Posted: Thu Mar 19, 2009 3:19 am Post subject:
Red Alert 3 Uprising
Subject description: and Me
I've played alto of uprising lately; the four mini (they really mean mini) campaigns, Commanders Challenge, and some skirmish. I've gotten to know the Uprising units (11) pretty well, and how they behave. They will also have a place in this mod.
Empire
Archer Maiden*: This is basically the anti-air infantry EA forgot to put in the first time. It has a bow, it shoots it. Besides using a weapon thats a few centuries obsolete, she'll have a nice little role to play.
Steel Ronin***: Basically this thing is like a mini King Oni. From what I can tell, its suppose to make up for the tsunami being so weak. So this is the Japanese Heavy Tank equivilant, except, it has a giant spear.
The Giga Fortress******. This giant boat came with an amaziing amount of weapons, and could take on any foe. It then can transform into a giant head with a lazer beam in it's mouth. It's a very annoying unit to face, and can basically raep any opponent. However, as of right now I don't think there is going to be a navy in the mod. So I'm gonna make the Giga Fortress an actual fortess: A Land based defensive structure, that might-if I feel like it-transform into a giant head. Unlike Uprising it will have a build limit of 1. It's also going to take forever to build. A long time in the War Factory, and then the nanocore will take a long time to deploy.
Soviets
Mortar Cycle*
The Mortar cycle is a fun little unit, albeit a bit powerful. It's cheap, fast, can clear garrisons, and also use a long ranged mortar attack. Uprising units were obviously meant to be very Over Powered, as they wanted to give the player a feeling of power. However, I'm gonna tone this guy down a bit so he's more inline with what he should be. I'll take away his Molotovs and only let him use the Mortar so he'll suck against everything but buildings.
Desolator***
In Commander's Challenge, the actually made a bioshock reference! They had a desolator walking around followed by a scaled downed Yurkio. It took me forever to figure it out. Anyways, in Uprising he's really powerful. Basically he's just a toxin thrower who kills lots of infantry.
Reaper****
The Reaper is like a sickle that uses grenade launchers instead. It sucks against moving targets, but other than it's pretty good (it can hit air too). Instead of jumping like the sickle, it plummels down and destroys anything beneath it, but it breaks it's legs and becomes a turret. I have no idea how to code it, so it's just gonna be like a tick tank.
Grinder Tank*
Fast tank that grinds things. 'Nuff said
Allies-THe allies units overall are really WTF overpowered
CryoLegionaire-First off, I have no idea how to recreate the freezing, secondly I don't know how to make him jump. This guy will not be in.
Pacifier***-Extremely powerful artillery that hovers and has chain guns. IN Uprising, this thing kills anything in 2 shots. However, I'll make it a bit more fair
Future Tank***-Another WTF OP unit. But the flaw is with it's stats, not it's design. So with some basic nerfing he'll be alright (but is nerfing the word? I remaking it from scrath).
Harbringer*****-Imagine the Spectre Gunship. Now imagine alot of them. And they don't go away ever. This is the finaly WTF OP unit, and I'm either gonna make it a support power unit, or try to balance it somehow.
Which reminds me, all uprising units must be purchased via Generals points. I'm gonna go back through my post and put stars on what level they'll be pruchasable at. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Mar 19, 2009 3:12 pm Post subject:
Re: Red Alert 3 Uprising
Heh, knew you'd be adding some of these eventually.
I am surprised you find the Mortar Cycle overpowered, its really the lamest and most vulnerable unit added.
It has most vehicle vulnerabilities (shrink, emp, anti-tank weapons) awhile being incredibly vulnerable to anti-infantry (PKer, Natasha, etc)
And the whole concept of a hit and run unit in RA3 was just foolhardy. You do you have a hit and run unit when there are weapons that cannot ever miss, like Vindicator bombs, tank shells, anti-tank rockets? Because you cannot dodge shots, a "drive-by" is just a fancy term for suicide.
If you add this guy in his full glory to your mod, could you atleast make him capable of avoiding gunfire?
edit-
Change the Desolator description: UNSTOPPABLE GOD OF DEATH.
It may be the most powerful unit added to uprising in terms of strength, its seriously like the Kirov Airship of infantry. Shrugs off most anti-infantry weapons and if you use the splattershot right, one Desolator can defeat 3-4 Riptides solo. :3 _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
The mortar cycle is very weak in terms of health, but I have been able to use to great ;evels of success. They are probable more of a support unit, and I use them to flank and take out buildings while a few of my "sacrificial" units distract the great horde of units that the ai builds (poor ai). To be honest, I haven't really used the desolator alot. From the little bit of use that I have had with him, he's good at killing infantry by himself, and in numbers can take down vehicles. Although I don't remember ever having one die on me....
But that is Uprising and this is Invasion Confirmed. The units will still be fun to use and plently powerful, but they just won't be the God-like units you send into the enemies base to instantly win the game. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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