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TSR - Idea for Tech buildings


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Mutant Mercenary outpost - mutants have regeneration in tiberium and have fast movment speed but no have armor they are vulnerable on energy,flame weapons railgun,plasma,ion,laser they are very

variable and very good at attacking and sneaking capture this building will unlock - Mutant Rebels,Mutant Vehicle Hunter,Mutant Sergie

 

Mutant Rebel

Role - Rebels are good variable infantry they have chance with TibUzi spawn vilocedroid after kill enemy they are friends only with mutants

Weapons - TibUzi,4x Anti Vehicle c4

Cost - 400

*Tiberium regeneration

*Very fast movement

*Creates small freinds

-No have armor

-Flame weapons vulnerable

-No have anything good vs buildings

 

Mutant Vehicle Hunter

Role - Anti vehicle unit have bigger splash damage like arty but smaller they are good vs group of units or rushes

Weapons HEBTRL Launcher - High explosive blue tiberium rocket launcher

Cost - 750

*Tiberium regeneration

*Large splash damage

*Very fast movement

-No have armor

-Flame weapons vulnerable

-Air units

 

Mutant Sergie

Role - Sergie have mortar launcher he have two types of ammo one done good damage vs buildings and one are support they have EMP Ammo disable enemy vehicles/cyborgs they function is very like artillery.

Weapons - Mortar launcher

Cost - 1000

*Tiberium regeneration

*Disable enemy vehicles for short time allyes can easily destroy them

-No have armor

-Flame weapons vulnerable

 

Engineer Lab

this building will unlocks decent new weapons,ammo

 

GDI -

Titan - unlock altfire EMP shell (but have bigger load time)

MLRS - gain upgraded missiles with damage upgrade and velocity

 

NOD -

Ticks - have minigun

Stealth tanks - unlock tiberium missiles

 

 

Sorry for my english..

 

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  • 2 weeks later...

Michael McNeil:

M16 Mk. II - Standard issue GDI assault rifle, loaded with ionized ammunition to give the commander an edge in firefights

Metal spike - Any Nod infantry foolish enough to get within melee range of McNeil can be impaled with this trusty weapon

Plasma grenade - McNeil hates to lose. As a last resort, he can activate this device to destroy everything around him within a large radius

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Michael McNeil:

M16 Mk. II - Standard issue GDI assault rifle, loaded with ionized ammunition to give the commander an edge in firefights

Metal spike - Any Nod infantry foolish enough to get within melee range of McNeil can be impaled with this trusty weapon

Plasma grenade - McNeil hates to lose. As a last resort, he can activate this device to destroy everything around him within a large radius

 

Pretty interesting, although Plasma is a Nod technology. I'd be tempted to suggest a Sonic, Mini Firestorm or Ion grenade instead. :)

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Michael McNeil:

M16 Mk. II - Standard issue GDI assault rifle, loaded with ionized ammunition to give the commander an edge in firefights

Metal spike - Any Nod infantry foolish enough to get within melee range of McNeil can be impaled with this trusty weapon

Plasma grenade - McNeil hates to lose. As a last resort, he can activate this device to destroy everything around him within a large radius

 

Pretty interesting, although Plasma is a Nod technology. I'd be tempted to suggest a Sonic, Mini Firestorm or Ion grenade instead. :)

 

 

Stolen plasma grenade could work, makes him even more of a bad ass as he's turning NODs own kit against them.

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How about I raise all of you with some Tech Buildings that were ACTUALLY in TS!

 

Tech Armoury:

The team that captures has the ability to enter it and gain a FREE veteran status!

 

Tech Hospital:

The team that captures it has innate healing!

 

As for your other ideas:

 

Mutant Mercenary Outpost: Not really possible, though you may see some of these units in crates.

Engineer Lab: Too Overpowered. Besides, this kind-of conflicts with our plans for Vehicle Veterancy.

 

 

..Seriously though. We have been considering ideas for Tech Buildings. We just haven't been focusing on them yet.

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