or maybe make it anti-tank and anti-aircraft, by mixing the ATRS from the nuke general (but make it flame related) and the manticore anti-aircraft gun (tank gen).
What do you think?
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#9
Posted 05 January 2005 - 10:12 AM
EMP tech is unique Super weapon general technology in this mod. So flame general should have something different. Thermobarical mixtures upgrade is very good, but it is too powerful. I made it to be researched in nuclear missile silo to avoid overpower. But in this case flame general need early anti-tank weapons. Incendiary anti tank shells can fit. Also there is good idea for tank to catch fire when hit.
After considering your ideas I decided to make flame battle master and add anti-tank gun(not addon) to Immolator.
#10
Posted 01 October 2005 - 10:22 AM
or make a napalm bomber become buildable?
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#11
Posted 01 October 2005 - 11:30 AM
#12
Posted 01 October 2005 - 04:26 PM
Why you revived this old topic... ?Early game tends to use mainly basic ground units. So I think we should give them basic tank hunter (with not so expensive and not too effective).
Whatever, an upgrade like White napalm would be very good ! Making it more effective to tanks...
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#13
Posted 01 October 2005 - 05:51 PM
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.
#14
Posted 02 October 2005 - 12:25 AM
Stack has the same problem with you !!! He also hates the gattling weapons !i'm still fond of take away all Gattling weapons and replace them with a missles system moderatly effective vs all target types
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#15
Posted 02 October 2005 - 12:44 AM
"same Problem AS me"... "with me" would be a personal problemStack has the same problem with you !!! He also hates the gattling weapons !
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
Posted 02 October 2005 - 07:10 AM
and has 2 small(but strong) napalm missiles to shot down aircrafts
and for gattling tank, a tank which has got only the 2 napalm rockets (for antiinfantry purpose, there is the flamer tank)
Edited by n0rad, 02 October 2005 - 07:11 AM.
#17
Posted 02 October 2005 - 10:12 AM
Too powerfull i think !make a 2barreled cannon wich fires fireballs like the flame battlemaster
and has 2 small(but strong) napalm missiles to shot down aircrafts
and for gattling tank, a tank which has got only the 2 napalm rockets (for antiinfantry purpose, there is the flamer tank)
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