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Ice

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Everything posted by Ice

  1. Cost: 800 Health: 250 Armour: Heavy Speed: Fast (14.6m/s) Weapon: Anti-Tank Mine (x5) Range: N/A Cargo: 1+Driver Role: Defence & Area-Denial Description: The Sd.Kfz. 306 Minenleger ('Minelayer') is the Allies’ standard vehicle for laying mines. Capable of laying five Tellermine 43 anti-tank mines before needing to restock at a Service Depot, it is capable of leaving a nasty surprise for enemy armour. A well-placed minefield can decimate a Soviet armour column or completely deny vehicular access to certain routes.
  2. Cost: Health: Armour: Speed: Weapon: 155mm Howitzer Range: Cargo: Driver Only Role: Siege Description:
  3. <Image Here> Cost: Health: Armour: Speed: Weapon: 105mm Cannon Range: Cargo: Driver Only Role: Anti-Tank & Anti-Structure Description:
  4. Ice

    APC

    Cost: Health: Armour: Speed: Weapon: M2HB Heavy Machine Gun Range: Cargo: Driver + 5 Passengers Role: Transport Description:
  5. <Image Here> Cost: 700 Health: Armour: Speed: Weapon: 75mm Cannon Range: Cargo: Driver Only Role: Description:
  6. Ice

    Ranger

    <Image Here> Cost: 600 Health: Armour: Speed: Weapon: M60 Machine Gun Range: Cargo: Driver Only Role: Reconnaissance & Anti-Infantry Description:
  7. <Image Here> Cost: Health: Armour: Speed: Weapon: Horn Range: N/A Cargo: Driver Only Role: Resource Collection Description:
  8. <Image Here> Cost: Health: Armour: Speed: Weapon: Horn Range: N/A Cargo: Driver + 5 Passengers Role: Transport Description:
  9. Ice

    Tanya

    Cost: 1200 Health: 150 Armour: None Speed: Fast (7m/s) Primary Weapon: Colt M1911 Secondary Weapon: C4 (x2) Range: 70m/3m Role: Anti-Infantry & Demolitions Description: A professional “volunteer”, Tanya Adams has lent her services as a mercenary to the Allied cause, and has proven time and time again that a war can be won with just a bit of brain. Her Colt M1911 .45 pistol will shred through enemy infantry, though she lacks anti-vehicle weaponry. She carries two blocks of C4 which, when both placed on a building’s weakpoint, can destroy the entire structure instantly.
  10. Cost: 950 Health: 70 Armour: Flak Speed: Fast (7m/s) Primary Weapon: Socket Wrench Secondary Weapon: Beretta M951 Range: 10m/60m Role: Vehicle Repairs Description: The Mechanic is a specialist whose primary purpose is to perform field repairs on Allied vehicles so that they can stay in the fight for longer periods of time without having to return to base to repair. His specialized tools and skills allow him to perform repairs both inside and outside of a vehicle, although repairing from the inside is slower due to the fact that his efforts are split between operating the vehicle and repairing it. For self-defence, he wields a basic Beretta M951 pistol.
  11. Ice

    Thief

    Cost: 500 Health: 80 Armour: None Speed: Fast (7m/s) Primary Weapon: Suppressed M951 Secondary Weapon: Binoculars, Fast Fingers Range: 60m Role: Financial Sabotage Description: The mysterious Allied Thief has one job: To financially cripple the enemy. His all-black uniform makes him hard to spot in the shadows, and his lightweight kit allows him to move both quickly and quietly, although he is also very vulnerable. As a skilled infiltrator, he has a keen eye for booby traps, allowing him to spot nearby enemy mines, although he has no means of disposing of them himself. However, if a thief manages to get into the enemy base, he can steal money from enemy ore silos and refineries by interacting with the Master Control Terminal. The money he steals is taken right out of enemy players' pockets and then redistributed between himself and his teammates. His only means of self-defence is a suppressed Beretta M951, so always avoid enemy confrontations.
  12. Ice

