ShockWave Update: For the Cause! |
ShockWave Update: For the Cause! |
22 Feb 2016, 15:08
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#1
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
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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22 Feb 2016, 15:34
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#2
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Group: Members Posts: 193 Joined: 28 April 2012 From: Spain Member No.: 9093 |
Looks like Kassad got a birthday present
Do these have similar resistances to the AT gun, or are they more vulnerable to anti-infantry weapons? |
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22 Feb 2016, 15:49
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#3
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Level 17.4 Group: Members Posts: 763 Joined: 12 June 2009 Member No.: 131 Immaturity Incarnate |
New infantry, always neat.
The third guy to the right seems to have a bag poking downwards though it seems, I guess the rounds need more bag space (safety's never a concern anyway) -------------------- |
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22 Feb 2016, 15:54
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#4
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
Do these have similar resistances to the AT gun, or are they more vulnerable to anti-infantry weapons? They are more like regular AT infantry in that regard but do have about 60% more hit points. Additionally they are also much cheaper than AT guns and most importantly much more easy to use. -------------------- |
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22 Feb 2016, 16:35
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#5
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Group: Members Posts: 85 Joined: 27 January 2010 From: Russia Member No.: 713 |
Nice, but antitank cannon seems more originally, but it was hard to use it. Also, I'm not sure it's need to allow to build it only after palace. I'm not sure this infantry will be realy need after palace.
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22 Feb 2016, 18:11
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#6
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That person Group: Project Leader Posts: 1425 Joined: 20 September 2009 From: Cyberspace Member No.: 417 C&C ShockWave Co-Leader |
Considering it is a very mobile unit that outranges MDvees and ignores countermeasures, it is worth it. Consider you can load them up in a Technical, or the Toxin General's Scorpion, and you will see why it is worth the tech.
The AT gun was similar, but much harder to use and was very niche as a result. Now however you may actually consider using these guys. This post has been edited by Generalcamo: 22 Feb 2016, 18:12 |
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22 Feb 2016, 20:49
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#7
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Group: Members Posts: 85 Joined: 27 January 2010 From: Russia Member No.: 713 |
I meen I enjoy antitank cannon on view, just as model I like it more, than this new infantry, but cause it was need to do something with this unit to make it more usefull, but I don't think now it have become so usefull to allow to build it after palace. Cause it's need to test.
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24 Feb 2016, 13:33
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#8
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Group: Donator Posts: 227 Joined: 22 August 2012 From: Russian-occupied ECA member-state Member No.: 9277 |
Awesome unit! This unit is better in all matters: better for gameplay and more realistic. Also nice to have infantry version of full-salvaged Technical (at least I think it's an RR it's armed with).
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24 Feb 2016, 18:14
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#9
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"Ha! I could do this with my eyes closed!" Group: Tester Posts: 271 Joined: 14 October 2014 From: Russia Member No.: 10686 Russian translator |
It is a bit different form fully salvaged ROTR Techical's weapon: it does not hit instantly, the shell has to travel from gun to target first. But yeah, it is almost the same thing.
This post has been edited by Damfoos: 24 Feb 2016, 18:14 -------------------- ROTR 1.86 RUS | ShockWave 1.2 RUS | Operation:Firestorm RUS ROTR VK Fan Group => ROTR.VK <= Группа ROTR ВКонтакте |
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26 Feb 2016, 9:12
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#10
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Group: Members Posts: 85 Joined: 27 January 2010 From: Russia Member No.: 713 |
Don't forget to forbid him to shoot inside bus and other units
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27 Feb 2016, 23:23
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#11
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Group: Members Posts: 11 Joined: 27 February 2016 Member No.: 12628 |
can be transported in transports that do not have fireports, making ambush attacks more viable with infantry. Does that mean that he can't fire out of fireports (completely understandable) or that he can't even enter any transports that normally have fireports (weird and unintuitive)? If it is the latter I assume that that is an imperfect workaround due to modding limitations and not a deliberate decision, right? |
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28 Feb 2016, 1:02
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#12
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
Does that mean that he can't fire out of fireports (completely understandable) or that he can't even enter any transports that normally have fireports (weird and unintuitive)? If it is the latter I assume that that is an imperfect workaround due to modding limitations and not a deliberate decision, right? It's the latter, for the reasons you correctly assesed. Also it's the same for several units in ROTR. |
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28 Feb 2016, 1:20
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#13
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That person Group: Project Leader Posts: 1425 Joined: 20 September 2009 From: Cyberspace Member No.: 417 C&C ShockWave Co-Leader |
If this unit was able to fire out of fireports, it could go into battlebusses and turn them into tank-killers that are unbeatable by everything on the ground. "Cost effective" wouldn't begin to describe them.
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28 Feb 2016, 15:45
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#14
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Group: Members Posts: 11 Joined: 27 February 2016 Member No.: 12628 |
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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29 Feb 2016, 3:29
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#15
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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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29 Feb 2016, 18:11
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#16
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Shockwave & ROTR Fan Group: Members Posts: 156 Joined: 10 May 2015 From: Philippines Member No.: 11315 DavidNeump |
QUOTE Hello everyone. Today we want to show you something many people have been waiting for, but perhaps did not realize it: Trust me, I needed it. Super work guys, I really struggled with that unit for a looooooooong time This post has been edited by MrThirsty247: 29 Feb 2016, 18:11 -------------------- |
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Lo-Fi Version | Time is now: 14 June 2024 - 14:28 |