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4th General For Each Faction, Have anyone thought about it ?
Die Hindenburg
post 19 Jul 2014, 15:15
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QUOTE (X1Destroy @ 19 Jul 2014, 16:05) *
I've seen nothing new with this general, as all he have now are stronger versions of the vanilla units.
More special units that would display his play style would be appreciated.


Agree, this general is a powerup and not anyway interesting... tongue.gif
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HMS Warspite
post 19 Jul 2014, 15:53
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QUOTE (Die Hindenburg @ 19 Jul 2014, 15:15) *
QUOTE (X1Destroy @ 19 Jul 2014, 15:05) *

I've seen nothing new with this general, as all he have now are stronger versions of the vanilla units.
More special units that would display his play style would be appreciated.

Agree, this general is a powerup and not anyway interesting... tongue.gif

Edited.
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Die Hindenburg
post 19 Jul 2014, 16:03
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QUOTE (Bergzak @ 19 Jul 2014, 16:53) *
Agree, this general is a powerup and not anyway interesting... tongue.gif

Edited.


Triage Van sound well but perhaps it could be an medic-able ifv chassis, since vans are not really used in militaries as medic vans. It could have an active ability you can use to instant heal, but needs longer time to reload.

Feels not really different for SOG guys are still an upgrade, but if they supposed to be that way thats fully ok. How about so:

The SOG guys could have contrasting weapons, perhaps the missle dude could have an carl gustav M4 recoilless rifle and the rifle dude could have an Milkor MGL Mk2 Mod 2. So their projectiles are not only faster fired and speedier, also they cannot be intercepted nor evaided.

-VH-44H Starcrosser
Could be an infantry/vehicle transport while the osprey is still an recouse collector, without transport cabality but faster.
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Anubis
post 19 Jul 2014, 16:05
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QUOTE (Die Hindenburg @ 19 Jul 2014, 16:04) *
Well i must say that this one sounds a little bit goofy, espically with the Area 51 and CIA, while having drones and already aviable laser and microwave technology makes this faction more advanced than the US alrady is? It is just using avainle in more unit types. It more sounds like a drone/DEW general then an AREA51/CIA one, which i think would be have elements of Mau's strangeness and Jin's recon abilities,


Dude, the reason you have Drones today is because CIA started experimenting with the back in the mid 50's, and because even when the US Airforce wanted to cancel the drone program for more funds on their bomber/airforce program, CIA somehow managed to keep it's drone program. There are declassified files and research done on this. One of the places they test this drones is believe it or not - the nevada desert. So it's only goofy for someone who imagines area 51 as the place where muricans ass finger aliens and drain babies of their blood for the reptilian elite.
Drone research today is still part of the US Army black ops - aka the part of military research that's so secret they have covert over covert of covert shit on those projects.
And yeah, my point was giving this faction a more techy feel/design without turning it into lasers and plasma everywhere.

This post has been edited by Anubis: 19 Jul 2014, 16:06
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Die Hindenburg
post 19 Jul 2014, 16:18
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QUOTE (Anubis @ 19 Jul 2014, 17:05) *
Dude, the reason you have Drones today is because CIA started experimenting with the back in the mid 50's, and because even when the US Airforce wanted to cancel the drone program for more funds on their bomber/airforce program, CIA somehow managed to keep it's drone program. There are declassified files and research done on this. One of the places they test this drones is believe it or not - the nevada desert. So it's only goofy for someone who imagines area 51 as the place where muricans ass finger aliens and drain babies of their blood for the reptilian elite.
Drone research today is still part of the US Army black ops - aka the part of military research that's so secret they have covert over covert of covert shit on those projects.
And yeah, my point was giving this faction a more techy feel/design without turning it into lasers and plasma everywhere.


Ah i see your part, but why not using the OGA as its part, its pratically the army of the CIA.
But drones should be, perhaps for looking cool, have these enclosed VTOL-fans, which make them more silent (not stealth but to show the CIA's way of attacking.
I did not mean they should or could have more DEW, or strange things.

As for the infantry, it should be really the OGA who could represent the loud and less subtile part of the CIA, so the enemies underestimate their tactical and strategic perks. tongue.gif
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HMS Warspite
post 19 Jul 2014, 19:10
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QUOTE (Die Hindenburg @ 19 Jul 2014, 17:03) *
Triage Van sound well but perhaps it could be an medic-able ifv chassis, since vans are not really used in militaries as medic vans. It could have an active ability you can use to instant heal, but needs longer time to reload.

Feels not really different for SOG guys are still an upgrade, but if they supposed to be that way thats fully ok. How about so:

The SOG guys could have contrasting weapons, perhaps the missle dude could have an carl gustav M4 recoilless rifle and the rifle dude could have an Milkor MGL Mk2 Mod 2. So their projectiles are not only faster fired and speedier, also they cannot be intercepted nor evaided.

-VH-44H Starcrosser
Could be an infantry/vehicle transport while the osprey is still an recouse collector, without transport cabality but faster.

Triage Van now IFV chassis

The SOG Operative, I shall consider. As for SOG Missile Soldier, he needs a way to target aircraft. But I added a Javelin Soldier replacement.

