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ShockWave Update: For the Cause!
The_Hunter
post 22 Feb 2016, 15:08
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Hello everyone. Today we want to show you something many people have been waiting for, but perhaps did not realize it:


The GLA Recoilless Rifleman entirely replaces the AT Gun for all factions that had the AT Gun. This unit is equipped with a heavy rifle that fires a grenade that is immune to the effects of ECMs and PDLs. Unlike the AT gun that it replaced, there is no need to manually deploy this unit and it does not have a limited firing arc, but it requires a Palace to be trained. It is stealthed when stationary however, and can be transported in transports that do not have fireports, making ambush attacks more viable with infantry.

Here are some screenshots of this unit in action.



There is a stream this weekend on the 28th of February, where we will be showing off the internal version. Unlike previous streams, this stream will be at 14:00 GMT, so it will be earlier than the previous stream. Generalcamo will be co-commentating along with Hecthor Doomhammer, and you may catch a glimpse at more units that haven't been shown off yet.






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Rafinius
post 28 Feb 2016, 15:45
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Hmm. I'm not a modder but I think I've got an idea, depending on how things work mechanically in the engine.
How does weapon-switching (Burton/Leang Dragon Tank style) work? Does it essentially change a unit to use the new weapon even if it enters a fire port or does the game only detect what units are inside it and what its "primary" weapon would be? Because if the fire ports can actually detect it what "mode" a unit is before entering then you could give the Recoilless Rifleman the ability to "Disassemble Weapon" (or simply "switch safety on" if you don't want to change its model) which essentially switches him to using no weapon but allows him to enter any transport instead of just specific ones. Hell, you could even allow him to use Combat Cycles the way workers do. Now that I think of it, you could probably allow all the infantry that would be OP if they could fire/use abilities off of a Combat Cycle (Rocket Sniper, Assassin, Hijacker, Saboteur) use it that way instead.
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Zeke
post 29 Feb 2016, 3:29
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QUOTE (Rafinius @ 28 Feb 2016, 22:45) *
Hmm. I'm not a modder but I think I've got an idea, depending on how things work mechanically in the engine.
How does weapon-switching (Burton/Leang Dragon Tank style) work? Does it essentially change a unit to use the new weapon even if it enters a fire port or does the game only detect what units are inside it and what its "primary" weapon would be? Because if the fire ports can actually detect it what "mode" a unit is before entering then you could give the Recoilless Rifleman the ability to "Disassemble Weapon" (or simply "switch safety on" if you don't want to change its model) which essentially switches him to using no weapon but allows him to enter any transport instead of just specific ones. Hell, you could even allow him to use Combat Cycles the way workers do. Now that I think of it, you could probably allow all the infantry that would be OP if they could fire/use abilities off of a Combat Cycle (Rocket Sniper, Assassin, Hijacker, Saboteur) use it that way instead.


Changing a unit's ability to be transported depending on the weapon they use is not codeable.


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