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#701 switchblade16

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Posted 17 January 2014 - 11:14 AM

 

 

Hey how about adding more unique infantry units for the Allied Subfactions? Like better version of SEAL and/or Rocketeers for PF, or a better version of Chrono Legionnaire for EA, maybe...

 

 

Bring back Chrono Commando's for the PF... Sure they can't swim but they can teleport and with how nerfed SEALs are now...

 

 

Ding dong! :D

 

 

For the Pacific Front Navy SEAL that I've mentioned earlier I suggest the Kaijo Heishi

 

Name: Kaijo Heishi
Cost: $650-$1000
Hitpoints: 85-90
Speed: 7-9
Armor Class: Flak
Prerequisite: Allied Barracks, Air Force Command HQ
Purpose: Anti-Infantry, Long Range Support
Equipment: XM8 Prototype Assault Rifle, Target Painter(For Zephyr Artillery)
Range: 6.5(SMG)/10-11(Target Painter)
 
This unit replaces the Navy SEAL for the Pacific Front.
 

 

The Kaijo Jietai Heishi or Japan Maritime Self-Defense Force Trooper is the premier Special Ops force for the  Pacific Front, and are the counterparts of the SAS Commandos and Navy SEALS of the Euro Alliance and United States respectively.  Little is known about them except they are well known for being the most agile Special Ops force, quickly finishing classified PF missions in record time.  With the PF being a part of the Allied Nations, they are given access to use the prototype XM8 Rifle developed by US and EA military scientists, and the KH troopers delivered thanks to the Rifle's special properties(lightweight, advanced targeting, all-terrain) and KH agility training.  The only drawback is that they are substantially weaker in terms of armor than the SEALS and SAS Commandos, due to the fact they use lighter flak armor.  In case of emergency purpose long range bombardment, they possess a target painter attached to the XM8 and when aimed at an armored unit or structure,  it increases the range(by 3-4) and firepower(by 10%) of a nearby Zephyr Artillery.   Upon death of a KH Trooper, nearby units gain an improved morale for 30 seconds, raising firepower and speed by 25%.

 

Additional Information

  • Amphibious
  • Can detect cloaked and submerged units (sensors range: 7).
  • Upon death, increases firepower and speed of nearby units by 25% for 30 seconds
  • Increases range of nearby Zephyr Artilleries by 3-4 with the use of Target Painter

 

 

 

I prefer the Kaijo Heishi idea, though... Since those chrono-related things are more suitable for EA, and PF's forces should be better in amphibious warfare, i think...

But, really... Allied Subfactions need more unique infantry and naval units...

 

 

AngelFaux read this:

 

 

My suggestion for a Euro Alliance replacement of the SEAL(Yes I read the Ghost part but I think someone should do a voice-over for this unit).

Name: SAS Commando
Cost: $800-$1000

Hitpoints: 110
Speed: 5.5 to 6.5

Armor Class: Flak

Prerequisite: Allied Barracks, Air Force Command HQ

Purpose: Anti-Infantry, Long Range Support

Equipment: HK MP5SD Submachine Gun, Accuracy International L96 Sniper Rifle

Range: 6.5(SMG)/14(Sniper, better range than Virus like in Vanilla YR, but a tad weaker than that of Morales)

This unit replaces the Navy SEAL for Euro Alliance.

 

 

The SAS Commandos are Britain's most elite soldiers, and the counterpart of the United States' Navy SEALs.  Unlike their American counterparts, they have served since World War II engaging in various operations since that time.  Now the SAS Commandos are part of the Euro Alliance's Special OPS squad with additional training received in France and Germany. They are also trained in various weaponry but their preferred weapons is the MP5 SMG for most ground threats and when deployed, the L96 is used to take out long range targets.  Also when in Sniper mode, they can call on a Harrier jet to take out any enemy units or structures with decent damage, assuming there are no Anti-Air defenses around the target.

 

 

 

Additional Information:

Amphibious

Can detect submerged and cloaked units(Sensors Range: 7)
Can deploy into stationary sniper mode
Cannot deploy into sniper mode on water.


My inspiration for this is the fact that the the Sniper in Panic Cycle can deploy, so why not show some love for the Sniper by returning it in the form of a SAS Commando  ;).

For Pacific Front I suggest 3 replacements

SAS Commando(Australian Voice)
SSOF Trooper(Singaporean SOF, Singaporean voice)
Kaijo Heishi(Japan Maritime Self-Defense Force soldier)

Feel free to suggest the appropriate info for the three. lol

 

 

The only problem with the Kaito Hayabusa Musashi thingies is their names are too long.