VH-44 Starcrosser, it can be that way.

This post has been edited by Bergzak: 19 Jul 2014, 19:24
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Die Hindenburg
post 19 Jul 2014, 19:16
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QUOTE (Bergzak @ 19 Jul 2014, 20:10) *
Triage Van now IFV chassis

The SOG Operative, I shall consider. As for SOG Missile Soldier, he needs a way to target aircraft.

VH-44 Starcrosser, it can be that way.


Well many thanks! tongue.gif

Perhaps the SOG could could choose beetween the recoilless and AA-missile launcher. tongue.gif
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V.Metalic
post 19 Jul 2014, 20:14
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I am thinking about my 4th Chinese General, and I am considering to make it more regular, as MARS said it, but not that every vehicle is changed. The Battlemasters are in service because there is simply endless supply of them. But he would have some more regular (better) weapons, like a Rocket Tank, which I am considering to either replace Gattling Tank or Dragon Tank, or be together with them, independent. Than I dont know about its role.


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It is so true that its funny and sad at the same time.
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Composite armour
post 19 Jul 2014, 20:39
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Thinking of a US general, but I'm not too sure if the Stryker has been replaced or just scrapped completely in the ROTR universe.
I think the idea of having a base vehicle that can be upgraded to a variety of roles would be interesting.


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8igDaddy8lake
post 19 Jul 2014, 21:30
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QUOTE (Composite armour @ 19 Jul 2014, 15:39) *
Thinking of a US general, but I'm not too sure if the Stryker has been replaced or just scrapped completely in the ROTR universe.
I think the idea of having a base vehicle that can be upgraded to a variety of roles would be interesting.


It's still present - the WASP Hive uses a Stryker as a base. Could be some variants, with some interesting other abilities. Like, a mortar Stryker.
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V.Metalic
post 19 Jul 2014, 23:28
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QUOTE (8igDaddy8lake @ 19 Jul 2014, 22:30) *
It's still present - the WASP Hive uses a Stryker as a base. Could be some variants, with some interesting other abilities. Like, a mortar Stryker.

Or 105mm Gun Stryker biggrin.gif


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It is so true that its funny and sad at the same time.
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HMS Warspite
post 20 Jul 2014, 4:05
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QUOTE (Die Hindenburg @ 19 Jul 2014, 20:16) *
Well many thanks! tongue.gif

Perhaps the SOG could could choose beetween the recoilless and AA-missile launcher. tongue.gif


He needs to be mobile. And the need to switch will just hinder him.
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Knjaz.
post 21 Jul 2014, 10:26
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Remake of that Russian Boss General in a toned down 4 Star version now. Axing alot of unnecessary "omfg" stuff. He still uses some high tech/experimental stuff. Unupgraded Mstas had to be moved to Tier 1 in order to provide at least some Inferno/Buggy counters.
Might polish it further, later on.

============================================================================
General Gennady "Molot" Troshev.
Stationed in Zelenograd, Central Military District, "3rd Moscow Guards Army".
Rank: 4 Star general.

Speciality:
Heavy Armor, Heavy Firepower.

Does not have access to:
Helipads and Helicopters.
Shocktroopers, Tesla Tech.
Buratinos.
Goliath Upgrade, Coalition upgrade, Thermobaric Munitions upgrade.
Any stealth, de-facto.
VDV Drop.
======================
Number of Airfields from AirForce unlock is limited to 1.

Infantry:

Conscripts, RPG Conscripts and Igla Troopers: Built as first rank veterans.
3rd Guards Army is known for rigorous training of it's recruits, compared to most other parts of Russian army. They consider themselves "elites"- though, Orlov's guys would rightfully disagree.

Tier 2:

Storm Trooper - First Russian attempt at weaponized exoskeleton technology. Unlike ECA's, it greatly enhances survivability instead of speed, by putting soldier into a bulky, very simplistic and rough power armor suit, which also greatly limits it's movements due to own imperfection (they're slower than conscripts).

Armed with .50 cal (12.7mm) heavy machineguns, have 200 health and unique armor set receiving nearly equal, reduced damage from bullets, anti-tank and high-explosive weapons (~50%) (with exception of GATTLING and SNIPER, those deal 25% only) - Which, in return, makes them both resistant and vulnerable to anti infantry and anti-tank weapons - in addition to very high resistance against Toxins, Radiation and good resistance against Flame.

Vulnerable to EMP. Takes 2 slots in transports/garrisons.
Can be upgraded with Anti-Tank grenade launcher, that replaces their machinegun. Can only attack ground targets.

(P.S.: Why exoskeletons for Russia, suddenly? Well, certain tech advances make me believe it's entirely possible, even if it won't exist in official RotR setting).

Cyborg "Volkov" - 2000$: One of "black" projects of Russian MoD, continuation of same project from Soviet Era. In past - another heroic conscript that wasn't as lucky as his machinegun wielding comrade, ended up with some of his pieces being blown off by howitzer barrage, and restored in one of motherland's labs. Replaces Boris as a main hero.

