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Pre-release Subfaction Design Ideas Thread


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#521 Traumaticid

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Posted 01 September 2012 - 07:45 PM

i see. Thanks guys! xD n here I go..

Sapphire

Sub-Faction: Dunno, Allied with the highest laser tech?
Tech: Tier 2
Pre-requisite: War Factory, Strategy Center
Weapon: Laser Forwarding Mirrors
Range: 6
Function: Support
Cost: 1000

Description:
So far Allied has a high tech level for laser technology. Prism Tank, Prism Tower, Aeroblaze, Blizzard Tank, Abrams Tank. So they invented a vehicle which can empowered their laser technology. Sapphire, a tank with a diamond-like upper part, which designed to disperse and multiplies laser-type weapon.

First, force-fire a laser-type weapon to attack it, then the laser will be dispersed and multiplied to attack any target-able non friendly units/structures. One laser will be dispersed max to 3 target, and the damage will be multiplied by 2 on each dispersed laser. There are no limit on how many tanks/structures forwarding their laser to Sapphire but, If there are no target-able units/structures, then Sapphire will take damage from the force-fire. It has the same armor as Mirage Tank, and same speed as Chrono Prison.



Chill

Sub-Faction: Dunno, Allied with highest thermal inversion tech?
Tech: Tier 2
Pre-requisite: Barracks, Tech Center, Strategy Center
Weapon: Advanced Refrigerated Liquid Gas
Range: same as Desolator
Function: Slow, anti-infantry
Cost: 1150

Description:
A man of ice, that is. Chill is just like Desolator, but with a Freezing Weapon. Chill's weapon causes infantry units to frozen solid, slowing vehicle units while making their metal case more vulnerable to incoming attacks. He can also deploy to make the soil around him as freezing as North Pole, and as dry as Solid Carbon Dioxide which slows down infantry, slowly making them suffocate and draining their body fluid in a matter of seconds. Yet in deployed mode, vehicles wont get damaged, just get slowed down.



Sanguine Gun

Sub-Faction: Dunno. Soviet with high Defense Tech?
Tech: Tier 2
Pre-requisite: Barracks, War Factory
Weapon: H&K MP5 / Hydra 70
Range: 5 / 8
Function: Anti-Infantry, Anti-Tank
Cost: 1500

Description:
War is getting too much heat for planting Sentry Guns and Tesla Coils to defend base in early hours. Soviets Strategists make a move and have a result; Sanguine Gun, which considerably cheap for early anti-infantry and anti-tank defense structure. It uses H&K MP5 to dish out infantries, and Hydra 70 missiles to annihilate light-armored tanks. It does minor damage to heavy-armored tanks though. So its only useful in early stages of war. And for equipping a gun and a missile launcher, it is rather fragile against incoming attacks because the armor is sacrificed for the placement of ammo, missiles, gun, and the launcher.



Stigmata

Sub-Faction: Dunno.. >.<
Tech: Tier 3 or 4
Pre-requisite: War Factory, Tech Center, [insert sub-faction unique structure here]
Weapon: Maverick Missile, SRH-C1 Assault, Meteor Prism Refractor and 155 mm cannon
Range: 7/5/8/6
Function: All-purpose Assault
Cost: 2800

Description:
A terrible tank which able to shoot 4 different types of weapon at the same time (if all weapon in active range). It has a Missile for anti-aircraft and anti-tank purpose, Machine Gun for anti-infantry purpose, Laser for anti-structure purpose, and Cannon for anti-armor purpose. It can shoot all 4 different weapons at the same time at 1 target if available. The great drawback are, it has a low armor rate, it crawls like a snail, not immune to mind control, obviously is not amphibious, easily killed if out-numbered. In short, it is a Glass Cannon.