 

Also your idea for a weapon seems impossible.  If anything I guess they could have a weapon that can also abuse the Beacons...


Kaijo Heishi?  Almost same name length as Dreadnought.  You mean zephyr artillery?  

 

Well if applying AngelFaux's suggestions and your POV on my suggestion, the SAS Commando imo can simply be a Chrono moving commando with SMG and Sniper(losing amphibious ability and the harrier support though) and the Kaijo's can be instead of the Zephyr support capability, they can plant cryo-C4's on structures and armor.  That would make sense perhaps?


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#702 Graion Dilach

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Posted 17 January 2014 - 12:14 PM

I need moar soulz. switchblade16, gimme your soul. I must... reap... stupidz!
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#703 switchblade16

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Posted 17 January 2014 - 12:34 PM

I need moar soulz. switchblade16, gimme your soul. I must... reap... stupidz!

 

:O


DID SOMEBODY SAY DERP?

 

Libra: The Floor is Ice!
Malver: Under the guidance of Lord Yuri.
Rahn: What are we waiting for?

...

Lord Yuri: I have taught you all well, be of one mind, one vision, proselytes!

TXibgYC.gif

 

 

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#704 Atomic_Noodles

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Posted 18 January 2014 - 12:24 AM

Zephyr Beacons atm only Zephyrs can use them. Seeing as they're a support power exclusive to the PF at least I'd see more unique units in their arsenal able to use the Beacons as well.


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#705 someonebutnoone

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Posted 18 January 2014 - 04:40 AM

More things that reflect their subfactions.
More urban warfare units for Confederation,
more chemcial warfare units for SC,
more pyschological stuff for PC,
Etc,

Edited by someonebutnoone, 18 January 2014 - 09:10 AM.


#706 WhiteDragon25

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Posted 18 January 2014 - 04:56 AM

More things that reflect their subfactions.

More urban warfare units for Confederation, more desert warfare units for SC, etc.

 

To add to that, more Tesla & mobility stuff for Russia.


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#707 X1Destroy

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Posted 18 January 2014 - 06:56 AM

Should I say.......more nukes for China?

LOL


Edited by X1Destroy, 18 January 2014 - 06:57 AM.

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#708 Atomic_Noodles

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Posted 18 January 2014 - 07:01 AM

SC isn't about being in the desert. Sure they're derived from africa but thats just forcing a stereotype onto them. They're main gimmick being Spam Attacks and Chemical Attacks.


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#709 Protozoan

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Posted 18 January 2014 - 07:16 AM

moar Naval units & structures


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#710 Sven Co. Op

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Posted 18 January 2014 - 07:46 AM

Might I add to the fun........more jack of trades for allies


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#711 Jargalhurts

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Posted 18 January 2014 - 09:20 AM

I wonder if Basswave's projectile could damage everything in it's way instead of just damaging a singular unit, kinda like Rahn. It doesn't make sense for a sonic weapon to only affect a single infantry out of a crowd.

 

Also, I think naval battles do need a slightly more improvement. I especially frown at the fact that Epsilon gets access to naval AA at T1 while the others gain access to it at T2. Aegis Cruisers and Seawolves ought to be available on T1, while T2 would give access to new ships that serves a supportive, special role in naval skirmishes. Like a repair ship for Allies since they don't have any naval repair units, or a demolition boat for Soviets, etc.


Edited by Jargalhurts, 18 January 2014 - 09:26 AM.

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#712 lovalmidas

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Posted 18 January 2014 - 11:44 AM

I wonder if Basswave's projectile could damage everything in it's way instead of just damaging a singular unit, kinda like Rahn. It doesn't make sense for a sonic weapon to only affect a single infantry out of a crowd.
 
Also, I think naval battles do need a slightly more improvement. I especially frown at the fact that Epsilon gets access to naval AA at T1 while the others gain access to it at T2. Aegis Cruisers and Seawolves ought to be available on T1, while T2 would give access to new ships that serves a supportive, special role in naval skirmishes. Like a repair ship for Allies since they don't have any naval repair units, or a demolition boat for Soviets, etc.


I like an expanded navy too, especially a navy with more subfaction-specific units. But we need a few ingredients:


- A somewhat unique role to play. A clone of the Destroyer with different stats may not count. It'd be best if the things the new unit counters and the counters to it are unique. (e.g. Organic units like Dolphin and Killer Whale for anti-infantry, anti-MindControl and anti-EMP. Deploying ships may be unique too.)

- Art assets. In my opinion, this is the limiting factor. Few voxels can compare to Azri-Apoc's quality of work that Speeder looks highly upon. You might have better success for SHP, but SHP ships is... hmm. :p

- Voices. Placeholders are... just placeholders. I don't think there will be a serious lack of voices if we put up a notice though.