Stealthed only while standing still, visible when moving. Has slightly increased movement speed (+10%). Has increased health pool and unique armor stats, making it highly resistance to most damage types, as well as extremely resistant to sniper fire (only 5% damage received from SNIPER). Though, it also makes it less resistant to Armor Piercing and Infantry Missile weapons, unlike normal infantry units - as well as susceptible to EMP. Wears a backpack with a Tesla-charged batteries, to power up the rail gun and ECM field.Since partially human, still gains bonuses from medkit upgrade.

Special Passive abilities:
Stealth Detection.
Higher area than conscripts due to improved optics.
ECM field - has a small ECM field on itself generated by that backpack Tesla battery, completely unable to cover nearby units.
Special Active ability:
Sprint: Click to toggle 5 second long system overload, resulting in 50% increased movement speed. 60 seconds recharge time. Used as an escape mechanism, mainly.

Armament: You do not need to select one weapon loadout, since his cyborg body can endure carrying 2 heavy weapons at once, and running at same time. He has to switch between weapons like Burton does, though.
-Thermobaric RPG Launcher. Less range as Boris's one, but has significant AoE and doesn't home on targets. Deals Flame damage initially. Benefits from High-Explosion Upgrades, as well as Missile Engines upgrade.
-Experimental Railgun: Another technology out of Alex labs. Attempt to create man-portable railgun-rifle. Uses backpack battery to operate, which is too heavy for a normal soldier to carry around. Slow refire, not so great DpS, high range and relatively high damage (not on Viking level, of course). Can attack Air and Ground units, no splash whatsoever. Dmg. Type – Armor_Piercing and Sniper. (at same time, if possible code-wise.)


Vehicles:

Tier 0:

Medved – Heavily armored Mishka analogue. 20% less speed, 50% more health. Can be upgraded with Kontakt-5. Can fire a burst of small HE munitions around itself (like Arena Tower fires its smokes), that would deal nearly no damage to units (including even angry mobs) but would clear mines. Costs 400$.

Kodiaks – built as veterans. Also, they have access to their ATGMs right off the start, though it's refire rate is halved. They get their normal stats after Assault Munitions upgrade.

"Pantsyr" - A replacement for Tunguska. Even slower (30 speed) but has more health. (480 health, same firepower/upgrades as Tunguska). Later also benefits from Kontakt-5, in addition to standard Tunguska upgrades.

Tier 1:

BMPT "Terminator" – Tank Support Fighting Vehicle. "Cheap" ("in lore") Tesla "replacement". (in-game costs as much as a Kodiak). Based on Kodiak platform, same mobility, armor and health stats as Kodiak.Armed with 2x30mm autocannons (Small_Arms dmg type), as well as 4 Shmel-trooper missile tubes after Thermobaric munitions upgrade. Fires them in short succession, in pairs.

ClipSize = 2, DelayBetweenShots = 800, ClipReloadTime = 2500
Can attack air targets with it's autocannons, but at very short range (=130). Has a single transport slot for infantry.

"Turtle" - A replacement for MTP, built around Kodiak platform. Nicknamed for it's shape. Has similar health, armor and mobility stats to those of a Kodiak. Benefits from Kontakt-5. Was meant to also be used with Iron Golem tanks, to stay alive in rather horrible environmental conditions they often find themselves in.

Msta-T – Heavily armored version of Msta (420 health) that sacrifices DPS for survivability. Does not have access to Coalition upgrade, but can be equipped with Kontakt-5, after which it becomes the only artillery in the game that can't be sniped by a single interceptor. (Since Kontakt-5 ERA also affects Jet_Missiles). Has same range as an upgraded Msta.
Base cost of 1800$.

Tier 2:

Iron Golem Tank – Highly valued by Gennady for their survivability, hence he requested Russian MoD to add them into his arsenal. Does not have access to Shtora or Railguns, instead can be equipped with Kontakt-5 ERA and receives all of it's bonuses, making it a very tough nut to crack. (unique armor set.)

(Example: damage from explosions is getting reduced by 0.5 (Golems' base stats) x 0.75 (Upgrade bonus), resulting in total 62.5% resistance to Explosions.)

Pion (2S7) – A heavy 203mm Self-propelled gun, dealing devastating blows at high distance, slow refire rate. Costly. Deals less damage/ has less AoE than a Nuclear Cannon, but deploys significantly faster.

Special Ability: Fires an Armor_Piercing/Timed HE Charge (yes, you heard it right) shell at the targeted unit/building, with standard accuracy though, so can easily miss normal small tanks like Scorpions. Deals 200% standard damage upon impact with nearly zero splash (can harm stacked units, though) dmgtype: Stealthjet_Missiles from 1.85, where they're used as dedicated AT damage type, and then another 100% Aurora_Bomb damage detonation on the ground few seconds later(Nighthawk bunker buster mechanic). Long cooldown. (60 seconds).

Black Bear Sentinel – Requires "Black Bears" unlock. A Sentinel with unique voices and darker textures, but identical base health/damage/attack range/ROF stats. Built as Rank 1 Veteran, comes with in-built Warden missile system, self-detonates when hijacked, costs 3500$ (~3000$ with Industrial Plant). Can be further upgraded with Arena system. Slightly slower. (20, compared to 22 of normal Sentinel).

