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Cyborg Commando
Moderators: SuperJoe
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri Oct 07, 2011 12:37 pm    Post subject:  Cyborg Commando Reply with quote  Mark this post and the followings unread

With the addition of the Cyborg Annihilator I've been thinking of possibly adjusting the Cyborg Commando a bit, since they both share similar role (extremely powerful anti-everything unit with BuildLimit=1). If you've read the TS manual it says the Cyborg Commando is armed with a powerful chaingun and a flamethrower. Basically I would make the unit bit weaker, but raise the build limit up to 5. Here's list of some of the changes I was thinking:

Cost=1500
Speed=3 ; To make their role bit more into anti-base, since units could out run and avoid them. Nod lacks heavy hitters that can attack a base head on.
Primary=ChainGun ; Used against units and buildings
Secondary=Flamer ; Used against infantry (Armor=none)
BuildLimit=5

I am hoping these changes would even out Nod cyborgs a bit. You'd have the regular cyborgs for anti-inf, reapers for anti-tank, cyborg commando for anti-base, and annihilator as the powerful anti-everything unit. Of course the unit's name should be changed too, any ideas here would be welcome. Or should the Cyborg Commando just remain as it is?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Oct 07, 2011 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm liking it. Not sticking to the original is sometimes good. Very Happy

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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