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Noire Leblanc

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    Noire_Leblanc
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    Soviet Canuckistan

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  1. Removing higher tier units when destroyed is, of course, the obvious (I'd suggest c-tanks and Tanya, against TTs and Volkov.) But this just feels like the cheap way out; I like the idea of using the Tech Center as a secondary superweapon building of sorts, granting the Soviets perhaps a parabomb or AI paratrooper flare, and the Allies their GPS as suggested above, and possibly a similar helicopter drop of a few AI rifle soldiers. Yeah yeah the Chinook is Soviet, that doesn't stop Allied helicopter reinforcements every other minute in the Red Alert campaign. The reinforcements might be troublesome to deal with, if they're called in to help cover C4ing a building or a flare; I think the highly visible support flare (like the green smoke from Soviet 1 Lesson in Blood) and the time delay before paratroopers arrive works against this by making it incredibly obvious to the other team where you're attacking.
  2. I'm pretty sure I've mentioned before that I think dogs would work best as a passive base defense, somewhat comparable to the Gap Generator; have a Kennel in the base somewhere that spawns dogs periodically to roam around the base, destroy the Kennel(s) to prevent dogs respawning. Maybe have the dogs put an indicator (like the arrows over cloaked units near an MSA in IA,) over the heads of nearby (15-20m from a dog, maybe?) spies, or even just any nearby Allied infantry unit, to encourage people working *with* the dogs to defend the base. Preferably, the dogs would still be vulnerable to full-sized weapons, but for their anti-infiltrator role, having them be resistant to handguns (and thus, Spy, Thief, Engineer and Tanya) might be a good idea. Though I must also admit, GeneralCamo's purchaseable buddy dog is also a good idea.
  3. I think the suggestions above regarding player controlled dogs would be suited to, perhaps, making a somewhat tougher one as a playable Chitzkoi. We've already got Volkov, why not Dogkov? The kennel on the other hand could be another of the area-defenses, in a similar role to the Gap Generator; spawns a dog patrol periodically (if the existing one is dead.) AI dogs that can sniff out Phase Tanks (barking at them) and Spies (biting them) as well as harassing attempts to rush into a Soviet base with Tanya or Engies. Such AI dogs should probably be fairly weak, able to be downed in a few good pistol hits or even a single good rifle burst; the idea is for them to overwhelm single intruders, not pose a serious threat to an infantry rush. At best against a determined incursion they should be a hint as to what building Tanya's about to demolish, not a wall that requires the Allies to smash the Kennel first. AI dogs should of course be an interactable as well: press E to pet doggo.
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