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The Canadian Expeditionary Force.
Serialkillerwhal...
post 9 Apr 2014, 19:55
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Orcinius Genocidalus
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No, you move.





Canadian Expeditionary Force



Faction Type: Base Crawling/Elitist

Pros and Cons

Pros
Great at head-to-head fighting.
Most vehicles can Deploy, increasing armor, and various extra features, in all cases, these include a .50 Browning.
Very hard to raid, all buildings and deployed units have Brownings, meaning lightly armored units will find themselves attacked from all angles.
Above Average air power.
Infantry Don't get crippled, instead when at low hp, they just fire faster.
Good 2ndary eco.
Overall very durable faction.
Everyone is either a Lumberjack or a Native American, either way, they know their way around an axe.


Cons
Artillery has a low power-to-cost Ratio.
Artillery requires a General's power to unlock.
Units more expensive and start out slow to build without Streamlined Logistics.
Bad early game.
Sluggish units in general.
Supply gathering is slow.
Less effective at capturing than other factions.

Gameplay:
The CEF is particularly weak in the early game, okayish in the mid game, and only truly come into their own later on, at first, before the Logistics Station is up, they'll mostly be relying on the masses of Brownings to stave off raiders and a few deployed LAV IIIs or Blizzards to cover them while they build up the tech tree. In the mid game, powerful, but slowly built and expensive Nanuks, HIMARS, Kainais Stormtroopers, and upgraded Heavy Supply Trucks let the Canadians move out of their base and attempt to contest some territory and expand, while tier 3 sees the full aresenal, with all the brutally powerful units at their disposal.

Emphasis on the "Deploy" Mechanic and predicting when you need to is key, as many upgrades are only active with it, as well as using air power to supplement the weaker artillery, without the Generals' upgrade, it flat out doesn't exist, instead, the mass-aoe damage row goes to 2 things, the Guardian's tracks (Rarely), and the Mohawk's massive amount of rockets (All the damn time given the thing can eat enemy AA fire).

Signature Weapons:
Rocket pods, they use these a lot.
Cluster Bombs, dropped from planes, realistic cluster bombs instead of video game ones (They don't explode once and bounce some small bombs out, it's a spray of bombs from midair).
Much more use of microwave weapons, which act as laser flamethrowers, creating a wide stream of microwaves that slowly knock out tanks and burn up infantry in their targeted area, not very effective vs. vehicles as they're slow, but they do slowly overheat the vehicles, stuff will cook off and slowly destroy the vehicles. (Go ahead, leave a bullet in the microwave and heat it for an hour if you think this is unrealistic).

Mechanics:
Deployment: The Majority of all Canadian vehicles can be deployed, increasing range and heavily boosting damage resistance, as well as activating various deployed-only bonuses, such as the .50 cal GAU-21 (Relabeled Ma Deuce), stabilized cannons, and artillery weapons.
Reliability: A key Micro mechanic, Canadian units don't lose speed while crippled, allowing for crippled units to make a getaway to a nearby forward base, airplanes have doubled health compared to equivalents from other nations and lose weapons (But not flight) at half health, once again allowing for a getaway. Infantry even gain a fire rate bonus while Crippled.
Field Engineering: Forward bases are a key element to Canada, a War factory, a few deployed Nanuks, a Borealis, and a few Repair bays and Helipads act as supporting elements often very close to the front line.

Faction Color: Ultramarine

Faction Camo:
Artic/Tundra Camo.

Building Style: Prefabricated look, Metal and Concrete, looks slightly GDI-ish.

Infantry

Regimental Regulars

"Boots on the ground"
COST: 100$
TIER: 1
BUILT: Barracks
PROS: Best Infantry for slugging it out.
CONS: Can't do much else, degarison requires walking up to building.
FLUFF: Not much to it, just the bog standard soldier with a C7A2 and Underslung Shotgun, Shotgun isn't used for open combat, but rather as a breaching tool. Can Capture buildings.