Manned by most experienced and brutal Sentinel crews there are, which agreed to implementation of fail-safe security system against hijacking. Upon hijacking attempt a self-destruct mechanism in it's engine gets activated.


Buildings:

Artillery Tower Component: - similar to US firebase, but less dead zone. Your main hope at countering all those insurrections/paradrops and backdoor strikes, due to lack of airforce and mobile units.

Upgrades:


Weapon Bunker Upgrades:
Improved Thermobaric Munitions
– Provides 20% AoE increase for Shmel Trooper, BMPT thermobaric missiles and Warden missiles. BMPTs also ungarrisons 5 infantry with a single missile, instead of 3.

Industrial Plant upgrades:
Kontakt 5 - 2500$: Next-generation ERA. Provides increased protection from Armor_Piercing damage type. (20% instead of 10%.)
Also provides 20% damage reduction from Jet Missiles. Damage Resistance from Explosions is reduced from 30 to 25%, though. (Makes Iron Golems more useful).
Mass Production - 1500$: Reduces amount of time required to produce Tier 2 units by 20%.

Tremor AGAS Upgrades:
High-Explosive Munitions - 3500$, 120 seconds to research: (referenced as HEM upgrade)

-Provides 20% AoE (both Primary and Secondary) and 10% damage increase for Msta-T's, Pions, Black Bear Sentinels, Grumbles.
-Iron Golem Tanks start inflicting more damage against buildings and defenses.
-Unlocks special ability for Pions.


General Powers/Unlocks:

"Black Bears" – Rank 3 unlock, substitutes Blackout Node. Unlocks Black Bear Sentinels.

"Nuclear Clearance" – Topol unlock moved to Rank 5. Only provides access to Mobile Launchers.
Does not substitute anything, acts as a third Rank 5 unlock, located in bottom-right corner of General Power tree. Also allows you to fire Topol missile anywhere on the map once in 3:30 minutes.

This post has been edited by Knjaz.: 17 Aug 2014, 4:00
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__CrUsHeR
post 21 Jul 2014, 11:33
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^Think of a general who relies more on brute force to overcome than other Russian generals is something scary ohmy.gif ; there are good ideas in this design as well as 'reserves armor generals' proposed before; maybe a mix between the two concepts could create an optimal perspective for the fourth Russian general.

Aboute e upgrade 'High-Explosive Munitions - 3500$, 120 seconds to research: (referenced as HEM upgrade)' I would say that is a bit overpower due to excessive bonus for almost all units; on this configuration should cost at least 4000-5000 cash.



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Knjaz.
post 21 Jul 2014, 11:49
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QUOTE (__CrUsHeR @ 21 Jul 2014, 13:33) *
^Think of a general who relies more on brute force to overcome than other Russian generals is something scary ohmy.gif ; there are good ideas in this design as well as 'reserves armor generals' proposed before; maybe a mix between the two concepts could create an optimal perspective for the fourth Russian general.

Aboute e upgrade 'High-Explosive Munitions - 3500$, 120 seconds to research: (referenced as HEM upgrade)' I would say that is a bit overpower due to excessive bonus for almost all units; on this configuration should cost at least 4000-5000 cash.


Possibly. Though, after removal of Akatsiyas (too mobile for him) I realised that in current form it's highly underpowered until either HEM upgrade kicks in or Pions get unlocked - because he has less firepower than 1.85 Russia, while having more health. And Firepower beats Health, as was proved by countless China vs Russia games in 1.802.

Still thinking on what to do with it.

Also, he might look frighteningly, but nearly total lack of Air Support combined with very slow ground force presents some huge opportunities for quicker enemies. He's hard countered by buggy spam in Tier 1, for example. Just look at the unit roster, you won't find a proper counter for that.

Edit: Most likely, it'll be either Pions or Black Bears moved away from SledgeHammer unlock to Tier 2. Likely Pions.
So player will be able to chose between Low Damage/High Armor artillery, and Low Armor/High Damage artillery.

This post has been edited by Knjaz.: 21 Jul 2014, 12:14
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__CrUsHeR
post 21 Jul 2014, 12:16
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QUOTE (Knjaz. @ 21 Jul 2014, 7:49) *
Possibly. Though, after removal of Akatsiyas (too mobile for him) I realised that in current form it's highly underpowered until either HEM upgrade kicks in or Pions get unlocked - because he has less firepower than 1.85 Russia, while having more health. And Firepower beats Health, as was proved by countless China vs Russia games in 1.802.

Still thinking on what to do with it.

Also, he might look frighteningly, but nearly total lack of Air Support combined with very slow ground force presents some huge opportunities for quicker enemies. He's hard countered by buggy spam in Tier 1, for example. Just look at the unit roster, you won't find a proper counter for that.

