Posted: Fri Jul 16, 2010 10:03 am Post subject:
Hellfire MLRS
Cost: 850
Prerequisite: Warfactory, radar
Role: Medium range support (anti-armour)
Strengths: Long range
Weaknesses: Poor armor, slow speed, long reload time, can't fire at targets that are too close
As Nod is not able to challenge GDI vehicles in their armor or firepower, they rely on different ways to deal with this threat. Hellfire MLRS is designed to be the first unit to open fire in any combat situation, allowing it to deal the first blow. Alone they will deal only so much damage, but when used in numbers, they are able to pick off targets without fear of being hit themselves. They work best when used in combination with other units, allowing the Hellfire MLRS to stay in the back and keep picking off enemy units, while the other units provide protection for these fragile vehicles. They work wonders in defensive missions where they are backed up by the base defences and other units. They also work as makeshift artillery as they can outrange all base defences bar the Obelisk of Light. Last edited by SuperJoe on Thu May 02, 2013 6:21 pm; edited 3 times in total QUICK_EDIT
looks like you recolored the unused one _________________
Askhati wrote:
The Flying Circus carryall! See many vehicles crammed into one! See bewildered AA units go crazy! See the most expensive crash in the history of TS when the Flying Circus is shot down!
Zengar_Zombolt: This unit is a dedicated anti-armour unit though, I recall the Tiberian Dawn missile launcher being more of an anti-infantry thing. Also the Hellfire has even more range and very long reload time.
vladek515: Yep, if you look at the Nod Grinder you can see it's based on the unused Devil's Tongue too. The mod is mostly based on public assets that I've edited to fit in to the sides or my own edits of westwood assets. I'll soon include the original creator of each voxel / shp to these profiles so credit goes where its due. QUICK_EDIT
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