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Vulture Gunship
Moderators: freedom fighter
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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Mar 03, 2013 5:33 pm    Post subject:  Vulture Gunship
Subject description: "Gunship all checked out."
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Type: Heavy gunship
Armament: x2 M275 30mm gatling cannon, 120mm Machinecannon
Armour Class: Heavy
Speed: Fast
Cost: $2000
Purpose: Close air support
Requires:  Airforce Command HQ, Technology Center, Gunship Runway
Strong against: Massed units, Light structures
Weak against: Aircrafts, Anti-Air

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Additional Info
- gains Armour bonus on veteran
- gains Speed bonus on veteran
- gains Firepower bonus on elite
- gains ROF bonus on elite
- gains Self-repair on elite
- gains DU rounds on elite, increasing firepower
- large ammo supply, does not need to reload
- can be upgraded with AA missiles (Aeronautic Branch exclusive)

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Tracing its roots back to the Vietnam Conflict, the Vulture Gunship is the latest in the line of formidable close-in air support gunships. Heavily armoured yet graceful, the Vulture attacks in an orbiting fashion around the target, bombarding it with machine gun fire and artillery strikes. Its M275 30mm gatling cannons and 120mm Machinecannon combination is capable of destroying groups of units quickly. Even the toughest structures will collapse under sustained fire. While capable of resisting heavy anti-air fire, sustained fire will eventually shoot it down. Aircrafts with anti-air capability can also shoot it down, though this can be countered by equipping it with AA missile hardpoints for self defence. Its expensive costs, numerous prerequisites and limited access makes this beast a rather uncommon sight on the battlefield.

credit: Rocky

Trivia: Slightly based off the AC-170 Spectre II from Rise of the Reds.

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Last edited by freedom fighter on Tue Nov 26, 2013 7:32 am; edited 2 times in total

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freedom fighter
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Joined: 14 May 2009

PostPosted: Sun Apr 28, 2013 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated voxel.

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Apr 28, 2013 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like this voxel.

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Sun Apr 28, 2013 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

so how does it function in-game ? the same as hornets ?

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freedom fighter
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Joined: 14 May 2009

PostPosted: Sun Apr 28, 2013 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope. Normal Harrier behaviour with FlyBy=yes, high Speed= and very low ROT=, with large MinimumRange=, rapid ROF= and OmniFire=yes on weapon.

This results in the gunship flying in a wide circle and keeping a distance from the target when attacking. Of course it doesn't really fly in a circle and shoot from the left side only. I also use SlowdownDistance=0 to make it unlandable.

And it only has one weapon. Animation warheads and the Next= tag are nice features Smile

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Sun Apr 28, 2013 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Smart Very Happy

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri May 03, 2013 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm guessing the Gunship Runway is the building where it docks? And that building uses Mig's Runway Design?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jun 07, 2013 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Noticed some issues already

1. animation warhead damage does not give unit exp
2. self healing aircrafttypes have a 1 hp crashing bug
3. build limits on aircrafttypes are buggy

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freedom fighter
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Joined: 14 May 2009

PostPosted: Tue Jun 11, 2013 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

1. The animation warhead is used on the cannon. Its real weapon is it's gatling guns, which are already strong enough to cut down most targets.

2. Hmm, gotta look into it.

3. I've seen no bugs. They work like how BuildLimit is supposed to. What is the bug anyways?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Oct 10, 2013 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

freedom fighter wrote:
What is the bug anyways?


When you have all Dock Locations Filled up you can't build anymore aircraft even if they don't have the need to dock there.

For example... Airforce Command (4 Docks) & Runway (4 Docks) so you built 4 Jets & 4 Vultures. You sold the Runway and built a new Airforce Command. You'll still won't be able to build more Jets since the Vultures are owning those 4 Docks.

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freedom fighter
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Joined: 14 May 2009

PostPosted: Tue Nov 19, 2013 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update: Vultures are now airport bound in order to receive repairs. They still don't use ammo, thus can still fly and attack indefinitely.

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