Heavy Weapons Operator

"Keep crying!"
COST: 300$
TIER: 1
BUILT: Barracks
PROS: Front-loaded damage, fast recoiless rounds also fairly effective vs. Infantry.
CONS: Slow, Expensive.
FLUFF: Armed with a devastating magazine-fed Recoiless Rifle firing HEAT rounds, the HWO can pound apart lighter enemy vehicles in a short window of time, letting them take down raiders with devastating effect. Anti-air is done via a second missile in it's own seperate container. HWOs tend to be highly possessive of their weapon, and rarely let anyone else touch it.
HMG Team
"There are no friendly civilians!"
BUILT: Barracks
COST: 700$
TIER: 2
PROS: Extremely potent anti-infantry and light vehicle weapon, MASER upgrade lets them shut down units and bring vehicles to a halt before cooking off something important and blowing it sky high.
CONS: Needs to set up to do anything, cannot enter transports, slow, cooking ammo off takes very long time (Say, 60 seconds) to kick in.
FLUFF: Few weapons, if any, have the long history of the M2 Browning, or "Ma Deuce". It's use by the HMG team is but a footnote in it's encyclopedic story, yet it's a big footnote. While not as flashy as chinese Gattling guns, the M2's larger rounds out-mass the smaller ones of the Hua Qing massively, making it a far better weapon against armored targets. For those situations that require more than what the old M2 can bring to the table however, HMG teams can be upgraded to using MASER cannons, which incinerate droves of infantry and bring tanks to a screeching halt and slowly cooking off their rounds.
Mortar Team
"Mortar combat! *Snickers*"
COST: 1000$
TIER: 2
PROS: Only reliable area-denial artillery in the CEF arsenal, Fast-firing, can be upgraded with an auto-loading mortar that is definitely not a miniature Dragon Fire.
CONS: Expensive, still dies as easily as expected of infantry, Slow, has to deploy to fire.
FLUFF: Mortars are elegant in their simplicity, you just put something that explodes on top of something else that explodes in a pipe, explode the bottom thing, then send the top thing flying over somewhere else to explode. Unlike most factions which favor lighter 40-60mm Mortars manned by single man crews, the CEF uses heavy 105mm mortars with 2 men operating it, one to aim, one to load, which allows for a firing rate comparable, if not superior, to that of a lighter mortar. Later on they can be upgraded to an 105mm auto-loading mortar, which raises their firepower further.
JTF2
"Deeds, not words."
COST: General's Power Unit
TIER: N/A
BUILT: Command Center
PROS: Stealth, Deployable Mortar, LMG, Comes with a stealthed outpost that lets them heal and act as a bunker. Can walk into building to clear it.
CONS: No good vs. Tanks, Mortars are the only option for that.
FLUFF: The Joint Task Force 2 are a Tier 1 special forces unit, every JTF operative is armed with a C9A2 LMG, with a fire team consisting of 1 sniper with a scope and tripod, 1 Commanding Officer, 2 Mortar Operators, and 1 Scout that acts as a long-range stealth detector. The JTF2 are experts in CQB, armed with Tactical Tomahawks, and can easily take out any enemy inside a building.

Stormtrooper

"Take em by storm!"
COST: 00$
TIER: 2
BUILT: Barracks
PROS: .50 HE rounds have small explosive aoes and can shred anything short of a tank. Cannot be crushed. Storm Rush to close in, gaining damage boost in process or rushing into a building. Can be armed with MASER cannon to sweep infantry.
CONS: Microwave cannon takes extremely long to have an effect, unlike larger versions, weapon swap takes time, cannon too cumbersome to use against aircraft. Future Soldier helmet looks like it has an huge underbite.
FLUFF: Much like the men of Swatiska, Ontario, the Stormtroopers Refused to change their names after the debut of the infamous Shock Division, The Stormtroopers, named for the term used by the Germans in WWI to refer to the Canada Corps, are heavy infantry, capable of taking on 5 times their number in GLA or similar miltias, or russian conscripts without much trouble, due to their heavy arsenal, sheer dogged determination, and elite training, the Storm Troopers are armed with a C7-50, chambered for .50 BMG high-explosive rounds that shred infantry and pound lighter armor to scrap, Stormtroopers are arguably the best of the best frontline combat infantry, if a bit on the slow side given their heavy equipment. They can make a devastatingly effective "Storm" to rush down enemies and break into entrenched positions, at which point they simply beat the hell out of everyone with heavy armor, an under barrel shotgun, and brute force.

