RimtechCZ Posted April 28, 2015 Report Share Posted April 28, 2015 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.. 0 Quote Link to comment Share on other sites More sharing options...
AndrewGOLD Posted May 3, 2015 Report Share Posted May 3, 2015 This is not bad. You should consider Tratos as a mutant leader, being an unique unit with special abilities: controlling tiberium lifeforms or other cool stuff. 0 Quote Link to comment Share on other sites More sharing options...
delta Posted May 5, 2015 Report Share Posted May 5, 2015 Why don't we put McNeil and Chandra into the game? They're always running around in the Tiberian Sun cutscenes doing the action hero thing 1 Quote Link to comment Share on other sites More sharing options...
AndrewGOLD Posted May 14, 2015 Report Share Posted May 14, 2015 (edited) OK, imagine that McNeil was added. What would he do? Like character, everyone will want him. Like bot, he would just mess up arround. Conclusion: ADD KANE!!! Edited May 14, 2015 by AndrewGOLD 0 Quote Link to comment Share on other sites More sharing options...
AndrewGOLD Posted May 15, 2015 Report Share Posted May 15, 2015 Why don't we put McNeil and Chandra into the game? They're always running around in the Tiberian Sun cutscenes doing the action hero thing They can be used in CO-OP maps, but only there. 0 Quote Link to comment Share on other sites More sharing options...
delta Posted May 19, 2015 Report Share Posted May 19, 2015 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 0 Quote Link to comment Share on other sites More sharing options...
OWA Posted May 20, 2015 Report Share Posted May 20, 2015 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. 0 Quote Link to comment Share on other sites More sharing options...
DeviousDave Posted May 21, 2015 Report Share Posted May 21, 2015 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. 0 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted May 22, 2015 Report Share Posted May 22, 2015 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. 1 Quote Link to comment Share on other sites More sharing options...
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