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Looking for Infantry Special Abillitys
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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Aug 20, 2011 3:32 pm    Post subject:  Looking for Infantry Special Abillitys
Subject description: Any suggestions?
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Once again I am reworking the abillitys for the infantry an TWA and once again I runnig out of ideas :/

Any suggestions what I could give to these infantry units:
(please note that it should enhace the unit and give them more use, not totally ruin the whole counter system (like giving rak troopers a powerfull anti infantry weapon)).

Nod Infantry: Currently got flashbangs that reduce range and speed for enemy infantry, but due the slow throwing speed and their low health, they might be dead before the grandes have any impact on the fight. I am not even sure if stunning the enemy has much use - after all, Black Hands are way better for this job anyway.
Idea: Maybe make them able to stun infantry inside structures, thus giving them more use in city fights.

Black Hands: No idea

Tib Trooper: No idea

Enlightend: Currently slightly better EMP than Awakend, but is there a point in having 2 similiar units with similiar abillitys?

Reaper: Intendet to have a web launcher, but that requires new models & effects. And the basic Nod infantry allready has flash bangs to stun enemys, so do we really need a second abbillity for that purpose?

GDI Rak Trooper: Their old weapon switch was useless, so they need something new.
But what? GDI allready has EMP grenades and APCs can lay mines, so thats a no go.
And I dislike another weapon switche becasue it usually just changes the ratio between reload time and damage without adding anything new to the unit.
Some kind of demolition charge or maybe spawn a drone that can deteced stealthed units for a short amount of time?

GDI Grenade Soldiers: They got the emp greanade upgrade, allowing them to either use either normal or emp grenades. Still, they are pretty boring and useless... Maybe some kind of demolition charge they can attach to vehicles? Or sometihng to make them more viable when fighting in the city?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 21, 2011 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wanted to suggest moving the Hallucination grenades of the Confessors to the Black Hand (with a small change so they only effect enemies and not allies), but that would be a bit useless as they already torch all infantry they find #Tongue

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun Aug 21, 2011 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

True, black hands can just kill any soldier, no need to give them an anti infantry abillitys #Tongue

And the confessor gas allready got another use in TWA - its a side effect from tiberium troopers. The gas doenst do much damage against infantry, but totally confuses them. Razz


And I think I am going with a scout drone for the gdi missile soldiers - detects stealth (and maybe increases range), but has only a limted lifetime.

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