Captain Parker
Renamed to reference Havoc from Renegade ^.^
"It's aboot time."
COST: 1500$, Limit of 1
TIER: 3
BUILT: Barracks
PROS: Grenade Launcher, lots of fun rounds, plenty of pain. Best commando at Demolitions work and clearing masses.
CONS: Only one of him to go around. Grenades aren't that accurate. Can't hit fast vehicles on the move.
FLUFF: Captain Jean Parker was the third son of a French-Canadian family of Gold-miners in the Yukon, all he could think of throughout his dull childhood was escape, and for Jean, like many other young men just officially legal adults. escape would come in the form of the Military. Jean distinguished himself on many peacekeeping missions, where he found himself fighting GLA raids on relief supplies, being sent into more and more risky situations, until the sinking of the USS Reagan, and the calling back of all US forces, and as usual, the Canadians were right behind their southern neighbors in calling their troops back. By this point, Jean was a Captain, war hero, and the face of Veteran Peacekeepers everywhere. When the Call to storm Russia from the north came, Parker got himself into the action, armed with a MM-1 Grenade launcher and a variety of Concussion, HE, and shaped charge grenades, for use against buildings, infantry, and armor respectively, as well as Flares to scout an area and blind enemies, reducing their rate of fire.


Vehicles


Construction Crane

"Field engineering at it's finest."
COST: 1000$
TIER: 1
BUILT: Command Center
PROS: Tough, armed with machine gun, can fire on the move or while building.
CONS: Can't clear landmines, Large.
FLUFF: Canadian Peacekeeping operations often involved building shelters while GLA warlords tried to take the goods for themselves, or simply blew them up out of spite. Given the conditions, it was no suprise that Canadian crane designs called for heavy armor, more heavy armor, and a remote-controlled GAU-21, with "Gun Duty" going to either the Driver or Crane Operator based on whose actually working at the moment.

Heavy Supply Truck

"GI Joe putting the hammer down ell-tee"
COST: 1200$
TIER: 1
BUILT: Supply Center
PROS: Extremely large cargo, carries 800$ Per trip, very heavy armor.
CONS: Slow, unarmed without upgrades and cannot gather with upgrades.
FLUFF: The Illegitimate child of a Military Half-track and a off-road Semi, the Heavy Supply Truck is capable of carrying large loads for long distances while shrugging off bullets, and can even carry guns on the trailer for when there's no more supplies in the area to haul in, being able to upgrade for a Microwave Beam emitter, a CRV7 Rocket pod, CIWS AA machine gun,a set of Mortars, or a large pile of ammo for allied troops, which combined with the truck's impressive durability, make for a very effective stopgap weapons platform. Many HST pilots were recruited from truckers, and still use the same nigh-impenetrable code, often intermeshed with military jargon.

LAV III

COST: 1000$
".....What? No! I wasn't sleeping!"
TIER: 1
BUILT: War Factory
PROS: Durable, autocannon extremely effective against infantry and light vehicles, can later upgrade to a CRV7 Rocket pod for area damage.
CONS: Slower than your average T1 unit, and reliant on deploying to make up for it's somewhat low DPS with sheer durability. Extremely pricely with the CRV7 Upgrade
FLUFF: The first sign of a Canadian peacekeeping mission is often a LAV III, it's durable outer shell and autocannon far outmatch the average warlord's pickup trucks with machine guns. Sadly, the GLA, with their more powerful arsenal, had overtook many LAV IIIs on peacekeeping missions, often simply by swarming it. The CEF solution was elegant in it's simplicity, replace the autocannon with an advanced self-loading CRV7 pod, capable of tearing through large groups of enemy light vehicles and even putting dents in heavier ones through weight of fire.


