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 Forum index » Other Projects » Pre-Alpha Projects » Colony Wars » The Syndicate » Structures
Cobra Cannon
Moderators: Atomic_Noodles
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Aug 28, 2017 5:18 am    Post subject:   Cobra Cannon
Subject description: Hail Cobra!
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*Credits to BysC for GFX

Cobra Cannon
Affiliation: Chaos Cell
Role: Heavy Ground Defense
Primary: Twin Dissintegrator Cannon (12)
Secondary: Homunculus-Class Sprayer Cannon (12)
Hitpoints: 900
Strong: Ground Units
Weak: Siege Units and Air Units
Cost: 2000
Power: -125
Armor: Reinforced Construction
Requirements: Syndicate Construction Yard,Academy and Cabal Archives
Additional Info:
- Minimum Range: 3
- Explodes on Destruction
- Can mutate killed human infantry into visceroids.
- Replaces the Psychic Beacon for the Chaos Cell

To help the Chaos Cell in defending their most vital of bases they can construct the Cobra Cannon. A Monolithic Statue armed with Dissintegrator Cannons against Inorganic Targets and a Long-Range Tiberium Sprayer which lets the Chaos Cell cause chaos within incoming infantry formations by mutating them into visceroids on death. All this firepower does come at a price of it consuming much more power compared to the Psychic Beacon and suffers from a minimum range similar to other Artillery Defenses.
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NucleiSplitter
Chem Warrior


Joined: 28 Oct 2016
Location: Metro Manila, Philippines

PostPosted: Mon Aug 28, 2017 11:55 am    Post subject: Reply with quote

The Capsules could be less green (Bio reactor liquid color)

It's just way too much green IMO, try shading the green, giving it more depth and detail, use a custom palette or something Confused
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Aug 28, 2017 12:43 pm    Post subject: Reply with quote

It's using processed tiberium inside the capsules that are meant to glow brightly... to make it more noticable in darkened maps as well. And it is using a custom palette which have the capsules pulsating though just not shown as this wasn't a GIF.
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deathreaperz
Commander


Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Mon Aug 28, 2017 12:55 pm    Post subject: Reply with quote

That lighting on the cylinder is kinda something, but kudos BySc!
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Aug 28, 2017 2:41 pm    Post subject: Reply with quote

It looks like this roughly in-game when the capsules are glowing.


tibsnek_towr.gif
 Description:
No Siege Weapon on Snek.
 Filesize:  23.23 KB
 Viewed:  496 Time(s)

tibsnek_towr.gif



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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Aug 28, 2017 3:10 pm    Post subject: Reply with quote

Looks great.
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PussyPus
Cyborg Commando


Joined: 14 Jul 2015
Location: The Arab Country, Time Travel?

PostPosted: Mon Aug 28, 2017 7:44 pm    Post subject: Reply with quote

Just a question, when your mod started? and why it's still not released?, i thought this mod was even older than 2009.
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NucleiSplitter
Chem Warrior


Joined: 28 Oct 2016
Location: Metro Manila, Philippines

PostPosted: Tue Aug 29, 2017 3:42 am    Post subject: Reply with quote

Theres an old beta in the Homepage of PPM (https://ppmsite.com), but it's outdated, because it's an OLD BETA, it includes the Hooded Yuri and old stuff, same as that Blow-up Doll-esque mouthed Yuri Head Laughing
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deathreaperz
Commander


Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Tue Aug 29, 2017 6:06 am    Post subject: Reply with quote

Oh, it's animated. Okay, then, Good Job.
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