Camouflant

Sub-Faction: Dunno. Any Allied is okay I guess?
Tech: Tier 2
Pre-requisite: War Factory, Tech Center
Weapon: Area Camouflage
Range: 6
Function: Support
Cost: 800

Description:
As the Mirage Tank becomes well-known in its camouflage benefits, Allied Intelligence Experts try to learn more about the camouflage system to help Allied military in war. After long-time research, they invented a tank which can camouflage tanks and infantries in its surrounding with trees. It drain base power a bit to activating it, just like Mobile Gap Generator. It appears as a walking tree when not activating its camouflage ability (means its self-camouflage system is always active) but when deploying, it exposed itself while camouflaging friendly units nearby. It also cannot attack and has a low armor rate, yet it has rather high speed movement.



Jellyfish

Sub-Faction: Soviet (dunno which)
Tech: Tier 2
Pre-requisite: Naval Shipyard, Barracks
Weapon: Paralyzing Shock / Man-Eating
Range: 5 / close
Function: EMP Effect, Anti-Infantry
Cost: 1500

Description:
A jellyfish. Okay I cant stop laughing when typing this one.. Soviet awkwardly managed to use jellyfish equipped with EMP weapon. Plus no human can resist from get eaten if too close to these tissue-like creature. It also can paralyze other sea creature such dolphin, killer whale and squid and then digest them, but it has a low life force that it can be easily killed if out-numbered. It also swim slower than a squid. A reporter ask the Intelligence of Soviet, "Why Jellyfish?" The Intelligence answered boldly "Because dolphin is too mainstream". :D



BTW, out of topic but please let me ask this, when I play MO 2.0 (or 2.5? I download the latest one), the harvester is still looks like the official. Also the demolition truck, and some more vehicles. I remember seeing it in the links of Allied/Soviet/Epsilon Units/Structures/Infantry before the one we able to see right now (before, when all the links are available, and I assume those links are for MO 2.0 which now only few available because its for MO 3.0). Is it normal? Or I miss to download some files..? >.< thx

Edited by Traumaticid, 01 September 2012 - 11:14 PM.


#522 Jargalhurts

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Posted 02 September 2012 - 07:05 AM

*bunch*of*suggestions*

BTW, out of topic but please let me ask this, when I play MO 2.0 (or 2.5? I download the latest one), the harvester is still looks like the official. Also the demolition truck, and some more vehicles. I remember seeing it in the links of Allied/Soviet/Epsilon Units/Structures/Infantry before the one we able to see right now (before, when all the links are available, and I assume those links are for MO 2.0 which now only few available because its for MO 3.0). Is it normal? Or I miss to download some files..? >.< thx



Despite the fact most of your ideas are impossible to code, had already been mentioned and are in the mod in some form, I love the Jellyfish. It's hilarious and useful but I don't think Speeder would add it in MO at the moment. :p And for those harvester voxel files. You didn't miss any download files. 2.0 still uses Westwood voxels, which is why it looks the same. 3.0 will replace all old Westwood voxels with new ones. :)

Edited by Jargalhurts, 02 September 2012 - 07:17 AM.

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#523 Traumaticid

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Posted 02 September 2012 - 08:48 AM

*bunch*of*suggestions*

BTW, out of topic but please let me ask this, when I play MO 2.0 (or 2.5? I download the latest one), the harvester is still looks like the official. Also the demolition truck, and some more vehicles. I remember seeing it in the links of Allied/Soviet/Epsilon Units/Structures/Infantry before the one we able to see right now (before, when all the links are available, and I assume those links are for MO 2.0 which now only few available because its for MO 3.0). Is it normal? Or I miss to download some files..? >.< thx



Despite the fact most of your ideas are impossible to code, had already been mentioned and are in the mod in some form, I love the Jellyfish. It's hilarious and useful but I don't think Speeder would add it in MO at the moment. :p And for those harvester voxel files. You didn't miss any download files. 2.0 still uses Westwood voxels, which is why it looks the same. 3.0 will replace all old Westwood voxels with new ones. :)


Awww man.. well, kinda figure it out anyway xD So there's nothing error with mine? thanks! :3

also..