Blizzard AA

"SOON"
COST: 1000$
TIER: 1
BUILT: War Factory
PROS: Durable, Very powerful against light air units, practically god when dealing with Paratroopers.
CONS: Cannot do anything to ground targets unless deployed, undeployed version has a large dead zone.
FLUFF: The entirety of the new Canadian Military was built from the ground up for the dual purposes of peacekeeping in the new, post-GLA era, and more importantly, the defeat of the Russian Federation in a major conflict over the Arctic with the Aid of the rest of the NAU, Thus, the Blizzard, a design to counter the number of paratroopers within the Russian Military, and it's use of helicopters. The Blizzard's 4 57mm antiaircraft guns have an almost excessive amount of firepower, launching massive storms of shrapnel into the air or simply firing massive 57mm slugs straight through heavy gunships. The bulk and ungainly nature of the guns make them simply unable to target grounded foes, and unless deployed, it cannot raise it's guns higher than 45 degrees. Nevertheless, the Blizzard, or as some detractors call it "The Lumberjack Quad Cannon" is still capable of doing it's job, namely killing everything that has rotors or parachutes and isn't marked as a friendly.

Nanuk Tank

"Ready for action"
COST: 1400$
TIER: 2
BUILT: War Factory
PROS: Tough as nails, all-around counter vs. ground units while deployed, extremely powerful with upgrades.
CONS: Slow and Expensive, not particularly good when undeployed and unupgraded.
FLUFF: Even in the darkest fear-wracked momments in the third world war, a Russian tanker could take comfort in the superiority of his armor. That is, until the first Nanuks were offloaded onto europe and the first clashes in the Arctic. The Nanuk is based on the original Crusader, but it's a whole different animal from it's light, agile predecessor. The Nanuk is one of the most powerful MBTs of it's time, second only the the M1A4 Paladin in sheer power. The Nanuk however, is extremely expensive, and comparatively few of these advanced tanks have been built, making up for the lack of numbers with deployed, well-stabilized positions, expertly trained crew, and superior individual power. The Nanuk can, like most canadian units, dig right into the ground, dig it's proverbial heels in, and prepare for an oncoming attack allowing it to punch above even it's hefty weight in a defensive battle.

Wolverine APC

"Time to crash the party"
COST: 1200$
TIER: 2
BUILT: War Factory
PROS: Tank armor type, relatively high hp, Fast, can ram into buildings to deposit troops inside. Reuseable (It comes out of the building after ramming in).
CONS: Damages building when depositing troops, can only carry 2 troops, blind as a bat, slow acceleration.
FLUFF: Some call it a revolution, others a step backwards, and others use it for drunken joyrides, the Wolverine is a small, 3-man APC with room for two passengers and a driver, an oddity in canadian forces, the Wolverine is a near-blind and unarmed vehicle only good for one thing, storming buildings. The Wolverine can easily crash through an average civilian structure with negligible damage to itself, deposit it's troops, and make it out fully functional while the off-loaded troops secure the building. To aid in this role, Wolverines come loaded with two Regimental Regulars upon leaving the War Factory.

HIMARS
Hi MARS
"That'll learn em"
COST: 1500$
TIER: 2
BUILT: War Factory
PROS: Shock and Awe lowers enemy fire rate by 50% in Ground Zero. Large spread out radius effective against masssed enemies. Fairly Durable
CONS: Has to Deploy to fire. Cost-inefficient. Requires "Artillery Support" General's power to unlock, very slow reload.
FLUFF: While comparatively mobile for a unit in the CEF, the HIMARS is largely a favored option over the larger M270 for it's comparatively light design and ease to get on the field, priceless when dealing with superior enemy numbers, both against the Russian Federation and as a heavier weapon for peacekeeping forces now arrayed against the GLA, the HIMARS rains a deadly barrage of cluster munitions onto the battlefield, tearing through lighter vehicles and infantry while leaving heavier units battered and their drivers shell-shocked, and largely unable to continue the battle, while CEF forces close in to the crippled enemy to finish it off.

