Prism towers can link together their beams to increase firepower, and tesla coil gets beefed by tesla troopers. I don't recall the railgun tower having a unique trait. It should, though.
Risen Railgun?
Posted 09 June 2014 - 08:30 PM
Prism towers can link together their beams to increase firepower, and tesla coil gets beefed by tesla troopers. I don't recall the railgun tower having a unique trait. It should, though.
Risen Railgun?
Streamer of Rise of the Reds, Mental Omega and other mods
Posted 09 June 2014 - 08:34 PM
Just as with the rhino tank drop, these are support powers that overrall improve effectiveness, but they lack special abilties as an individual object.
Posted 09 June 2014 - 08:44 PM
Edited by mevitar, 09 June 2014 - 09:21 PM.
Posted 10 June 2014 - 07:28 AM
In BR2, United States and Pacific Front have access to Mercury Strikes and Tengu Strikes respectively, which both has the ability to quickly deal considerable amount of damage. European Alliance is missing out on a similar capability. And seeing how Mercury and Tengu both fill out anti-infantry and anti-armor striking capabilities, Eurodudes could have an anti-defense type of a support power. So in a way, while being a highly defense-oriented faction, they could also get the capability to counter enemy defenses.
Bunker Buster
Description: A bomb is dropped through a Chrono portal above an area. The bomb is specifically designed to uproot defensive structures, dealing reasonable amount of damage to them.
If that isn't appropriate; it could be replaced by another "shield-oriented" support power:
Comet Fence (it has returnz)
Description: Surrounds a 5x5 area with indestructible Comet Fences, trapping units inside with no way out. Certain projectiles can still be fired through the Fence. Comet Fences run out of power and shuts down after a short duration. Can be also used to block certain passages.
Another issue that is being discussed is that in BR2, Mortar Quads will fully replace Tesla Troopers for the Latin Confederation. What seems to be the most upsetting fact is that, this means LC can no longer charge their Tesla Coils. So I figured if the Tesla Coil could be replaced by another defense structure for the LC, one that doesn't have Tesla Coil's charging ability.
Ballista Node
Description: Due to budget cuts concerning military technology, LC has minimal access to Tesla Coils; only using them to guard their most classified outposts. Replacing the Tesla Coil is a weapon that hasn't been used by the military of the world in a long time. The Ballista Node is turreted with a large crossbow. The half-meter long thick steel arrows fired by the bow are rigged with explosives inside; the highly-delicate arrowtip serving as the fuse. As soon as the arrow tip comes in contact with a foreign object; it triggers and detonates the whole arrow. While old-fashioned; this method of explosive delivery has greatly shown its use against the Latin's assailants and is still used to this day.
Edited by Jargalhurts, 10 June 2014 - 07:30 AM.
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
Posted 10 June 2014 - 08:00 AM
The Railgun Tower can pierce through multiple enemies in a single shot.
IRC: #menthosogma (Rizon)
Posted 10 June 2014 - 08:02 AM
Railguns fire from above so it rarely ever gets to hit more than one unit, so the ability is pretty lacking in any practical use. But, why are we talking about Railguns?
Edited by Jargalhurts, 10 June 2014 - 08:03 AM.
Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.
Posted 10 June 2014 - 08:06 AM
Disregard, I see that mevitar already made a much better post about it here.
IRC: #menthosogma (Rizon)
Posted 10 June 2014 - 08:25 AM
How about a support power for EA, where it generates chronoshift on all their own units and infantries so they will appear on their base?
This could be useful when the base is suddenly under attack while the commander just sent out units to enemy base and in an immediate need of increased defense. So all of units chronoshited to main war factory, while infantries chronoshifted to main barrack. Or all to main con yard. It's supposed to be a defensive move.
Emergency Call [This support power is unique to European Alliance]
Pre-requisite: Shield Command
Cost: 50$ * transported units + infantries
Requires Power: Yes
Recharge Time: 10:00
The only abuse I could see is by building your own con yard/WF/Barrack near enemy base, change them to main building, then transport all reserved units there. Probably should use something else as a target-object for transporting with restrictions. As of now I cannot think of anyway to counter the abuse.
Posted 10 June 2014 - 10:03 AM
What is the attack speed of the Tesla trooper and mortar quad ?
I'm making a vs article so this would help a lot .
Sorry for putting this here couldn't find the general questions thread .
Posted 10 June 2014 - 10:54 AM
I think its better if only Cavalier Tanks can only chronoshifted or plus the Battle Fortress with infantries!
The point of the support power is a defensive move to counter invasive enemies. It should chronoshift all units for defensive purpose (and so one cannot use this support power to both launch an attack and at the same time make their base defensive)
And why would it only chronoshift EA's basic tank and PF's tier 3 tank..?