I would say that the durability of this general outweigh the firepower of China 1.82 for example, because you can invest your points in means of repair and the 'Turtle' seems to be quite durable increasing the chances of survivals of vehicles. The firepower does not seem so inferior to the other Russian generals and units with all the upgrades are very powerful - equivalent units of ECA with the protocols - the biggest problem of this general - disadvantages - seems to be the time of production (before the 'Mass Production') and the cost - the speed is not a big problem for Russia - perhaps this general can gain a better supply truck - supply more capacity, better armor - and some benefits related to the second economy; otherwise you will not arrive until the main: "The Sledgehammer". Then you would have a 'big powerhouse' with improved logistic supports - best suplly truck, best mtp, arms dealer etc - but without reserve troops or advantageous air assets - seems to be a valid formula. Another thing would be to remove of the smoke already that their vehicles would not need a curtain to advance. wink.gif

This post has been edited by __CrUsHeR: 21 Jul 2014, 12:23


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Knjaz.
post 21 Jul 2014, 12:31
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QUOTE (__CrUsHeR @ 21 Jul 2014, 14:16) *
I would say that the durability of this general outweigh the firepower of China 1.82 for example, because you can invest your points in means of repair and the 'Turtle' seems to be quite durable increasing the chances of survivals of vehicles. The firepower does not seem so inferior to the other Russian generals and units with all the upgrades are very powerful - equivalent units of ECA with the protocols - the biggest problem of this general - disadvantages - seems to be the time of production and the cost - the speed is not a big problem for Russia - perhaps this general can gain a better supply truck - supply more capacity, better armor - and some benefits related to the second economy; otherwise you will not arrive until the main: "The Sledgehammer". Then you would have a 'big powerhouse' with improved logistic supports - best suplly truck, best mtp, arms dealer etc - but without reserve troops or advantageous air assets - seems to be a valid formula. Another thing would be to remove of the smoke already that their vehicles would not need a curtain to advance. wink.gif


Quite the contrary, the speed is one of the biggest issues for Russia (Map related, ofcourse.). Ever been in situations where a bunch of battlemasters can both outrun and outgun your slow and at same time relatively weaker Kodiaks? (hence the whole ATGM thingie that you could see on last stream). China with Nuclear Engines can literally dance around this gen.
Or when you literally cannot evade incoming Leaflet Drop, and your immense strike force gets disabled for 20 seconds by a 1-point investment Rank 3 GP, which is more than enough to finish off half of it.

Production speed being the second problem, but that applies to all of Russia's. I boosted T2 prod. speed for him since he'd heavily rely on T2 equipment.

Also, 1.802 China would easily annihilate it (in current shape) with Inferno/Nuclear Cannon spam until the Rank 3, even. Esp. since Kontakt doesn't help with Flame damage. Non Coalition Mstas (1.85 version),even if they'd have serious armor, are not frightening at all. And quite expensive at same time - though by having much better survivability they would be able to put up a fight, by being harder to counter with airforce.

HEM upgrade turns the tables, but you gotta survive until that - and it's rather hard to find additional 8500$ in a really intensive game. But yeah, it can use a price increase. Possibly a removal of Sentinel main gun changes, even. Maybe worth dropping it's speed by same 10% as well.


As for the whole Supply Truck/Arms_Dealer thing, my main concern here was that this general was about heavy bruteforce and building up on steam - but not the economy itself. Also the fact that he already got quite alot of unique units. But the Supply Trucks could use more "heaviness" in them, probably.

This post has been edited by Knjaz.: 21 Jul 2014, 12:32
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__CrUsHeR
post 21 Jul 2014, 13:06
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QUOTE (Knjaz. @ 21 Jul 2014, 8:31) *
Quite the contrary, the speed is one of the biggest issues for Russia (Map related, ofcourse.). Ever been in situations where a bunch of battlemasters can both outrun and outgun your slow and at same time relatively weaker Kodiaks? (hence the whole ATGM thingie that you could see on last stream). China with Nuclear Engines can literally dance around this gen.
Or when you literally cannot evade incoming Leaflet Drop, and your immense strike force gets disabled for 20 seconds by a 1-point investment Rank 3 GP, which is more than enough to finish off half of it.

Production speed being the second problem, but that applies to all of Russia's. I boosted T2 prod. speed for him since he'd heavily rely on T2 equipment.

Also, 1.802 China would easily annihilate it (in current shape) with Inferno/Nuclear Cannon spam until the Rank 3, even. Esp. since Kontakt doesn't help with Flame damage. Non Coalition Mstas (1.85 version),even if they'd have serious armor, are not frightening at all. And quite expensive at same time - though by having much better survivability they would be able to put up a fight, by being harder to counter with airforce.

HEM upgrade turns the tables, but you gotta survive until that - and it's rather hard to find additional 8500$ in a really intensive game. But yeah, it can use a price increase. Possibly a removal of Sentinel main gun changes, even. Maybe worth dropping it's speed by same 10% as well.


As for the whole Supply Truck/Arms_Dealer thing, my main concern here was that this general was about heavy bruteforce and building up on steam - but not the economy itself. Also the fact that he already got quite alot of unique units. But the Supply Trucks could use more "heaviness" in them, probably.

I agree with you; I referred to the disadvantage of this general in particular - the speed of the units are lower than the other Russian generals - as not really a 'major disadvantage' by the fact that it has become part of the Russian faction - a supposedly slow faction - so be slightly slower and have slightly less firepower does not change things much if you can resist more.