Guardian Super Heavy Command Tank

"Armor Superiority"
Cost: 3000$
TIER: 3
BUILT: War Factory
PROS: Arguably the most powerful mass produced super heavy tank, "Tactical Aura" buffs nearby units, main gun deals with heavier threats others can't. Can be upgraded with either a Offensive or Defensive Laser Suite (Targeting laser or PDL respectively)
CONS: All Guardians must use the same strategy, no anti-air capability, deploying takes longer than usual, all the other usual flaws of Super Heavies are also present.
FLUFF: While most western nations saw the concept of Super-heavy tanks as mere ego-stroking parade pieces, General Kane saw a possible Command vehicle that solved the problems of having to fit modern command tech into a APC, the Guardian was built from the ground up to not only be the best tank possible, but also left enough room aside for a modern command station, situated between the Turret and Engine sections, which, while still cramped, allows for much more equipment than simply stuffing all of it into an APC, a key advantage for the smaller Canadian Military against the NCO-starved Russian Federation, where the Guardians and the flexible field command they provided, was just as, if not more important than the sheer firepower and durability they brought into the battle. Infamously, Guardians exported to the United States were lacking various features found on the modern Canadian model, a sort of "Payback" for having to use American hand-me-downs for military equipment for years.

Mastodon Heavy TankIt's the Mammoth tank prototype from Generals

"Mastodon, Ready and willing"
Cost: 2500$
Tier: 3
BUILT: War Factory
PROS: Basically an artillery piece with heavy tank armor, tears through anything on the ground. Shock and Awe lowers enemy fire rates, and unlike other units with this ability, the Mastodon can keep it up without downtime.
CONS: Fire rate crippled while nondeployed and has to stop moving to fire. Helpless vs. Air. Slow. Field Engineer General only
FLUFF: A true example of how far the arms race between NATO peacekeeping efforts and GLA forces near the end of the Global war on Terror had escalated, the Mastodon Tank's original design was armed with dual 120mm direct-fire howitzers, on a platoform that outweighed nearly everything else fielded at the time, and only out-massed by the Overlord, the Mammoth was still in the development phase when the War ended, and was mothballed until the Election of Aaron Williams, and the re-organization of the Canadian military. The new Mastodon was even bigger than the original, with full-sized 155mm Howitzers, shortened and put into direct-fire use. It's crew often jokingly refer to the Mastodon's main guns as "Sawn off Shothowitzers". It's recoil is so massive, it can't fire it's cannons while on the move, and has to deploy to get full use out of it's mammoth weaponry. Despite this, the Mastodon has found a use in the CEF's aresenal, both to outgun the Federation, and simply to blast apart entire waves of conscripts with it's raw firepower.
Titan Heavy Tank

"Titan, ready and raring"
Tier: 3
BUILT: War Factory
COST: 2500$
PROS: Highly resilient to artillery fire, fast and high damage cannon, tough, "Silver Bullet"
CONS: Slow, Expensive, relatively few benefits from deploying. Armour Company General only.
FLUFF: Brainchild of a joint venture between nearly every military arms and computer company in the NAU, the Titan is the latest in next-generation armor, tough enough to withstand artillery barrages and push through enemy fire, with a extremely high velocity 150mm cannon, co-axial grenade launcher for use against infantry, and the most advanced targeting system ever mounted on a tank, none but superheavy armored units can stand against a Titan, all of which are reason enough to want one, but the Titan's Killer app, is it's "Silver Bullet", a self-guided Sabot slaved to the Titan's extremely powerful targeting system and boosted by a prototype magnetic rail, the "Silver Bullet" almost gurantees a kill, even against the most advanced active and passive defenses of the generation. Super-heavy units and structures, however, are simply too large for a single round, no matter where it's placed, to destroy. The 2nd Expeditionary Regiment has been granted access to this prototype for field trials, and has retrofitted their models with a rudimentary deployment system, which lacks the efficiency those on their other vehicles, designed with it's use in mind.

Borealis Laser Platform

"The Lance of light!" Yeah, the pilot's a prima donna
TIER: 3
BUILT: War Factory
COST: 2000$
PROS: Extreme range, nigh-instant kills, fires at multiple targets at once.
CONS: Extended lock-on, can't handle faster planes.
FLUFF: A Laser's advantage over a gun or missile isn't firepower, it's precision. Nowhere else is it as true as in the ADATS-L "Borealis". The Borealis could take out multiple Russian Mi-28 Hinds before any of them could get in range to return fire, it's advanced target-designation locking in to the tail rotor, main rotor, engine intakes, or even the Pilot's own head at distances measured in Kilometers, then take the plane out with a single high-intensity burst, before swinging around to engage another target already locked in for the kill. The only realistic recourse against the Borealis system is to confuse it's targeting system, or simply to take the time that it takes for the Borealis to lock in to it's target to either eliminate the system itself, or to escape it's range.
I'm adding more fluff, actual costs, and a better description for these units. Consider this a reboot if you will.

