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Another way to drop mines in TS... from the air
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Team Black
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Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Jan 12, 2008 11:46 pm    Post subject:  Another way to drop mines in TS... from the air Reply with quote  Mark this post and the followings unread

On my test map, I have no enemies, so any launched hunter seekers will just sit still. Today I made a carryall for no reason, and carried it around


Then I had a random idea
If HunterSeeker was speed=0 and didn't fly, a creative person could make a pretty cool bomb or something for their mod this way..
Or use the paradrop logic and actually drop it as a parabomb, though that might be unbalanced, since you can't shoot it parachutes out of the sky like in RA2

I probably won't do anything with this idea, but I figured it was worth sharing anyways..

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Sat Jan 12, 2008 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, when you drop it though, how will it explode and attack its target with a Speed of 0?

Also when randomly created, dont they have there mission to what building they want to attack?

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Sun Jan 13, 2008 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

So your saying if you made it into a unit, you can possibly use it as a suicide weapon to act like parabomb... interesting..reminds me of HL2 camera drones dropping those cute little hopping mines. ^__^

(I did this, create an infantry that explodes into toxic gas) I lowered the coefficient to a reasonable number..however with a large group it can be devastating. So, with the sub apc, you essentially have a drilling chem-bomb. ignited by its destruction upon surfacing, however destroying the APC does not always get results intended..sometimes there is no explosion at all..the best way is to deploy it immediately allowing the payload to move around the base and to spread the damage.

Of course you can use a carryall to do this..but it has a higher chance of not making its target..while the only counters sub units have are pavement, EMP and detection...rather than a whole arsenal that uses projectiles with AA=yes.

back to the HS.

but..the only thing i can see working is it having a high collateral damage as it is killed..but it would need to be fast to hound its target before getting killed at a distance.

Its easy to create alot of them..using dummy structures with Freeunit=.

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Team Black
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Joined: 25 Sep 2006
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PostPosted: Sun Jan 13, 2008 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, the freeunit thing might be best...
if it doesn't work using an actual hunter seeker, it'll probably be fine just making it like a building proximity mine building (like the tut), except that it's a vehicle with Speed=0, and cloaked of course..

A vehicle with speed=0 and Turret=yes can attack any unit in range from any direction without any problem..

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 13, 2008 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

but what's the advantage of a vehicle type mine compared to a building type mine?
As a vehicle it would still make this cell impassable for other units.

Even if it could be a bit off topic, i found out that you can also carry a reaper while it is playing the death anim.
You can carry the "dead" reaper to another place where it then dies on and spawns tiberium there too.
Since the reaper has only a quite short deathanim, it's easier if you raise MaxDeathCounter to 128 or 256.

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Team Black
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PostPosted: Sun Jan 13, 2008 3:18 am    Post subject: Reply with quote  Mark this post and the followings unread

ZOMG borked reaper & core defender carryall rush!!1 Laughing



Quote:
ut what's the advantage of a vehicle type mine compared to a building type mine?

Well a vehicle can be carried and dropped anywhere via carryall, which would be a pretty cool and effective way to do it..

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