Galaxy

Sub-Faction: Epsilon, dunno which.
Tech: Tier 2 or 3
Pre-requisite: War Factory, Battle Lab
Weapon: Black Hole Cannon
Range: 7
Function: Damage Over Time
Cost: 1750

Description:
"Mind Control, Psionic Gun, T-Rex brain in a tank, Virus, Mutation, what else? Oh! Of course, outer space!", said one of the Intelligence Experts of Epsilon. They then decide to do a research of how to make a tank which able to shot an outer space vortex. After long research, they succeed in making it, a tank which can summon a black hole! Well, it's actually not a black hole, but a distorted dimension. The tank cause a twist in current dimension line by inserting other dimension by force, which then cause a vortex-like, black colored hole, that will cut through flesh and any iron in some seconds.

But in return, because of what we called dimension is 'one' and therefore not just causing single, specific location spawn a dimension-vortex, an additional wide, circular-like vortex is spawned anywhere on the map. Active for 3 seconds, causing damage to any damage-able things. Because of this, Galaxy has a really long reload time, and will never attack if no command given. It has a rather high armor but has a slow move speed.

I believe this one no where near possible to make but that's what just run across my mind :D n sorry for the idiotically-scientific description :)

#524 Aasgier

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Posted 02 September 2012 - 09:25 AM

Black hole weapons?
I'm sorry to say it, but it sounds stupid, especially once you realize that a black hole of about half an inch in diameter, is already about as heavy as the planet we live on.

Edited by Aasgier, 02 September 2012 - 09:27 AM.


#525 Traumaticid

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Posted 02 September 2012 - 09:35 AM

Black hole weapons?
I'm sorry to say it, but it sounds stupid, especially once you realize that a black hole of about half an inch in diameter, is already about as heavy as the planet we live on.


I'm sorry to say it, but this just a game anyway :)

and.. I assume there r already ideas for tesla weaponry in naval units/defense structure, right? Kinda hope it will be implemented >.<

Edited by Traumaticid, 02 September 2012 - 09:35 AM.


#526 Speeder

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Posted 02 September 2012 - 09:37 AM

Graion has antimatter weapons in his mod. :shiftee:

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#527 Jargalhurts

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Posted 02 September 2012 - 09:40 AM

Black hole weapons?
I'm sorry to say it, but it sounds stupid, especially once you realize that a black hole of about half an inch in diameter, is already about as heavy as the planet we live on.


I'm sorry to say it, but this just a game anyway :)

and.. I assume there r already ideas for tesla weaponry in naval units/defense structure, right? Kinda hope it will be implemented >.<


There won't be naval defenses, only defenses with range long enough to reach water units. And that black hole thing is too similar to Siegfried's (European Alliance Commando) weapon.

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#528 Graion Dilach

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Posted 02 September 2012 - 12:58 PM

Graion has antimatter weapons in his mod. :shiftee:


So far it's only dark matter, but yeah, why not antimatter and black hole cannons too? :p
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#529 Aasgier

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Posted 02 September 2012 - 01:21 PM

Dark matter? If you can imagine how such a weapon would function, it's fine.

With antimatter and black holes this will be a great deal more difficult after all.

#530 Graion Dilach

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Posted 02 September 2012 - 04:38 PM

Nah, most black holes are not that stable, it's simple to generate such weaponry which is said to be a black hole, rips the matter, but since it can't gather enough weight to stabilize itself, it dissolves. (CERN already generated some black holes already due to this to examine the effects of black holes). Antimatter... most sci-fi already has antimatter weaponry as extraterrestial.

So while they are not fitting to MO arsenals... I don't see an issue of not fitting into any mod arsenals (for example, AS's Oppressors could have both (shameless self-promo) :p)

Edited by Graion Dilach, 02 September 2012 - 04:38 PM.

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#531 Traumaticid

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Posted 02 September 2012 - 05:52 PM

Nah, most black holes are not that stable, it's simple to generate such weaponry which is said to be a black hole, rips the matter, but since it can't gather enough weight to stabilize itself, it dissolves. (CERN already generated some black holes already due to this to examine the effects of black holes). Antimatter... most sci-fi already has antimatter weaponry as extraterrestial.

