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"Flame's Tongue" Flame Tank
Moderators: Holy_Master
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Jun 09, 2009 1:31 pm    Post subject:  "Flame's Tongue" Flame Tank Reply with quote  Mark this post and the followings unread

Name: Flame's Tongue
Faction: Nod
Type : Anti infantry/Building
Weapon : Twin Flame Thrower
Abilities : Burrow abilities / Special Armor VS Artillery unit



since subterranean unit doesnt work well with shp [it's work but look worst IMO] i try to find many idea for this unit, i want Nod unit in ROS have something about "underground" thing, after i think for long time finally i found some idea it'll look very basic and not the new thing but it work very well.

Nod Flame's Tongue mainly design to attack enemy structure and infantry unit. but i work well to vs some kind of vehicle too. it equip heavy armor and can take many damage to enemy fire [specialize artillery unit] however their attack range is very short but don't worry their speed isn't too slow, other than that if Flame's Tongue are in trouble it can Burrow to hide it self in underground and repair it self together until your reinforcement or weaker enemy pass in your way.

with Burrow abilities that allow you try many tactic to your opposite like setting zone of trap for example.



Deploy/Dig animation


Current Status [can be change for better balance]
HP = 200 [Steel]
Speed = 6
Damage = 3
Cost = 900
Need = Factory , Radar
Abilities = Burrow [unit will cloaking and repair itself ]

Last edited by Holy_Master on Mon Oct 03, 2011 5:23 am; edited 3 times in total

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Tue Jun 09, 2009 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very good job on the design, In the past I have found it very difficult to design a similar unit to the devils tongue.

I find the entire devil tongue/subterranean APC concept rediculous, its just not possible to travel quick enough underground to offer any tactical advantage, even if it is in a scifi rts.

In your design, the tracks are wider than the grinders so it will get stuck in the first foot of dirt.

The design is perfect for a flame tank however, possibly using a turret instead of sponson mounted flamers.

Texture wise, it is alittle too close to the cnc3 flame tank, I though your older ROS units varied differently from the cnc3 art packs. Especially the nod logo.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jun 09, 2009 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why do I think that 1 well-placed shell or C4 will detonate the whole tank #Tongue

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Jun 09, 2009 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

because i not design any new logo at all. sometime i don't want to spent to spent so much time on the work that i'm not adept. and i take some texture from c&c3 too however 70% of texture on unit i still paint it by self.

Quote:
Why do I think that 1 well-placed shell or C4 will detonate the whole tank #Tongue


no that fuel tank creation from uber super heavy incredible material. #Tongue [just kidding]

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Tue Jun 09, 2009 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The design is good, but I think I found a potentional flaw: you say it can stay underground; could that be for ever? If so, and short game is turned off (meaning you have to destroy every unit), the nod player can turn the game into a stalemate by just burying a flame tank underground.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Jun 09, 2009 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

EMP Wink

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Jun 09, 2009 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

truefeel wrote:
The design is good, but I think I found a potentional flaw: you say it can stay underground; could that be for ever? If so, and short game is turned off (meaning you have to destroy every unit), the nod player can turn the game into a stalemate by just burying a flame tank underground.


burrow mode is only "building" with cloak abilities, if opposite player have some detector unit it still possible to find their locate and destroy it. i think it even more easier than finding stealth tank.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jun 09, 2009 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't like this unit. The renders look alright, but when I saw the ingame screenshot, I couldn't tell whether it was a GDI or a Nod unit. That huge, unprotected barrel full of highly combustible petroleum pretty much nullifies the purpose of "heavy armour".

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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Jun 09, 2009 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

well how about this?


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freedom fighter
General


Joined: 14 May 2009

PostPosted: Tue Jun 09, 2009 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Much better than the first imo Smile

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Tue Jun 09, 2009 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

burrow mode is only "building" with cloak abilities, if opposite player have some detector unit it still possible to find their locate and destroy it. i think it even more easier than finding stealth tank.
Post


Has the building an image or it just invisible? That would still make it fairly difficult to find it. I suggest you leave a small part of the flame tank (maybe the petroleum barrel?) "on the ground" (stealthed of course).

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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Jun 09, 2009 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread


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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Tue Jun 09, 2009 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Point taken; I think nobody knew actually that those holes were digged-in flame tanks :p.

And oh yeh: I personally liked the version with the raised petroleum barrel. It ressembled more like a scorpion and imo fits nod better (and especially b/c the flame tank in tib wars also had its fuel cilinders raised). Just my opinion though.

