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SWR Productions Forum _ News Forum _ ShockWave Update: For the Cause!

Posted by: The_Hunter 22 Feb 2016, 15:08

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.
http://shockwave.swr-productions.com/images/Screenshots/Screenshot08.jpg http://shockwave.swr-productions.com/images/Screenshots/Screenshot09.jpg


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.
http://www.twitch.tv/pauljongejans


http://goo.gl/ktNP95


http://shockwave.swr-productions.com/ http://forums.swr-productions.com/index.php?showforum=20 http://www.moddb.com/mods/cc-shockwave https://www.facebook.com/pages/Generals-ShockWave/606003576193655 https://www.youtube.com/channel/UCvJeeOZsZN_NG42LAGO8aXA http://www.twitch.tv/pauljongejans

Posted by: Lobo Solitario 22 Feb 2016, 15:34

Looks like Kassad got a birthday present smile.gif

Do these have similar resistances to the AT gun, or are they more vulnerable to anti-infantry weapons?

Posted by: GDIZOCOM 22 Feb 2016, 15:49

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)

Posted by: The_Hunter 22 Feb 2016, 15:54

QUOTE (Lobo Solitario @ 22 Feb 2016, 15:34) *
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.

Posted by: Angel 22 Feb 2016, 16:35

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.

Posted by: Generalcamo 22 Feb 2016, 18:11

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.

Posted by: Angel 22 Feb 2016, 20:49

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.

Posted by: Spejjarn 24 Feb 2016, 13:33

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).

Posted by: Damfoos 24 Feb 2016, 18:14

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.

Posted by: Angel 26 Feb 2016, 9:12

Don't forget to forbid him to shoot inside bus and other units

Posted by: Rafinius 27 Feb 2016, 23:23

QUOTE (The_Hunter @ 22 Feb 2016, 16:08) *
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?

Posted by: SoraZ 28 Feb 2016, 1:02

QUOTE (Rafinius @ 27 Feb 2016, 23:23) *
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.

Posted by: Generalcamo 28 Feb 2016, 1:20

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.

Posted by: Rafinius 28 Feb 2016, 15:45

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.

Posted by: Zeke 29 Feb 2016, 3:29

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.

Posted by: MrThirsty247 29 Feb 2016, 18:11

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 tongue.gif

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