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Remix Escalation Suggestion


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#1501 Pendaelose

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Posted 07 September 2006 - 02:53 AM

a few days ago I mentioned an idea I had for a big revolver style artillery. I realized I can make a good model that has 2 or 4 huge artillery cannons with the revovler barrels. It would fire HE shells in serries across the map to the target zone.

I had shut down this idea before, but I realized the small changes needed to make it very cool.
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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.


#1502 Ubermedic

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Posted 07 September 2006 - 03:03 AM

a few days ago I mentioned an idea I had for a big revolver style artillery. I realized I can make a good model that has 2 or 4 huge artillery cannons with the revovler barrels. It would fire HE shells in serries across the map to the target zone.

I had shut down this idea before, but I realized the small changes needed to make it very cool.

I remeber this Idea... I participated in the discussion.
Anyway... Maybe if it'd work kinda like the Mako Cannon (FF7)
Just a big cannon that looks totally bitchin'. Yeah. ask phoenix he looks like an FF fan...
well it'd fire one big shell but it'd tear a bitchin' big hole in a base.
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#1503 Capt.Drake

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Posted 07 September 2006 - 08:32 AM

For who would that cannon be for GLA Assault?

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#1504 Phoenix911

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Posted 07 September 2006 - 10:27 AM

Of course i am a FF fan i played and beaten practicly all of them on.y the very old ones i not beatten like ff1 2 and 3. but thats cos i not got them *cry*
I even play final fantasy 11 online. Its a great series :p


and i love the mako cannon, but the revoler idea is sweet pends :)

Edited by Phoenix911, 07 September 2006 - 10:29 AM.

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#1505 Capt.Drake

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Posted 07 September 2006 - 11:37 AM

Pend I think there is a skinning problem with the USAF Fire base when they are about half or three quarter destroyed, a part of the defence in the middle gets gets pink.
Pend about the EMP Chinook, first it looks damn wired and second it's kind of useless. So the modle should be reworked and the missiles should be changed to very long range mirv emp missiles and they should track it's target

Edited by Capt.Drake, 07 September 2006 - 01:30 PM.

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#1506 Pendaelose

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Posted 07 September 2006 - 03:16 PM

Pend I think there is a skinning problem with the USAF Fire base when they are about half or three quarter destroyed, a part of the defence in the middle gets gets pink.
Pend about the EMP Chinook, first it looks damn wired and second it's kind of useless. So the modle should be reworked and the missiles should be changed to very long range mirv emp missiles and they should track it's target


The goal was to have a fuctional equivilent to the ECM support plane from Remix2.75...

After the new choppers are modeled and in game I might replace or remove the EMP Chinook.

Pend I think there is a skinning problem with the USAF Fire base when they are about half or three quarter destroyed, a part of the defence in the middle gets gets pink.


Drake, which fire base? Each turret style a seperate structure.
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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.


#1507 Capt.Drake

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Posted 07 September 2006 - 07:19 PM

It's the base part of the USAF fring base, I'll make a pic!

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#1508 Pendaelose

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Posted 07 September 2006 - 07:39 PM

It's the base part of the USAF fring base, I'll make a pic!


But is it on the gattling, the artillery, the patriot???? Each has a whole seperate model and art code.

Oh, and btw, the TroopCrawler Sniper Cannon now uses deploy buttons.

Edited by Pendaelose, 07 September 2006 - 07:42 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.


#1509 Phoenix911

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Posted 07 September 2006 - 07:42 PM

I hate the emp chinnok its not only ugly but it sucks, imo ther i only 3 options.

1) fix the model to look a whole lot better
2) make the emp missiles be able to target buildings aswell (ie: helps shut down aa for your planes)
3) give the emp chinnok long range emp missile to make it more of a support helo rather than some shit it is now.

or u could just remove from the whole game lol
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#1510 Capt.Drake

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Posted 07 September 2006 - 07:49 PM

Pend I'll check it with the fire bases I said!
and good think with the deloy button for the sniper

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#1511 CPT.TIKER

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Posted 07 September 2006 - 08:00 PM

the sniper cannons r stupid on troop crawlers
when there is a small hill in front the shell just hits the hill and than it takes a while 2 reload while other tanks shoot through the hill(which is very wried) or they come close and then shoot
i am saying this about the troop crawler because i only noticed this on the troop crawler

#1512 Phoenix911

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Posted 07 September 2006 - 08:02 PM

snipers cannons on any tank does that sometimes, more on teh troop crawlers because they are low to the ground.
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#1513 CPT.TIKER

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Posted 07 September 2006 - 08:05 PM

yeah and this is stupid
i dont know about remix but in generals when a shell goes through a friendly tank nothing happens 2 that tank but then the sniper cannon shell when through my troop crawler it went flying and died

#1514 Pendaelose

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Posted 07 September 2006 - 08:30 PM

yeah and this is stupid
i dont know about remix but in generals when a shell goes through a friendly tank nothing happens 2 that tank but then the sniper cannon shell when through my troop crawler it went flying and died


I haddn't noticed this bug before, but I know what causes it. It should be pretty easy to fix.
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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.


#1515 CPT.TIKER

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Posted 07 September 2006 - 08:34 PM

so when u fix it there will be friendly fire?

#1516 Pendaelose

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Posted 07 September 2006 - 08:39 PM

so when u fix it there will be friendly fire?


Blast Radius, but not line of sight.
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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.


#1517 olli

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Posted 07 September 2006 - 09:03 PM

i have an idea for the airforce firbase.
It is a simple fire base, garrissonable by 4 infantry, but there are 2 possible upgrades you can build on it, out of 4. Thses are the same os the ones on his striker, e.g AMOS, chaingin, or an extra bunker, so you couls have it with an AMOS systwm and a chinagun, or a small extra bunker, so it takes the infantry up to 10 or 8. or you could have 2 AMOS systems on it.
If not then just 2 out of 4 possible ones, missile rack, AMOS, chain gun and an extra bunker

Edited by olli, 07 September 2006 - 09:04 PM.

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#1518 Phoenix911

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Posted 07 September 2006 - 10:55 PM

Pend already likes his defence he does not like my idea for defence or the advance defence ideas i said :( *cry* lol
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#1519 CPT.TIKER

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Posted 07 September 2006 - 11:46 PM

phionexi seen the defence u were talking about in an act of war mod but they had a Bradly instead the thing(forgot name) it was basicly a fire base with a high explosive gattling cannon and a new skin

#1520 Phoenix911

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Posted 08 September 2006 - 02:34 AM

and mine would be modular :)
but he does not liek the advance firebase for tech 2 i thought off *crys* i now sad lmao
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