Perhaps the Arms Dealer not really need to get some kind of improvement but the Supply Truck could get the structure of a tank with durability - something quite considerably - and higher load capacity, but with a reduced acceleration and no weapon to defend - (the general actually bet in the durability and load capacity). Later the Supply Truck could receive an additional function.

You could make the supply truck and the turtle became more durable (more points of health and better armor) with a 1ST Gen. Point called "Armored Logistics" which would increase the armor and hit points of the supply truck and turtle by 25%; (vehicles already be a little tougher than normal - and the supply truck carry more cargo - even without this choice).


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You already imagined how would be SAP in the ROTR's universe? Check out this fan-fiction: South American Pact Introduction
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V.Metalic
post 21 Jul 2014, 13:28
Post #194


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Great canddiate for Russian Boss General. He has access to thigns from Aleksandr, Zhukov and Orlov.


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It is so true that its funny and sad at the same time.
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Composite armour
post 21 Jul 2014, 16:31
Post #195



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I'm toying with the idea of a US general, but still very much a WIP.

General James E. Murphy

Faction: USA
Rank: 4 Star General
Branch: US Army
Tactics: Advanced logistics and adaptable units.

Unique units:

Stryker - Tier 0(Replaces the Humvee)

The Stryker built straight out of the War factory is a tougher, slower Humvee armed with a high ROF minigun and 8 troop transport slots. The Stryker can choose an upgrade to permanently change its role on the battlefield.

Stryker upgrades:

Stryker AT - Tier 0
Replaces the minigun with a TOW missile weapon. Retains the troop transport slots.

Stryker Ambulance - Tier 0
Equips the Stryker to heal friendly infantry in the area. Loses all transport slots.

Stryker AA - Tier 0
Equips the Stryker with a powerful AA minigun and AA missiles. Loses all transport slots.

Stryker MGS - Tier 1
The Stryker installs a powerful 105mm cannon, giving it the ability to engage tanks effectively. Loses all transport slots.

Stryker 40mm - Tier 1
Installs a turret armed with a 40mm auto cannon on the Stryker, providing much greater damage to light vehicles. Loses all transport slots.

Stryker PDLS - Tier 1
Mounts a powerful PDL system on the Stryker, allowing it to shoot down enemy rockets and missiles. Loses 4 transport slots.

Stryker Repair vehicle - Tier 1
Allows the Stryker to repair friendly vehicles. Loses all transport slots.

Stryker Microwave vehicle - Tier 2
Mounts a microwave field generator on the Stryker, allowing it to clear a path through a minefield and potential horde of enemy infantry. Loses all transport slots.

Stryker MC - Tier 2
Equips a heavy mortar on the Stryker, allowing it to bombard enemy targets with highly accurate fire from a safe distance. Loses all transport slots.

Stryker Drone carrier - Tier 2
Modifies the Stryker to carry drones into battle and deploy special purpose drones. Loses 5 transport slots. Drones take up 1 slot each.




Stryker Command Vehicle - Tier 2 (Build limit of 1)

The Stryker command vehicle coordinates the actions of all friendly forces in proximity and is capable of calling for reinforcements and air support.

Provides an area buff to all friendly units based on the current strategy

Bombardment bonus - +20% to all damage, + 20% ROF, -20% speed
Hold the Line bonus - +20% armor, +20% range, -20% ROF
Search and Destroy - +20% ROF, +20% Speed, -20% armor

Abilites:
Air Strike - The SCV uses a laser designator to mark a target for a precision Nighthawk strike.
Reinforcements - The SCV can request a Paradrop of 4 rangers and a single Stryker near its location. 2 minute cooldown.




Stryker heavy ammunition carrier - Tier 2

The Stryker is loaded with munitions to be carried straight to the frontline. Provides a buff to all Artillery units in proximity. Explodes violently when destroyed.
Increases the ROF of all friendly artillery units by 30% when in very close proximity.



Advanced Osprey - Tier 0(Replaces Osprey)
These Ospreys are a more efficient model, capable of carrying more supplies.
Can carry $800 worth of supplies instead of $600



Advanced Starlifter - Tier 2(Replaces Starlifter)
These Starlifters are ready to be upgraded with experimental defense capabilities.




Combat Engineer - Tier 1(Replaces Vanguard)
The Combat Engineer is a vital man behind the scenes. Equally at home in building bridges as well as destroying them, his skillset is important in keeping an army supplied and moving forward.
Armed with a shotgun that does more damage then a Ranger, but has a shorter range. Can switch to rubber slugs to capture enemy infantry. Has better armour then the ranger.
Can clear mines.
Can deploy an explosive charge that requires time to set up but deals heavy damage.



Support Ranger - Tier 1
The Support Ranger is armed with a high ROF LMG, allowing him to suppress enemy infantry in a small area, reducing their effectiveness in fighting back.
Equipped with a SAW that can be used to devastate single targets or suppress an area.
Can suppress an area with inaccurate fire, which slows enemy infantrys speed by 15% and reduces their ROF and range by 10%.




Unique buildings:

Stryker position - Tier 1 defense

A fortified position for a Stryker to take a defensive stance.