Walrus MRL

"Walrus make big boom"Blatant Mythbuster Reference!
TIER: 3
BUILT: War Factory
COST: 2100$
PROS: Massive spread area of effect, Shock and Awe effect lowers enemy rate of fire by 50%, fairly well armored, deployed machine gun to ward off raids. Considered a Superheavy for defensive purposes.
CONS: Still helpless against any helicopter that shows up, damage is spread out, must deploy to fire. Still can't roll over tanks. Cost and size inefficent.
FLUFF: The natural progression towards more and more missiles, the Walrus Multiple Rocket Launcher outguns all comers, packing 4 seperate 6-rocket pods and a loading crane to reload them for a second volley as soon as possible, giving it a terrifying level of firepower, tearing through light targets and brutally concussing heavier ones while any weak points are torn through.

Mobile Repair Station

"In the rear with the gear"
TIER: 3
BUILT: War Factory
COST: 1200$
PROS: Feasible option for rapid forwards movement pre-Salvaging, repairs fast, fairly tough, smaller footprint than the standard Repair Station.
CONS: Vulnerable to Hijackers, not as tough or cheap as the standard Repair Station, higher tier than standard Repair Station.
FLUFF: While most CEF Forces were fine with simply settling down around a quickly built repair station to fix up their vehicles, General Scott's frontline forces had to keep up a faster pace of offensive operations and often didn't have the time to build an entire repair station each time it needed to. Instead, they chose to use mobile versions consisting of a large 10-wheeled monstrosity of a truck designed to rapidly deploy into a mobile repair station with all the same features as the standard, with only a slightly higher price.



Aircraft




CF-500 Super Arrow

"Bandit Down"
TIER: 3
BUILT: Airfield
COST: 2750$
PROS: Long Range, Just a really goddamn good plane in general. High damage/low fire rate allows for multiple planes downed per flight, can "Go Hypersonic" to avoid enemy fire.
CONS: Expensive, Still as vulnerable as any other plane to destruction of it's airfield.
FLUFF: Amongst the most advanced of the 5th Generation fighter craft, the CF-500 Super Arrow, named in honor of the legendary Avro Arrow, the CF-500 is big, fast, tough, and smart. If you're an arrow pilot and our not an ace, the only excuse is that the rest of your flight hogged all the kills. Armed with 6 long range AIM-152 AAAM, the Super Arrow can take out enemy aircraft before they even know it's coming, and if it ever DOES get into a pinch, all it has to do is hit the afterburners and go off rocketing at hypersonic speeds to make a getaway, although a few of them have been known to use it simply to close in on retreating enemy aircraft before letting loose a pair of AAAMs for the kill.

Littlebird
"Going inn-ohh-eee"
Tier: 2
BUILT: Airfield
COST: 800$
PROS: Nap-Of-Earth mode lets units drop out without the helicopter pausing and going through a lengthly descent, instead lowering while en-route and dropping infantry, then moving out instantly. Cheap, fast Transport capable of carrying 6.
CONS: Unarmed, fairly fragile for a CEF air unit, Infantry are exposed and the benches are liable to fall off at extreme damage, lame name.
FLUFF: While most forces went back to high-altitude drops from large aircraft given the scale of the wars waged in modern times, General Wong sees the value of being able to drop a small number of infantry somewhere no one expected, then have them run deep operations or simply sit around in a building taking pot-shots at passing enemies, which is a surprisingly and frustratingly effective approach.

Chinook
"How's ye getting boy"
Tier: 2
BUILT: Airfield
COST: 900$
PROS: Fast, Tough, Carries plenty of infantry and can use Ammo Drop to supply a tempoary fire rate boost to allies in the field.
CONS: Lightly armed, not really much use once AA is up.
FLUFF: Another unit replaced by the American forces, the Chinook still sees use as a transport in the CEF, and can transport men and munitions across the battlefield, Ammo is simply shoved out the back with parachutes or droped with the net and chute to facilitate faster drops rather than risking the helicopter to a stray RPG.