- Coding, not particularly hard. Although it might be some challenge to code a greater variety of ships while still keeping them balanced (e.g. EMP Frigates for China, Battleship for Euro, MasterMind ship for PsiCorps.. :p)

- Some tests for balance for: Naval-naval balance, Naval-Amphibious units balance, Naval-Shore balance.

- Tweaking of missions / coops if the additional units are suited for Act One.


-----------------------
Just an idea. MindControlable Oil Drilling platforms + a weak boat with a weapon to MindControl the (like MO2.0's Emperor Tank, except on land = Naval oil derricks.)

Edited by lovalmidas, 18 January 2014 - 11:48 AM.

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#713 someonebutnoone

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Posted 18 January 2014 - 12:03 PM

I'd say make Piranha unique to Scorpion Cell (Cheap and spammable)

Confederation Aircraft consisting entirely of helicopters (The Mil-Mi 24 Hind is also good, since after all, they are urban warfare)

PsiCorps also has access to psychological weaponry.

More tanks for Russia, and more tech for China, etc.



#714 mevitar

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Posted 18 January 2014 - 12:07 PM

I especially frown at the fact that Epsilon gets access to naval AA at T1 while the others gain access to it at T2.

What are you talking about :ohmy: . They get Voyagers and Zubrs. And Zubrs > Seawolfs as AA. :p

Edited by mevitar, 18 January 2014 - 12:07 PM.

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#715 Tyhednus

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Posted 18 January 2014 - 12:48 PM

An expanded navy would be fun, but then you will need more water maps.

 

Now something else. Yesterday I have played with mostly Scorpion Cell and 2 Things occurred to me:

1. Tyrants and oxidizers are useful;

2. What the *peep* is wrong with the Plague Splatter? It is an awesome unit,but it is not very effective against structures. Duneriders do a better job. And when something is on top of a cliff, it misses the target. 

So I have 2 suggestions:

1. Move the Plague Splatter to T2. It is then a complementary unit of the Speeder;

2. Replace the empty T3 spot with some kind of Terminus or chemical Howitzer. A Howitzer could fit in perfect with the Cell.



#716 Vhaldez

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Posted 18 January 2014 - 12:57 PM

2. Replace the empty T3 spot with some kind of Terminus or chemical Howitzer. A Howitzer could fit in perfect with the Cell.

 

So what you are saying is, Chem Nuwa's for SC?


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#717 AngelFaux

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Posted 18 January 2014 - 01:02 PM

An expanded navy would be fun, but then you will need more water maps.

 

Now something else. Yesterday I have played with mostly Scorpion Cell and 2 Things occurred to me:

1. Tyrants and oxidizers are useful;

2. What the *peep* is wrong with the Plague Splatter? It is an awesome unit,but it is not very effective against structures. Duneriders do a better job. And when something is on top of a cliff, it misses the target. 

So I have 2 suggestions:

1. Move the Plague Splatter to T2. It is then a complementary unit of the Speeder;

2. Replace the empty T3 spot with some kind of Terminus or chemical Howitzer. A Howitzer could fit in perfect with the Cell.

well... But i think Plague Splatters are fine as they are, and about the cliff problem, any and all weapons with arcing projectiles can't hit their target accurately when there are cliffs between the unit with the weapon and the target. And it's been like that since vanilla times back then if I remember, so it doesn't make sense if you complain about it now.


Edited by AngelFaux, 18 January 2014 - 01:03 PM.


#718 X1Destroy

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Posted 18 January 2014 - 02:38 PM

Plague Splatter being a pure T3 anti infantry artillery isn't something new.......They're aren't useful if you're facing turtlers of vehicle spams. SC have to rely on Basilisk for siege, but AA defenses always block the way. Invader can be shot down easily so don't just rely on them to protect the Basilisks.








 


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#719 Jargalhurts

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Posted 18 January 2014 - 03:15 PM

 

I especially frown at the fact that Epsilon gets access to naval AA at T1 while the others gain access to it at T2.

What are you talking about :ohmy: . They get Voyagers and Zubrs. And Zubrs > Seawolfs as AA. :p

 

LOL. I thought Voyager's and Zubr's weapons are simply meant as an excuse for self-defense like the War Miner. Seems I was wrong, though.


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#720 Tyhednus

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Posted 18 January 2014 - 03:50 PM

 

2. Replace the empty T3 spot with some kind of Terminus or chemical Howitzer. A Howitzer could fit in perfect with the Cell.

 

So what you are saying is, Chem Nuwa's for SC?

 

Something like that, but much lighter and spammable and no loarge splash.






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