So while they are not fitting to MO arsenals... I don't see an issue of not fitting into any mod arsenals (for example, AS's Oppressors could have both (shameless self-promo) :p)


holly sheet there IS a black hole weaponry in real life??!! Sheet just got real :/

and.. Graion mod..? I assume it cannot be installed together with Mental Omega? Or is it just a file to add n then i have antimatter tank weapon in my MO? o.o


Troll Launcher

Sub-Faction:Soviet, dunno which
Tech: Tier 2
Pre-requisite: War Factory, Radar Tower, Battle Lab
Weapon: EMP Blast Bomb
Range: same as scud launcher
Function: Support
Cost: scud launcher + 200

Description:
Trolling tanks with area EMP effect. The effect is 4 seconds, while the reload time is 6 seconds. The Area of Effect is 6x6 tiles. Not causing any damage, just EMP effect. The warhead can be attacked by anti-aircraft units/defenses n if blast in mid-air, causing no effect at all. It's armor is slightly stronger than scud launcher's. It's movement speed is the same as scud launcher's.

Edited by Traumaticid, 02 September 2012 - 06:11 PM.


#532 lovalmidas

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Posted 02 September 2012 - 06:13 PM

Nah, most black holes are not that stable, it's simple to generate such weaponry which is said to be a black hole, rips the matter, but since it can't gather enough weight to stabilize itself, it dissolves. (CERN already generated some black holes already due to this to examine the effects of black holes). Antimatter... most sci-fi already has antimatter weaponry as extraterrestial.

So while they are not fitting to MO arsenals... I don't see an issue of not fitting into any mod arsenals (for example, AS's Oppressors could have both (shameless self-promo) :p)


holly sheet there IS a black hole weaponry in real life??!! Sheet just got real :/

and.. Graion mod..? I assume it cannot be installed together with Mental Omega? Or is it just a file to add n then i have antimatter tank weapon in my MO? o.o


Black hole simulations, yes. Black hole weaponry, not yet. :p

Graion's mod (Attacque Superior) uses Ares which is incompatible with NPatchSE, so it can't mix with MO2.0c/psi or MO1.2. However, when MO3.0 is standalone (as it is planned to be), this shouldn't be a problem for that. (: (Scratch that, I don't know enough about compatibility issues, to be safe I'll just say they are not compatible)

EDIT: Corrected the spelling >.<

Edited by lovalmidas, 02 September 2012 - 06:22 PM.

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#533 Petya

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Posted 02 September 2012 - 06:24 PM

Kirov Fortress
Sub-Faction:Soviets, Russia
Pre-requisite:Soviet War Factory, Palace, Industrial Plant, Nuclear Reactor
Weapon:Tesla Coil (2x)
Purpose:Multipurpose Assault, Advanced Anti-Air
Range:4
Armor Class:Heavy
Speed:2
Cost:2750
Build Limit:3

Description:
The russians wanted to improve the allied battle fortress. They made a big airship, with 2 tesla coils, also it can accepts 4 infantry unit and it adopts their weapons. However it's rather slow and expensive. The Industrial Plant doesn't affect its price.

Master Disk
Sub-Faction:Epsilon, PsiCorps
Pre-requisite:Epsilon War Factory, Epsilon Battle Lab
Weapon:Hypnotic Gun (can control only 4 unit at a time), 4 mini "hangar"
Purpose:Support Unit
Range:6
Armor Class:Medium
Speed:5
Cost:2200

Description:
Yuri had a big headache caused by the Allied fighters and the Soviet Kirovs, so he made a flying "mastermind". This unit is able to control enemy aircraft and store in its mini hangars. If the aircraft is too big, like the soviet Kirovs, it's still being controlled by the Master Disc, but it can't store in its hangars.

That's all for now.

Edited by Petya, 02 September 2012 - 06:25 PM.


