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#21 Misthero

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Posted 03 November 2008 - 11:41 AM

make sure the upgrades for the pillboxes are ... fast builds :| and not the pricy (like 100 for the AP Bullets)

ANother, for the GC Autoloader... make it a medium-fast build, but a 'bit' slower RoF

I never really noticed the Laser Guided Missile Upgrade for these guys....

And when will the battleships be back? :(
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#22 Devastator

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Posted 03 November 2008 - 11:57 AM

Geno has already add battleships.. Check first post..

#23 Misthero

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Posted 03 November 2008 - 12:40 PM

they werent there on the.. *cough* beta *cough* :(
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#24 genobreaker

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Posted 03 November 2008 - 12:44 PM

lol hahaha i dont know... i think i have added that on the last beta build...
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#25 genobreaker

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Posted 21 November 2008 - 08:07 PM

UPDATED:

Microwave Tank (added)
Avenger (added)
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#26 lefthand

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Posted 21 November 2008 - 10:58 PM

The avenger seems redundant.
The IFV already covers AA and more. By the time you have made your war factory and tech center you can invest your credits into a battlefortress+GGI combo.
Too many units often ruins a mod.
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#27 Misthero

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Posted 21 November 2008 - 11:50 PM

Avengers are your advance aa unit, even an IFV can't keep up with that. But of course, it's 1 passenger fireing hole is good for it. Battle Fortress is like 1500 i think, and GGis are at around 400 ea... but avengers are i remember it was 1000 per each, and you can drop 1 GGi into it, 1400 Anti-Air / Somewhat anti-land
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#28 genobreaker

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Posted 22 November 2008 - 12:40 PM

i want to improve more the Allies AA Defense... i put this Avenger to be more accurate and powerful AA... somewhat an aegis cruiser on wheels but on land... IFV is also for AA and land... but sometimes you will sacrifice more IFV... same as the GGI+Battle Fortress... Good for AA and mostly land...
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#29 lefthand

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Posted 22 November 2008 - 04:18 PM

It’s still redundant regardless. Perhaps missiles are not “accurate and powerful” enough but they are very accurate (they follow their targets) and the most powerful AA in RA2/YR (a single missile does more damage then bullets/flak.) Lastly missiles are more effective against disks, airplanes and kirovs. Making something more powerful then that is giving the Allies too much of a leg up on AA then the other factions.
I could understand if this unit was replacing the IFV for the laser general but we are talking about the standard here.
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#30 genobreaker

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Posted 22 November 2008 - 08:31 PM

so lessening up AA a little...
hmm... well anything you have in mind replacing that avenger concept...

im thinking also that IFV avenger a-like in laser general... and i cant think what allies lack of? hmm...
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#31 lefthand

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Posted 22 November 2008 - 10:29 PM

I am only suggesting but make a list of what the Allies are best and worst at. That may help but I think your mod will do fine without an avenger.
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#32 Misthero

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Posted 23 November 2008 - 02:17 AM

probably they're bad at is fending off a group of kirovs.... and a ton of apocalypse tanks.. :3 all their tech is usually single target (With the exception of Prism Tower or Grand Cannon) while Flaks win at that (Anti Air) and a well placed Tesla Coils for the Soviets. If you replaced Avengers with something like Aegis Missiles, wouldnt that be over powered? ;) since Aegis can attack at least two targets at once while Avengers only attacks 1.

So basically this unit is your Advance AA on Ground, while the Aegis Cruiser is on Sea.
A Group of IFVs is simple enough, and yes your BF + GGi Combo is perfect for Anti-Air/Anti-Ground, but sometimes they fail ultimately since if your opponent sends you air and land vehicles...
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#33 Allied General

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Posted 23 November 2008 - 08:45 PM

It just clutters build space, you can't have a perfect defence, otherwise everyone would turtle.

Having weaknesses is what makes a side unique.

I could also mention how elevation and battlefortress is overpowered but I'm sure people know that. (+4 range bonus, +20% dmg)
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#34 genobreaker

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Posted 15 January 2009 - 07:10 PM

UPDATED:

Avenger (taken out for re-evaluation)

Allied Battle Lab (added firestorm graphic)
Sniper (can now deploy)

check the screenshot above
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#35 Devastator

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Posted 23 January 2009 - 11:31 AM

Allied Battle Lab (added firestorm graphic)


Lol I thought your adding some kind of firestorm wall around the battle lap or something? :p
Didn't expect your going to make it like Soviet pre-release battle lap. :D

#36 genobreaker

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Posted 23 January 2009 - 06:27 PM

im not changing it to like the pre-soviet battle lab... well im putting more animations to some buildings so it would be more good...
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#37 genobreaker

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Posted 01 March 2009 - 06:43 AM

maybe the last allied update... or not?
hahaha... well i still have the prism tower upgrade tests...

check the first post for details...

Updated:

Hacker (added)
Mirage Tank (new prerequisite)
Grand Cannon (new prerequisite)
Seal (new prerequisite)
Dolphin (new prerequisite)
Allied Wall (new prerequisite)
Patriot Missile (new prerequisite)

Edited by genobreaker, 01 March 2009 - 06:51 AM.

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#38 Misthero

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Posted 04 March 2009 - 05:45 AM

haha autoloader gets to deal with close range battles, but not those random prism tanks along the way.
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#39 genobreaker

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Posted 05 March 2009 - 12:32 PM

I kinda play LAN with some of my friends... the autoloader does really helpful... especially at large scale of assaults... positioning them at the back will be good...
you will loose some buildings/units in that kind of assault but your main base will still be standing and all of their forces are wiped...
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#40 Misthero

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Posted 07 March 2009 - 12:42 PM

a row of autoloaders in the back, and a row of none autoloaders in front? deals with random long range units i say ;)
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