    Spy

    Cost: 500 Health: 60 (armoured)/80 (unarmoured) Armour: Same as Disguised Unit Speed: Same as Disguised Unit Primary Weapon: Suppressed M951 Secondary Weapon: Fake Weapon/Binoculars Range: 60m Role: Deception, Sabotage, & Information Gathering (Interact with an enemy Master Control Terminal and see what happens) Description: The Spy is a support unit that relies on deception. This highly skilled British operative can disguise himself as a number of enemy infantry units and interact with Soviet buildings in a way that conventional forces cannot. By infiltrating enemy buildings, he can provide his team with a variety of benefits ranging from information to sabotage. His primary weapon, which is typically a captured Soviet weapon loaded with blanks, is there simply to fool the enemy. He does, however, carry a suppressed Beretta M951 in case he’s found out.
  13. Cost: 500 Health: 90 Armour: None Speed: Slow (6m/s) Primary Weapon: Lee-Enfield Sniper Rifle Secondary Weapon: Binoculars Range: 300m Role: Anti-Infantry, Reconnaissance Description: A member of the British Commandos, the Allied Sniper is a specialty unit, wielding a scoped Lee-Enfield bolt-action rifle. This rifle, while slow to fire, is very powerful and accurate, making it ideal for picking off enemy infantry at long range. Most infantry, with few exceptions, can be killed with as little as two shots to the centre of mass, or a single shot to the head, as long as you can skillfully lead your targets and compensate for bullet drop. Be wary of enemy vehicles, as this rifle is ineffective against them. In addition to his weapon, the Sniper also carries binoculars which he can use to scout distant areas and mark points of interest for his comrades. Keep in mind that, as a sniper, your kit is very light and offers very little protection. You’ll need to keep your distance and stay hidden as much as possible in order to avoid getting killed; be especially wary of enemy ambushes at close range, and the well-aimed shots of enemy snipers.
  14. Ice