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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Jun 09, 2009 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Point taken; I think nobody knew actually that those holes were digged-in flame tanks


they will know when eva say "cloak unit detected!"

the barrel will rise only when it fire [yeah it have attack animation! ] and lower to chassis level while it stand still or moving.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Tue Jun 09, 2009 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

possible for you to make a better flame animation? the flames look pixelated..

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Tue Jun 09, 2009 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'm worst for effect making. - -"

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Tue Jun 09, 2009 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread


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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Jun 09, 2009 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hardon for the murder?

Anyway, an interesting design. I kinda dislike the huge "SHOOT ME" fuel tank, but whatever.

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Saref
Rocket Cyborg


Joined: 26 Nov 2008
Location: Earth

PostPosted: Tue Jun 09, 2009 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Please. Remove this red fuel tank. This looks like it says "Shoot me!".

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blubb
General


Joined: 31 Jul 2005

PostPosted: Tue Jun 09, 2009 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you have read the development description you've probably realized that HM has made armor around the fuel tank........dear god

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Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Wed Jun 10, 2009 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

wow holy master thats the best flame tank in existance- look at other's and prove me wrong Very Happy You all should be happy that its staying true to the cnc world- looks beautiful- the burrowing concept sounds awesome too!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jun 10, 2009 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Frankie. Razz

Excellent work Holy_Master, as usual, are you planning on getting a 32 facing hack implemented any time soon to prevent the units looking unusual whilst turning? I've found your shore problem by the way

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Jun 10, 2009 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

blubb wrote:
you've probably realized that HM has made armor around the fuel tank

Doesn't look armored. And at any rate, having ANYTHING sticking out from a vehicle, is a suicide.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jun 10, 2009 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure there is a 32 facing hack for YR. IIRC, Hyper said so.

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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Wed Jun 10, 2009 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

i have no idea how to tell people "hey i'm flame tank" without place some thing like gas tank around it chassis.

i can design the tank look more protection but if i don't have unit description it still look like Flame Tank ?

in ROS i try to design unit that people look and know immediately what it using for, even sacrifice some realism.


when i play TS at first i don't even know Devil's Tongue use Flame Thrower as weapon.

or even TD flame tank have 2 bigger gas tank on it back.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Wed Jun 10, 2009 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow. So this thing is like them Zergs from Starcarft and the japanese Tankbuster,eh? Very good idea Smile

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ra3killer
Vehicle Drone


Joined: 12 Jun 2009
Location: Temple Prime Near Sarajevo Yellow Zone

PostPosted: Fri Jun 12, 2009 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice Work

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Fri Jun 12, 2009 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Holy_Master wrote:
i have no idea how to tell people "hey i'm flame tank" without place some thing like gas tank around it chassis.

i can design the tank look more protection but if i don't have unit description it still look like Flame Tank ?

in ROS i try to design unit that people look and know immediately what it using for, even sacrifice some realism.


when i play TS at first i don't even know Devil's Tongue use Flame Thrower as weapon.

or even TD flame tank have 2 bigger gas tank on it back.


It looks good enough. I don't give a nipple about the exposed fuel barrel. Westwood did not do that in CNC1 and EA did that neither in CNC3. The exposed barrel is part of the nod flame tank. Good job! the only remark is that I find, and that's just my opinion, the tracks too brown for nod. I suggest to darken them.

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Renegangsta
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Joined: 02 Aug 2007
Location: meh

PostPosted: Fri Jun 12, 2009 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

truefeel wrote:
the tracks too brown for nod. I suggest to darken them.
It digs into dirt. black to brown dark dirt

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Sat Jun 13, 2009 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegangsta wrote:
truefeel wrote:
the tracks too brown for nod. I suggest to darken them.
It digs into dirt. black to brown dark dirt


Then the tracks would show pieces of dirt, and not completely be brown but here it's obvious the real colour is brownish/ bronze-like. Notice the difference between the tracks and the drills.

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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sat Jun 13, 2009 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

no truefeel....

Renegangsta was right i paint it with brown color because i want it look like dirt color on it tread. for render you can't see any dirt in it tread but don't forgot i make this model mainly use as shp, in game will tell everything what ever render look like. i can add some dirt detail on the model but it'll be no point if it display same detail in Shp form. Smile

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truefeel
Rocket Cyborg


Joined: 02 May 2006

PostPosted: Sat Jun 13, 2009 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then I would suggest make it a little bit darker. The track color looks very much like the brownish color of GDI.

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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sat Jun 13, 2009 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

the last version you saw is darker and look different from GDI color already at least ingame.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Jun 13, 2009 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

This why we listen to Holy Master.

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