Also to counter the abuse, how about adding a new structure in which EA players have to build before able to make anything else? An addition to Con Yard like the Epsilon Battle Lab's Chem Plug and Allies Power Plant's Power Turbine? Have its build limit to 1, so it cannot be implanted on future Con Yards.
Or you could make it so the structure will only build-able by the time player's first Con Yard deployed, and the option to build it will gone if the player decided to make anything else.
Edited by Bernadiroe, 10 June 2014 - 11:01 AM.
Posted 10 June 2014 - 02:37 PM
Just goes to show Kivz hasn't even played the mod at all.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
Posted 11 June 2014 - 02:05 AM
Why Humvee and Strategy Center out in MO3 2? Wait is Strategy Center the same as Strategy Command?
Posted 11 June 2014 - 02:56 AM
Did you even read the changelog.
BR2 basically reorders the Support Power/Tech Buildings for the Allies. Comparable to the Research Plugs Epsilon uses and the Soviets having Side-Specific Labs.
USA uses the Mercury Uplink
PF uses the Strategy Center
EU uses the Shield Command or whatever its called
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
Posted 11 June 2014 - 03:01 AM
Hey Im just asking! Why?
You haven't been listening to MO streams on the Mental Meister's twitch channel, have you?
It wasn't because you asked, its because you mentioned "Strategy Command", which doesn't exist.
If you meant Shield Command, yes it has the same function as the Strategy Center. Only difference is that in BR2, it's needed to build T2 units like Mirage tank(instead of Air-force Command Headquarters in BR1) as well as unlocking T3 units, once you also have a Tech Center built.
Edited by MrFreeze777, 11 June 2014 - 03:16 AM.
Posted 11 June 2014 - 03:42 AM
I think the faction and hero spotlight videos should be updated for BR2. It's already outdated as of now.
Posted 11 June 2014 - 04:48 AM
How about adding build limits to all units and infantries for tier 2 and 3?
The limit probably about 20 for tier 2 and 10 for tier 3? This is so that players will no longer use spam strategy, and will need to send out different kind of unit types, instead of just one kind.
Or spam strategy is not a problem...? It seems to me it's a problem, from some ppl complaining how players still can spam Wolfhounds/Nuwas/ThorGunship for almost guaranteed victory.
Posted 11 June 2014 - 04:51 AM
It's kind of your own fault if you let your enemy spam thors. Take a long tiome and lotta cash to make.
Posted 11 June 2014 - 05:20 AM
Or spam strategy is not a problem...? It seems to me it's a problem, from some ppl complaining how players still can spam Wolfhounds/Nuwas/ThorGunship for almost guaranteed victory.
Seens like you are one of those guys who keep sitting on a corner just waiting the enemy to get map control and than steamroll you, since those units can only be mass produced in late game.
yet, on BR2 you will need more to reach Teir 3 and the units you listed will be nerfed.
Posted 11 June 2014 - 05:21 AM
It's kind of your own fault if you let your enemy spam thors. Take a long tiome and lotta cash to make.
Wait, so you're telling me, that the game is to win as fast as possible, to avoid an invisible "timer" where enemy player send out spam because the battle dragged too long?
Wouldn't it better if there's no feeling of impending doom of enemy player stocking units to annihilate you in one attack?
I don't know, personally, I thought that spam to achieve guaranteed victory is...cheap? I don't know the exact word, it just bugging me.
It kinda forces players to adapt to a fast-paced battle, while there are ppl who cannot play it that way, right..?
Or spam strategy is not a problem...? It seems to me it's a problem, from some ppl complaining how players still can spam Wolfhounds/Nuwas/ThorGunship for almost guaranteed victory.
Seens like you are one of those guys who keep sitting on a corner just waiting the enemy to get map control and than steamroll you, since those units can only be mass produced in late game.
yet, on BR2 you will need more to reach Teir 3 and the units you listed will be nerfed.
Sitting in corner, yes, but letting map control, nope. But instead of letting people doing it, wouldn't it be better if it's impossible to do it in the first place..?
Or everyone just agrees and having fun to have a way of a guaranteed victory if the enemy taking too much time to defeat?
If it's true, then I'm putting the argument down.
Edited by Bernadiroe, 11 June 2014 - 05:30 AM.
Posted 11 June 2014 - 05:23 AM
It's kind of your own fault if you let your enemy spam thors. Take a long tiome and lotta cash to make.
Wait, so you're telling me, that the game is to win as fast as possible, to avoid an invisible "timer" where enemy player send out spam because the battle dragged too long?
Wouldn't it better if there's no feeling of impending doom of enemy player stocking units to annihilate you in one attack?
I don't know, personally, I thought that spam to achieve guaranteed victory is...cheap? I don't know the exact word, it just bugging me.
It kinda forces players to adapt to a fast-paced battle, while there are ppl who cannot play it that way, right..?
Maybe you should read comment I posted -_-
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