This post has been edited by Serialkillerwhale: 7 Sep 2015, 18:08


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Serialkillerwhal...
post 9 Apr 2014, 19:56
Post #2


Orcinius Genocidalus
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Credit to MARS for the faction Symbol.

And yes, I did make the antitank infantry of the CEF Heavy Weapon Guy

Gameplay is meant to be "Base Crawling".

Build your defensive line, set up support structures behind it, and beat the enemy back, before advancing, redeploying, building more defenses, more support structures, and doing it all over again.

This often involves taking down old buildings to make cash for the new ones, and building near the battlefield.

On the downside, the CEF barely has anything worth considering a scout beyond sending an Arrow II to the area, and those are priced well above the expendable range.

This post has been edited by Serialkillerwhale: 31 May 2014, 14:21


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MARS
post 10 Apr 2014, 6:48
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Pretty nice presentation so far. Looking forward to the rest of their 'tech tree' smile.gif
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8igDaddy8lake
post 11 Apr 2014, 2:20
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They could have a system like the Air Force Command from RA2 for deploying aircraft - VTOL planes that quickly take off and land.
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X1Destroy
post 11 Apr 2014, 7:06
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Guardsman
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Armageddon is here..............



I like it.

Much better than the old version smile.gif


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Serialkillerwhal...
post 11 Apr 2014, 15:03
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Orcinius Genocidalus
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QUOTE (8igDaddy8lake @ 10 Apr 2014, 18:20) *
They could have a system like the Air Force Command from RA2 for deploying aircraft - VTOL planes that quickly take off and land.

VTOL is a ECA thing, Canadian planes are generally traditional ones.


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Serialkillerwhal...
post 31 May 2014, 14:22
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Orcinius Genocidalus
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Well, I added the Heavy Supply Truck, Construction Crane LAV III and Blizzard AA

Thoughts?


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Karpet
post 31 May 2014, 18:35
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Very much liking what I see.

I guess the lore reason for airplanes losing weaponry at 50% health would be that they get rid of their armaments to prevent them from cooking off?


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Serialkillerwhal...
post 1 Jun 2014, 7:57
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QUOTE (Karpet @ 31 May 2014, 10:35) *
Very much liking what I see.

I guess the lore reason for airplanes losing weaponry at 50% health would be that they get rid of their armaments to prevent them from cooking off?

no, 50 percent health would be basically "Critical Damage" at which point half the plane is burning and a wing's been sheered off.


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HMS Warspite
post 1 Jun 2014, 8:11
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Hello, Admire-ral!



I'd like to see a fan-made mod for this. mindfuck.gif

Anyway, slower than Russia, but akin to the ECA, can be supplementary to ECA, the USA or even Russia. gun8.gif 8llaniflip.gif ani8(1).gif

Final verdict: Not a bad attempt at a fan-made faction. I8.gif

This post has been edited by Bergzak: 1 Jun 2014, 8:13
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Serialkillerwhal...
post 1 Jun 2014, 8:43
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You haven't even seen the fancy stuff yet XD


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Admiral*Alex
post 1 Jun 2014, 14:44
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Love this keep up the good work though i know they're a deploy style faction but what are their base defenses?


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Serialkillerwhal...
post 1 Jun 2014, 16:25
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Not all that different from the originals (Ie. a modernized Casemate gun emplacement and a CIWS Gun) with the fact that everything comes with an additional machine gun to deal with infantry and I'm intending to add something like RA2 Yuri's Tank bunker to capitalize on all the deploying units.


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Admiral*Alex
post 1 Jun 2014, 17:29
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QUOTE (Serialkillerwhale @ 1 Jun 2014, 11:25) *
Not all that different from the originals (Ie. a modernized Casemate gun emplacement and a CIWS Gun) with the fact that everything comes with an additional machine gun to deal with infantry and I'm intending to add something like RA2 Yuri's Tank bunker to capitalize on all the deploying units.