    Medic

    Cost: 750 Health: 100 Armour: Flak Speed: Fast (7m/s) Primary Weapon: First Aid Kit Secondary Weapon: MP5, Armour Cache Range: 60m/10m Role: Healing Teammates, Close-Quarters Anti-Infantry Description: Another support unit, the Medic carries a first aid kit which can be used to quickly heal injured teammates. It should be noted that the healing effect only restores health and will not repair any armour, however, he is able to deploy an armour cache which reduces incoming damage to teammates' armour in a small radius around it. The Medic also carries the new MP5 submachine gun to protect himself and his patients; Traditionally, medics don’t carry or use weapons in accordance with the Geneva Conventions, but since the Soviets have been completely disregarding such things, it was necessary for medics to be armed. Despite its lower range and accuracy compared to a rifle, the MP5’s high rate of fire and compact size makes it an excellent weapon in close combat.
  15. Cost: 500 Health: 50 Armour: EOD Speed: Average (6.5m/s) Primary Weapon: M951 Secondary Weapon: Repair Tool/Golden Wrench/C4 (x1)/Shovel (x5) Range: 60m/3m/3m/3m/10m Role: Structural Repair, Demolitions, Mine-Clearing Description: The Engineer is a multi-function support unit who can perform various utility tasks both in the base and out in the field. In addition to the standard repair tool, he also carries his lucky 'golden wrench' which can repair large amounts of building damage almost instantaneously. However, the golden wrench can’t be refilled (only repurchased), so it's best to only use it in emergencies. He also carries a block of C4 which can heavily damage enemy structures if placed on a weakpoint. Additionally, he is a trained minesweeper who will spot and mark enemy landmines, and can dispose of them with his shovel. Like the Technician, the Engineer is armed with a Beretta M951 for self-defence.
  16. Cost: 400 Health: 50 Armour: Flak Speed: Slow (6m/s) Primary Weapon: M72 LAW Secondary Weapon: FIM-43 Redeye SAM/M951 Range: 110m/170m/60m Role: Anti-Tank & Anti-Air Description: Wielding the M72 LAW, a state-of-the-art lightweight anti-tank weapon, the Rocket Soldier is the Allies’ anti-armour infantry unit. Best used to punch through Soviet tanks, enemy structures are also a viable target for this unit. To repel enemy aircraft, the Rocket Soldier can switch to a FIM-43 Redeye SAM, a brand new class of personal AA weapon which fires a high-velocity anti-aircraft missile. He also carries an M951 pistol for close-range self-defence.
  17. Cost: 300 Health: 80 Armour: Flak Speed: Slow (6m/s) Primary Weapon: M60 LMG Secondary Weapon: Binoculars Range: 105m Role: Anti-Infantry/Light Vehicle, Reconnaissance & Designation Description: The Allied Captain carries an M60 Light Machine Gun. His weapon, although heavy, has long range and a high rate of fire, meaning you can outshoot just about any other infantry on the field (aside from a Sniper). The Captain, being a tactician, also is equipped with a pair of binoculars, allowing him to gather detailed reconnaissance data, designate objectives and effectively command the troops under him. As a hardened Reichswehr veteran with valuable combat experience, this German soldier has greater survivability in the field than most other troops, but due to the weight of his weapon, his speed is a bit slower.
  18. Cost: 200 Health: 70 Armour: Flak Speed: Fast (7m/s) Primary Weapon: Remington 870 Secondary Weapon: N/A Range: 60m Role: Anti-Infantry/Light Vehicles/MCT's Description: The Allied Sergeant wields a Remington 870 shotgun. This allows him to excel at close quarters combat against infantry, and can even do appreciable damage to lightly armoured vehicles. In addition, he does bonus damage to enemy MCT's, making him ideal for base raids.
  19. Cost: Free Health: 50 Armour: None Speed: Average (6.5m/s) Primary Weapon: Repair Tool Secondary Weapon: Beretta M951 Range: 3m/60m Role: Structural Repairs, Running in Terror Additional Information: Able to repair buildings, with a repair bonus at the Master Control Terminal (MCT) of each building, and is able to capture Oil Derricks via the structure's Capture Terminal Description: An expert in the technological field, the Technician maintains the sensitive equipment in buildings. Utilising the sophisticated device that is the Repair Tool, he is responsible for the structural integrity of all of our buildings. In perilous situations and self-defence, he is also armed with a Beretta M951 pistol. Be warned, though, as Technicians are very vulnerable, so it's usually best to simply flee from danger.
  20. Cost: Free Health: 50 Armour: Flak Speed: Average (6.5m/s) Primary Weapon: M16 Secondary Weapon: N/A Range: 90m Role: General Purpose Description: Your starting unit, this is the basic rifleman of the Allied divisions. Armed with the M16 assault rifle, a state-of-the-art lightweight weapon, he is capable of accurate and deadly fire. The M16, which only very recently came into service, is the direct competitor to the AK-47 wielded by Soviet Rifle Soldiers, and has two firing modes; primary fire is fully-automatic and alternate fire is a three-round burst. The Rifle Soldier can function in almost every role, however, being well-rounded means he does not excel at anything and is a fairly weak unit.
  21. Currently it doesn't carry passengers, although this wasn't always the case. Originally it could carry three passengers in accordance with the vision of being a jack-of-all-trades middle ground between its more specialized Allied counterparts (the Ranger & APC), but unfortunately during testing it became apparent that this made the unit too powerful for its tier/price when combined with its other characteristics, so the current iteration of the unit is more akin to a 'heavy Ranger' rather than a 'light APC'. But fret not, the unit is still a blast to drive! It zips across the battlefield at a speed that no other Soviet ground unit can match, which makes it their best choice for ground scouting and harassment, and its powerful DShK machine gun gives it a firepower very reminiscent of the APC, making it perfect for punching holes in enemy aircraft or hunting down enemy infantry. While slightly bulkier and a bit slower than the Ranger, it's also a bit more durable which in combination with its firepower makes the unit more fitting of the Soviets' 'big & strong but slow' playstyle compared to the Soviet Ranger, which was merely a direct copy-paste of the Allied one and always seemed kinda at odds with the rest of the Soviet arsenal.
  22. Yes, it's quite capable of this. Practically all sources specifically place RA1 in the early 1950's. Even RA2 (which itself explicitly takes place in the early 1970's and 20 years after RA1) confirms this.
  23. It's also important to remember that it's an alternate universe, so things aren't gonna be the same as in our world. In the case of the artillery, there are simply too many visual differences with the WW model for it to be an actual M107/M110, and it's better to embrace these differences as a product of the alternate timeline, rather than going the rather unimaginative route of simply copying something from our world. The goal is to look like the in-game sprite first and foremost, and augmenting that with whatever details we can get from other sources. (For what it's worth, I agree that the Remastered artillery is... weird in several ways, which is why relatively few details were taken from it lol)
  24. I think if the Spy Plane and Spy Satellite were to be implemented into the game, the easiest way to initially balance them might be to simply have them function identically; Say, every five minutes, the plane/satellite does one "flyover/orbit" and reveals all units (except underground units for obvious reasons) on some kind of minimap for one minute, and this cycle could continue automatically until the Tech Centre is destroyed. (I know the Spy Plane was tied to the Airfield, but for balance reasons I think these two abilities should be tied to equivalent buildings between factions).
  25. Renegade was, at best, only loosely based on TD but with an entirely inferior different art style, and featured a ton of technologies and weapons/units which were never (visibly) present in TD. Personally I consider Renegade to be akin to a children's cartoon portrayal of the First Tiberium War. Ground Zero, on the other hand, is going to follow TD much more closely, both in style and in weapon/unit composition. In addition, the gameplay is also going to be entirely different; In contrast with Renegade's extremely arcadey gameplay, Ground Zero is going in the complete opposite direction, with the goal of ultimately becoming the closest thing to a MilSim or tactical shooter ever made on the W3D engine.
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