#534 Traumaticid

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Posted 02 September 2012 - 07:00 PM

Projector

Sub-Faction: Allied, dunno which
Tech: Tier 3
Pre-requisite: War Factory, Tech Center, Strategy Center
Weapon: Hologram Projector
Range: 6
Function: Disguise
Cost: 1300

Description:
Allied has a high-tech in disguising. Such as, Mirage Tank. And now, instead of using a hologram to camouflage or disguise itself, Projector put disguise on ENEMY. It disguise enemy tank so it will looks like it is on our side, and make itself getting targeted by their own friendly units. The tank got disguised will still attack us BUT our basic units cannot recognize it as enemy. Only units able to detect disguise/cloak can target it. Basic units will need to be manually target the disguised enemy. Most useful if used against enemy harvester.

Though, in order to keep the disguise on, Projector must be in active range to the target, or else the disguise will be canceled. In return, if our tank got disguised from enemy's Projector, only units with ability to detect disguise/cloak able to attack it but other units unable to detect will not attacking until we manually target them. There's no special identification from the hologram (zapping image or mind-controlled icon or color level differences, just exactly the same as our/enemy side).

The drawback is that the tank is low in armor and has no weapon to defense itself and it moves slow.

Edited by Traumaticid, 02 September 2012 - 07:02 PM.


#535 lovalmidas

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Posted 03 September 2012 - 08:38 AM

Troll Launcher


LOL. From now on, I shall remind myself not to look at this forum during class. :p
Anyway, a similar function is already used by Yunru, with different rate of fire, and area of the EMP/trolling effect. ^^ I currently find China to be one of strongest sub-factions, and giving them more trolling abilities would make them rather OP. :p

Hmm, Yunru... troll... :shiftee: You kind of opened my eyes. :p


Kirov Fortress
Master Disk


Hmm, equipping what is essentially a Battle Fortress with advanced weapons like tesla coils (and two at that) and flight capabilities (which makes it only targetable by AA) sort of makes it extremely OP, especially when used to escort Kirov Airships, or when you use it with Morales and Desolators.

Having docks on a unit (for the Master Disk) is kinda impossible right now IMO (the spawned aircraft in the destroyer and aircraft carriers are spawns and work differently). It would be a good counter to the Kirov Fortresses though :p

Keep giving ideas though. :D We might come across a gem.


Projector


The unfortunate real drawback is that there is currently no such code in the engine to make it work. :S Other than that, I think it's a good suggestion for a T3 weapon. ^^


I'll think more once I'm back from classes.

Edited by lovalmidas, 03 September 2012 - 08:39 AM.

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#536 Petya

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Posted 03 September 2012 - 01:58 PM

Vortex Tank
Sub-Faction:Allied, European Alliance
Pre-requisite:Allied War Factory, Allied Tech Center
Weapon:Zeus Cannon
Purpose:Anti-Surface Unit
Range:6
Armor Class:Light
Speed:5
Cost:1750

Additional information:
-Able to absorb radiation, tesla, railgun, prism projectiles.

Description:
This is one of Einstein's new inventions. This tank has a special, but weak armor. This armor is able to absorb dangerous radiation, tesla, railgun and prism projectiles. After the success of the Weather Control Device, this tank has armed with its miniaturized copy, which can create small thunders to eliminate enemies. However this type of thunder is rather weak against structures.

Ambassador
Sub-Faction:Epsilon, Scorpion Cell
Pre-requisite:Epsilon War Factory
Weapon: "Nightmare" Gattling Cannon (x2)
Purpose:Anti-Surface, Anti-Air Unit
Range:5.5
Armor Class:Light
Speed:6
Cost:800

Additional information:
-This unit replaces the "Gattling Tank"

Description:
The people of the Scorpion Cell always liked their Gattling Tanks, but after they saw the new threatening enemy units, it's became obsolete, so they improved a bit. These tanks eliminates the enemy with small bolts of fire like the initiates do, which burn infantry and melt tanks and aircrafts.