When occupied by a Stryker, boosts the armor by 50%, Range by 30% and the RoF by 15%
Auto-repairs the Stryker when occupied.



Airstrip - Tier 2 building(Replaces the Strategy center)

The airstrip is the backbone of any US military effort, delivering vital equipment, supplies and troops at an impressive rate.

Retains all the functions of the strategy center. Has enough health to survive two superweapon strikes.
Functions as a secondary economy building.
Largest structure in the game, requiring a large area to build.
Functions as a supply depot

Every 3 minutes, a cargo plane will arrive to drop off 3 Strykers, 16 Rangers and 10k worth of supplies to be added to the pool. These supplies must be collected by gatherers and delivered to supply centers.
Upgrades increase the value of supplies delivered and the veterancy of the units delivered.




Unique Upgrades:

Air-burst grenades - Tier-0(Replaces Flashbangs)
Allows rangers to fire air-burst rounds, which damage enemy infantry in a large radius and can clear buildings.



High quality rations - Tier-2
The quality of the rations being delivered to the frontline troops increases their morale, which makes them fight harder.
Increases damage by 15%
Increases RoF as health decreases.
When a friendly infantry unit dies in close proximity, all infantry lose the morale bonus for 5 seconds.



Spare parts - Tier-2
The abundance of high quality spare parts available allows vehicles to be deployed into battle in top condition.
Increases the speed on all vehicles by 10%
Increase the health of all vehicles by 15%
Effect is lost when vehicle goes below 60% health.



Starlifter defense system - Tier-2
All Starlifters are outfitted with an improved defense system in addition to standard countermeasures.
Equips Starlifters with a PDL.
Increases Starlifter health and speed by 5%.




Added some infantry and upgrades

This post has been edited by Composite armour: 22 Jul 2014, 19:27


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Composite Armor has been installed, sir.
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Die Hindenburg
post 21 Jul 2014, 18:41
Post #196



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QUOTE (Composite armour @ 21 Jul 2014, 17:31) *
I'm toying with the idea of a US general, but still very much a WIP.

General James E. Murphy

Faction: USA
Rank: 4 Star General
Branch: US Army
Tactics: Advanced logistics and adaptable units.

Unique units:

Stryker - Tier 0(Replaces the Humvee)

The Stryker built straight out of the War factory is a tougher, slower Humvee armed with a high ROF minigun and 8 troop transport slots. The Stryker can choose an upgrade to permanently change its role on the battlefield.

Stryker upgrades:

Stryker AT - Tier 0
Replaces the minigun with a TOW missile weapon. Retains the troop transport slots.

Stryker Ambulance - Tier 0
Equips the Stryker to heal friendly infantry in the area. Loses all transport slots.

Stryker AA - Tier 0
Equips the Stryker with a powerful AA minigun and AA missiles. Loses all transport slots.

Stryker MGS - Tier 1
The Stryker installs a powerful 105mm cannon, giving it the ability to engage tanks effectively. Loses all transport slots.

Stryker 40mm - Tier 1
Installs a turret armed with a 40mm auto cannon on the Stryker, providing much greater damage to light vehicles. Loses all transport slots.

Stryker PDLS - Tier 1
Mounts a powerful PDL system on the Stryker, allowing it to shoot down enemy rockets and missiles. Loses 4 transport slots.

Stryker Repair vehicle - Tier 1
Allows the Stryker to repair friendly vehicles. Loses all transport slots.

Stryker Microwave vehicle - Tier 2
Mounts a microwave field generator on the Stryker, allowing it to clear a path through a minefield and potential horde of enemy infantry. Loses all transport slots.

Stryker MC - Tier 2
Equips a heavy mortar on the Stryker, allowing it to bombard enemy targets with highly accurate fire from a safe distance. Loses all transport slots.

Stryker Drone carrier - Tier 2
Modifies the Stryker to carry drones into battle and deploy special purpose drones. Loses 5 transport slots. Drones take up 1 slot each.




Stryker Command Vehicle - Tier 2 (Build limit of 1)

The Stryker command vehicle coordinates the actions of all friendly forces in proximity and is capable of calling for reinforcements and air support.

Provides an area buff to all friendly units based on the current strategy

Bombardment bonus - +20% to all damage, + 20% ROF, -20% speed
Hold the Line bonus - +20% armor, +20% range, -20% ROF
Search and Destroy - +20% ROF, +20% Speed, -20% armor

Abilites:
Air Strike - The SCV uses a laser designator to mark a target for a precision Nighthawk strike.
Reinforcements - The SCV can request a Paradrop of 4 rangers and a single Stryker near its location. 2 minute cooldown.




Stryker heavy ammunition carrier - Tier 2

The Stryker is loaded with munitions to be carried straight to the frontline. Provides a buff to all Artillery units in proximity. Explodes violently when destroyed.
Increases the ROF of all friendly artillery units by 30% when in very close proximity.



Advanced Osprey - Tier 0(Replaces Osprey)
These Ospreys are a more efficient model, capable of carrying more supplies.
Can carry $800 worth of supplies instead of $600



Advanced Starlifter - Tier 2(Replaces Starlifter)
These Starlifters are ready to be upgraded with experimental defense capabilities.