This is just my opinion but you could make the CIWS gun the ability to shoot at infantry instead of an extra machine gun
thought how would a tank bunker work because I was invenizeing the tanks would lower them self to the ground (basically the treads hide under the chassis of the tank)


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Serialkillerwhal...
post 1 Jun 2014, 20:14
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It's just a big pile of dirt, which comes in normal (For most units) and Large (For the "Heavy tank" size units) and lardass (For the Guardian Tank), with a pile of ammo behind it and to the right.

Do not ask how a crane can pile up dirt.

This post has been edited by Serialkillerwhale: 1 Jun 2014, 20:14


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ComradeCrimson
post 2 Jun 2014, 6:15
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If you need idea's, and if you manage to get someone to actually make this- I'll gladly voice some units if you want, if you want an authentic Canadian and ROTR voice actor to lend a hand.


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Serialkillerwhal...
post 2 Jun 2014, 15:58
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Added the Buffalo (Renamed Wolverine).

It's basically a ground-based boarding pod.


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Admiral*Alex
post 2 Jun 2014, 21:23
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QUOTE (Serialkillerwhale @ 2 Jun 2014, 10:58) *
Added the Buffalo (Renamed Wolverine).

It's basically a ground-based boarding pod.


I like except that two men seems a little light I feel it should be like 4-5, though that is my opinion


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Serialkillerwhal...
post 2 Jun 2014, 22:45
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Given THIS is the original inspiration

2 is already pushing it XD


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Admiral*Alex
post 3 Jun 2014, 19:58
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QUOTE (Serialkillerwhale @ 2 Jun 2014, 17:45) *
Given THIS is the original inspiration

2 is already pushing it XD



That's cure ,never mind about the amount of troops. Love the originally


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Serialkillerwhal...
post 24 Jun 2014, 14:41
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Whelp, I've added the Tier 1 Artillery unit, the HIMARS, and with it the intended point of canadian artillery, a Barrage of fire that doesn't just do serious damage, but also cripples any heavier units under it's fire.


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Admiral*Alex
post 24 Jun 2014, 16:39
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QUOTE (Serialkillerwhale @ 24 Jun 2014, 9:41) *
Whelp, I've added the Tier 1 Artillery unit, the HIMARS, and with it the intended point of canadian artillery, a Barrage of fire that doesn't just do serious damage, but also cripples any heavier units under it's fire.


From the lore it sounds like your adding the M270 as the tier 2 artillery, my question is are you?


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Serialkillerwhal...
post 25 Jun 2014, 1:58
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No, as MARS said, it's a pretty overused unit, so I've been avoiding it. There's a larger more massive piece of work called the "Warlus" (Which is basically a overlord-sized truck with 24 rockets to the M270's 12).


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Serialkillerwhal...
post 29 Aug 2014, 11:53
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To be honest, I got in writers block when it was time to add a Heavy Tank, because I had two ideas in mind (A more agile "Line-breaker" and this).

It was either give them to different generals (Which would mean thinking up more units) or simply putting one of my brainchild in the trash can.

Oh well, here's a reference to a prototype unit from Vanilla Generals.

This post has been edited by Serialkillerwhale: 29 Aug 2014, 11:53


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Serialkillerwhal...
post 4 Oct 2014, 3:06
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Seems I've lost everyone's interest.

Whelp, time to throw in probably the single most "OP" concept I've made.

An "Insta-gib" ability mounted on a heavy tank.

Also, with the additon, I'd like to announce the 3 generals.

Faction Specialist: Field Engineering General Markus Kane: Specializes in classic CEF base crawling and deployed units, Access to the Crane, Mastodon, Larger Tank scrapes and Overtime general's power.
Powerhouse: Armored Assault General James Scott: Specializes in Steamrolling. Access to the Mobile Repair Station, Titan Tank, Rapid Redployment Upgrade, and Killbox general's power.
Subversive: Air Support General Joesph Wong: Specializes in combined arms and airpower. Access to the Targeting Drone, Support Airfield, MH6 Little Bird, and Strike Bomber general's power.

This post has been edited by Serialkillerwhale: 20 Apr 2015, 21:05


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