Edited by Petya, 03 September 2012 - 05:24 PM.


#537 Traumaticid

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Posted 04 September 2012 - 12:35 AM

I wish in MO 3.0 there are maps with 1-zone for cooperating with the AI. Like, "East vs Best". I see most of MO 2.0 maps not contain maps like that arrangements for players n computers. Plus in the other battle theme, (other than the official) not allow me to use East vs Best map >.< wants to feel again when my base n my ally bases are near my base so we can share defense structures and able to help faster when needed..

#538 Black/Brunez

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Posted 04 September 2012 - 03:07 AM

Don´t worry, theye will be some maps like "East vs Best" here... (but are you sure that they didn´t exist on MO 2.0? Can´t remember)

Ambassador: I won´t lie for you, but SC would prefer the Gattlings for a reason which I can´t tell :p
Kirov Fortress: OP. A flying Centurion is not needed :p
Master Disk: OP.
Vortex Tank: The absorve thing is "invulnerable vs", well... it would sound unfair aganist some factions.
Projector: I beleave that it´s impossible to code. Interesting, but also weird: "Holy s* the Rhino piloted by my comrade became a Cavalier! Kill it!"

#539 Traumaticid

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Posted 04 September 2012 - 06:16 AM

Don´t worry, theye will be some maps like "East vs Best" here... (but are you sure that they didn´t exist on MO 2.0? Can´t remember)

Ambassador: I won´t lie for you, but SC would prefer the Gattlings for a reason which I can´t tell :p
Kirov Fortress: OP. A flying Centurion is not needed :p
Master Disk: OP.
Vortex Tank: The absorve thing is "invulnerable vs", well... it would sound unfair aganist some factions.
Projector: I beleave that it´s impossible to code. Interesting, but also weird: "Holy s* the Rhino piloted by my comrade became a Cavalier! Kill it!"


They are exist and playable, but not in MO battle theme (bloody games, armageddon, iron fist, etc) only in first 3 battle theme, which I believe from the original. And no, if the Rhino got disguised, it just change its color to my team, not the tank graphic xD

#540 Petya

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Posted 04 September 2012 - 05:11 PM

Ambassador: I won´t lie for you, but SC would prefer the Gattlings for a reason which I can´t tell :p
Kirov Fortress: OP. A flying Centurion is not needed :p
Master Disk: OP.
Vortex Tank: The absorve thing is "invulnerable vs", well... it would sound unfair aganist some factions.
Projector: I beleave that it´s impossible to code. Interesting, but also weird: "Holy s* the Rhino piloted by my comrade became a Cavalier! Kill it!"


Well, the Ambassador is an improved Gattling Tank, which shoots incendiary bullets (update), which harmful for infantry, aircraft and tanks, and it keeps the appearance and other attributes. Maybe the Kirov Fortress is OP, but massive AA can handle them easily, also it can be the russians "Centurion" and it replaces the Centurion. The Vortex Tank can only absorb radiation, tesla, railgun, prim projectiles, it's weak against other anti-armor tanks (such as Mirage Tanks, Apocalypse Tanks etc.).

But these are just ideas. :)

Enthralling Mastermind
Sub-Faction:Epsilon, PsiCorps
Pre-requisite:Epsilon War Factory, Epsilon Battle Lab
Weapon:"Enthralling" Device (can control 3 units, but it can be overloaded)
Purpose:Support
Range: =Mastermind
Armor Class: Light
Speed: =Mastermind
Cost:1750

Additional information:
-This unit replaces the "Mastermind"
-Mind-Controllable Units can't attack it
-Overload damage tripled

Description:
The brother of the (in)famous Mastermind. The Mastermind had problems if a mass group of anti-tank units attacked it. Now with Yuri's new invention only those can attack the Enthralling Mastermind, which are immune to mind-control (such as heroes, terror drones etc.). While the new device improved the Mastermind, it gived some disadvantages. For example the armor rate has been reduced and the Enthralling Mastermind takes lots of damage, if it gets overloaded.




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