Tank general has not changed that much. His tech tree options in the general’s powers menu has under gone a lot of work, and he has the option to be far more specialised.
Notable changes.
1. The CnC Centre has now gone. The model is being used for Nuke gens tech centre. Tank will no longer have strategy centre bonuses like the USA. Tank Gen's "Command tree" has pretty much gone..However, he can now build a command Tank at tech 1 from the command centre, which gives Frenzy bonus 2 and healing. WITH A BUILD LIMIT OF ONE. Hero unit. At tech level 2 he can build the heavy command tank, which gives frenzy bonus 3 and healing. BUILD LIMIT ONE. hero unit. It can no longer call in generals powers like it used to, but is a support tank. You should always have one fielded.
There have been talks about trying to allow the heavy command tank to have strategy centre bonuses, on a unit instead of a building. This will be played around with, so we aren't scrapping Tank generals Strategy centre bonuses completely until it has been tried and tested.
2. Minor change: Most early game upgrades (chain guns, black napalm etc are now at the propaganda centre)
3. Hackers can be built in squads of 8
4. He no longer has troop crawlers with a choice of addons. Instead it comes pre built with sniper cannon. it is an early game anti tank unit.
5. Shitian Super tank has been replaced by "Tien Mu's Blessing"
So far, this is how Tank generals powers look.
TANK GEN's GENERALS POWERS TECH TREE
RANK 1
Frenzy Banners - allows Propaganda towers to emit frenzy bonus.
ECM Channelling - Unlocks ECM tank and ECM base defence
Tank Squadron - All tanks built as veterans.
Advanced Targeting - Unlocks SRM tank and SRM base defence
RANK 3
Artillery barrage - 3 ranks
(following from ECM Channelling) ECM Streaming - unlocks ECM upgrades (disable buildings and multiple vehicles) and the Banshee >> Magnetic Bomb drop (disables all vehicles in large area) >> Magnetic Shrapnel (Unlocks ECM Gatling artillery )
Tank Drop (3 ranks - 2,4,6 tanks dropped)
(following from Advanced Targeting) Real Time Target Designating (Unlocks LRM, hive weapons and heavy SRM tank) >> IC ballistics (Unlocks Nuke Silo)
Lightening Coils (unlocks lightening tank and base defence) >> Advance coils (Unlocks "thunder eyes" heavy tank) >> Lightening Coil Overcharge (unlocks "Tien-Mu's Blessing" super heavy lightening tank and overcharge capabilities on weapons)
RANK 5
War factory Specialisation - Allows standard war factories to specialise in one tank. Reduce build time and cost (significant amount). Can revert back to specialise in a different tank. (changed from upgrade)
ECM Focusing (following Magnetic shrapnel) - Unlocks ECM superweapon. Works like the particle cannons except ECM beam which shuts down everything it touches for over 60 seconds.
Emperor Drop (following tank drop) - Hoppers drop in Emperor tanks. (Also unlocks tank drop relay superweapon)
The lightening tech tree
A new addition; in the form of a super heavy new lightening tank (Screenshots to follow). The tank costs $7000 to build, after tech 3, and requires 3 points in lightening tech. it fires 6 bolts of lightning in quick succession, and ALWAYS fires with chain lightening. The Chain lightening mechanics have been reworked much better now. You can get bolts of lightning arcing across 10 or so units, capable of destroying them all, and going across buildings. A very powerful unit. The standard lightening tank and "thunder eyes" still work as before.
Missile Tech tree
The missile tech tree now finishes at rank 3, so you can build a nuke at rank 3 when you have obtained the points, as opposed to rank 5. No other significant changes.
Tank Drop Tree
This tree if for pure assault. It focuses on getting in your tanks quickly to the right place. Or Getting them behind enemy lines to cause a distraction. Brutal when combined with the emperor drop. Which unlocks the Tank drop relay superweapon. A very powerful tree not to be under estimated.
ECM tree
This new addition is not to be underestimated. It is extremely versatile, especially against other tanks. Whilst not offering any direct damage, the support it offers is unrivalled. The ECM units can be fielded early (under review - to require propaganda centre possibly) which shut down all drones and tanks, whilst your tanks and units can clear them up. The banshee heavy ECM tank is a fantastic support unit. The magnetic bomb power can cripple any attack force stopping them dead in their tracks for a good minute, whilst you can go in and take them out. The ECM Gatling artillery has a very long range, and it fires magnetic shrapnel which instantly turns off any tanks it touches. The longer it fires, the quicker it fires, spitting out lots of magnetic shrapnel, and the more the shrapnel spreads. (pics to follow) One ECM Gatling artillery can stop an entire assaulting force. The ECM uplink beam will shut down any units or buildings it touches. And for this reason it is one of the most helpful superweapons. It can be swept over a defence line before an attack, or swept over an attacking force turning all the tanks off. It lasts a hell of a lot longer than a particle cannon and moves twice as quick.
So that's tanks changes... time for your say.
Edited by olli, 14 April 2010 - 11:11 PM.