Unique buildings:

Airstrip - Tier 2 building(Replaces the Strategy center)

The airstrip is the backbone of any US military effort, delivering vital equipment, supplies and troops at an impressive rate.

Retains all the functions of the strategy center. Has enough health to survive two superweapon strikes.
Functions as a secondary economy building.
Largest structure in the game, requiring a large area to build.
Functions as a supply depot

Every 3 minutes, a cargo plane will arrive to drop off 3 Strykers, 16 Rangers and 10k worth of supplies to be added to the pool. These supplies must be collected by gatherers and delivered to supply centers.
Upgrades increase the value of supplies delivered and the veterancy of the units delivered.



That's pretty much it so far, I've still got to think of unique infantry, upgrades and general powers.



Why not calling him Stryker general?
I find this altrough nicely detailed, also a bit lacking clarity, the vehicles should show massive differences or atleast highly visible, perhaps an fx or even modified chassis. Like a taller top or new addons like rangefinders for offensive roles and tenths for support roles.
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V.Metalic
post 21 Jul 2014, 23:27
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What are your thoughts on the possible Chinese 4th General's strategy and specialty? More regular (better trained and equipped) troops and some vehicles, more aggression like automatic shotguns, more rocketry to his arsenal? I would like to hear your thoughts on it smile.gif It can work with the "regular force", hmm.


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It is so true that its funny and sad at the same time.
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MARS
post 22 Jul 2014, 6:30
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I feel that a 'Regular PLA' General would seem like the most logical thing to try, but in practice, it would actually turn out quite difficult, mainly because all three Generals are already designed to incorporate both Red Guard -and- PLA units, even though they're never clearly identified as such. Plus, all three of them technically cover the themes that such a General could have, with Chen providing brute force, Mau having the high-tech options and Jin engaging in all sorts of tacticool trickery. Here's a brief breakdown of what I would assume for 1.85:

Dozer: PLA Ground Force
Listening Outpost: Ministry of State Security
Supply Truck: PLA Ground Force

Red Guard: Red Guard
Tank Hunter: Red Guard / PLA Ground Force
Pyro Technician: Red Guard
Volunteer Squad: Red Guard / PLA Militia
Disruptor Team: PLA Ground Force
Minigun Team: PLA Ground Force
Nukeneer: PLA Second Artillery Corps
Hacker: Ministry of State Security
Black Lotus: Ministry of State Security

Troop Crawler: PLA Ground Force
Gattling Tank: PLA Ground Force
Hopper Tank: Red Guard
Battlemaster: Red Guard / PLA Ground Force secondary elements
Dragon Tank: PLA Ground Force
Inferno Cannon: PLA Ground Force
Twin Fang: PLA Ground Force
Overlord: PLA Ground Force
Shenlong: PLA Ground Force
Nuke Cannon: PLA Second Artillery Corps
ECM Tank: PLA Ground Force

MiG Fighter: PLA Air Force
Hellfire MiG: PLA Air Force secondary elements
Han Gunship: Not sure if the PLA attack helicopters like the RL WZ-10 would be attached to PLA Ground Force aviation as in most Western countries or the actual PLA Air Force
Propaganda Airship: Ministry of State Security

Quite a surprise that, when you think about it, most of the in-game faction actually -is- representative of the PLA. 8Isov.gif
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X1Destroy
post 22 Jul 2014, 7:33
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Armageddon is here..............



I think I can make a proper PLA regular general, but his play style will be highly different even compared to the base faction. Don't be suprise if you think it look like a USA clone or something.

The closet thing to a PLA regular general is the Special Weapon general in Shockwave IMO.

This post has been edited by X1Destroy: 22 Jul 2014, 7:35


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We Die Standing.
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V.Metalic
post 22 Jul 2014, 10:42
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QUOTE (MARS @ 22 Jul 2014, 7:30) *
Han Gunship: Not sure if the PLA attack helicopters like the RL WZ-10 would be attached to PLA Ground Force aviation as in most Western countries or the actual PLA Air Force

Helicopters are used by both the Army and Air Force (or Marine Corps if you are American).

Well, I had in mind that pretty much most of the Red Guard units would be replaced by PLA Ground Force units, like a Battlemaster with a newer, more modern tank, but maybe still not on par with Crusader or Kodiak. Or yes, depends. Think of this tank as a "improved Battlemaster", or ShW Warmaster without the rockets. Than replace the Red Guard and Pyro with a "Regulars" and "Pyro Expert", respectively. And adding in some interesting "modern" technologies which wont fall into Special Weapons category.

By "brute force" I must specify it. Chen's brute force is that "crush the enemy under our weight", I meant that his units will be attacking more fiercely and bloody, but is smaller numbers. Maybe he would have some units start as veterans, either right from the start or via GP. I take the inspiration from General Beast.

EDIT: X1Destroy, I dont agree with you. Leang was the most irregular of the four ShW Chinese Generals. Kwai and Fai were the regular force, Tao and Leang were special division elements.

This post has been edited by V.Metalic: 22 Jul 2014, 10:46


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It is so true that its funny and sad at the same time.
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