Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 5:15 pm
All times are UTC + 0
"Blinder" Mobile Jammer
Moderators: freedom fighter
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Aug 06, 2017 11:17 am    Post subject:  "Blinder" Mobile Jammer
Subject description: Tier 3 support unit
Reply with quote  Mark this post and the followings unread


"Prepare for signal distortion."


Equipment: Signal Jammer, Early Warning Radar
Armor: Medium
Speed: Moderate
Cost: $1200
Purpose: Weapon immobilizer, Anti-air, Anti-radar
Requires: Motorpool, Arsenal

The Blinder is the Warriors' premier electronic fighting vehicle and arguably their most valued piece of salvaged tech. It is capable of disabling the weapon systems of vehicles, cyborgs, and defenses from long range and can shutdown radar installations when within a certain range of one, effectively blinding the enemy commander. It can also deploy to function as a jamming station and targeting radar, reshrouding an area around itself from prying eyes and providing better target acquisition for nearby anti-air artillery, allowing them to fire more accurately, dealing more damage as a result. Take note that while it is decently armored, it lacks any offensive weapons and thus requires protection from combat capable units. It is also unable to disable enemy weapons when deployed.

Notes:
-This unit is unique to the Warriors Of Tratos subfaction
-Cannot affect unarmed units
-Radar jamming range of 10
-Reshrouds an area around it while deployed (range 5)
-While deployed, all enemy aircraft that come within range will have their armor reduced by 50%
-30% more resistant against missile weapons
-Can detect stealth
-Original voxel by KALAPS S8

_________________
The future belongs to The Forgotten!

Last edited by freedom fighter on Sun Mar 25, 2018 8:50 am; edited 2 times in total

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Aug 06, 2017 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks good. I think the radar jamming would have to be significantly higher to be of use though. A range of 10 means you're already in their base. #Tongue

Back to top
View user's profile Send private message Send e-mail
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Aug 06, 2017 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

How are you reducing aircraft armor? Attach effect doesn't work on aircraft & AFAIK that's the only thing that can do that.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Aug 06, 2017 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works. The only AttachEffect that really can't affect Aircraft or Jumpjet Units is Speed.

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Aug 06, 2017 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, good to know.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 15, 2017 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

no clue if possible, but how about making all enemy homing missiles inaccurate or not working at all in the area?

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
freedom fighter
General


Joined: 14 May 2009

PostPosted: Wed Aug 16, 2017 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

You can code the warhead to affect missile-armed units only via custom armor and have AttachEffect reduce or nullify their firepower. In fact I'm thinking of giving the Blinder and other similar jammer units custom armor that makes them more resistant to missiles, handwaved by passive ECM jamming. I don't think its possible to fully replicate Zero Hour's ECM Tank though.

The Blinder here is meant to be a stand-in for a tier 3 anti-air which the Warriors lack (they do have at least one anti-air capable unit per tier but none are of course as good as dedicated anti-air units).

_________________
The future belongs to The Forgotten!

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1817s ][ Queries: 11 (0.0077s) ][ Debug on ]