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United Federation and Rebel Combine strux :)
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Do you think these units are balanced? (Templated ones)
Yes
69%
 69%  [ 56 ]
No
11%
 11%  [ 9 ]
I don't care you are a sadisitic person to even come up with this crap
19%
 19%  [ 16 ]
Total Votes : 81

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kunjuro
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PostPosted: Wed Feb 18, 2009 4:09 am    Post subject: Reply with quote

Rebel Combine
Spitfire Meka
You must have Paid Days to use this item
(Advanced Unit)
Shields: 60 [+25%/T]
Armor:20
Controlled Speed: 3
Max Speed: 3

Vehicle Weapons
4 22 3
4 22 3

Combat Efficiency:900
Description: One of Rebel Combine's Premier Combat Meka, The Spitfire boasts an Impressive Shield Generator, Deadly Twin Energy Cannons and a self stabilizing system that allows this Unit to fire accurately while on the move making it ideal for marching fire and strafing runs.

Requirements:
Spitfire Meka requires 5000 ore.
Spitfire Meka requires 20 Command.
Mods required: Facenorth Gyro, Punisher Assault Cannon, Kite Shield Generator, Backflash Recharger



Stalwart Meka
You must have Paid Days to use this item
(Advanced Unit)
Shields: 40 [+50%/T]
Armor:30
Controlled Speed: 1
Max Speed: 4

Vehicle Weapons
4 16 2
4 16 2

Combat Efficiency:850
Description: Originally Intended to be a hit and run unit due to its fast speed, the Stalwart has nonetheless made its name throughout hundreds of battle due to its amazing shield regeneration that can shrug off weak to moderate fire and damage resistance that can soak up a lot of punishment. So commanders best take out this unit in one shot and not give it a chance to recover its shields.

*Stalwart Meka receives 3 less damage from enemy fire if it did not move last turn.

Requirements:
Stalwart Meka requires 4750 ore.
Spitfire Meka requires 19 Command.
Mods required: Sonic Powerplant, Backflash Recharger, Hyper-bat Recharger, Thunder Clap Recharger

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Last edited by kunjuro on Mon Mar 16, 2009 5:23 am; edited 9 times in total
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kunjuro
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PostPosted: Wed Feb 18, 2009 4:32 am    Post subject: Reply with quote

Added 2 more units and fixed the description of previous posts comments left are well appreciated Smile
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Golob
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PostPosted: Wed Feb 18, 2009 4:38 am    Post subject: Reply with quote

yeah! advanced strux for unpaids! wee!
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Aura_of_Darkness
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PostPosted: Wed Feb 18, 2009 4:43 am    Post subject: Reply with quote

Sure hate to be on the bad end of the stalwart and the spitfire, the shield regen's INSANE! A HT, coupled with fac bonuses, would be mad with that thing. Hope it holds up to a base.

Nice mekas, really like the suggestions.
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kunjuro
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PostPosted: Wed Feb 18, 2009 4:43 am    Post subject: Reply with quote

Edited and added the menacing words... "You must have Paid Days to use this item" >=)
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kunjuro
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PostPosted: Wed Feb 18, 2009 4:45 am    Post subject: Reply with quote

Weakened the shield Regen of the 2 mekas. thx for the opinion Aura Very Happy
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Tiny_Slayer
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PostPosted: Wed Feb 18, 2009 4:50 am    Post subject: Reply with quote

Are these Salvageable to user created factions - and if you was in /Defualt faction, would you be able to drop with a Computer controlled army ?
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Aura_of_Darkness
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PostPosted: Wed Feb 18, 2009 4:55 am    Post subject: Reply with quote

Hmm. Request these things like newbie stuff? Razz But these things have the [newbie] tag with them, right?
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kunjuro
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PostPosted: Wed Feb 18, 2009 4:57 am    Post subject: Reply with quote

Really lots of options haven't really thought about it slay but...

1st option - release a entirely new strux available to players out of these units (Big Big Update and least likely to happen - wish it did though >.<)

2nd option - No strux and has to be salvaged in order for players to use them. But maybe make it that most, if not all, of these units are 4s and maybe have random vars.

3rd option - Can't salvage and only AI-Controlled

But when these things duke it out I think there should be a AI controlling them (No players please, would be biased O_o)

Any other ideas feel free to spill them out here thanks

EDIT - I honestly believe that if ever you get to salvage them, There should be a newbie tag attached to them and if you fail salvage, only a small amount of ore should be given
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Tiny_Slayer
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PostPosted: Wed Feb 18, 2009 5:03 am    Post subject: Reply with quote

I would say that are EXTREMELY hard to salvage - so they can be as rare as BOMS and maybe carry rare mods.
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Aura_of_Darkness
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PostPosted: Wed Feb 18, 2009 5:04 am    Post subject: Reply with quote

Aura_of_Darkness wrote:
Hmm. Request these things like newbie stuff? Razz But these things have the [newbie] tag with them, right?


And you can only request them once a week, but you can only have a maximum of 5 sets at any given time, but still gain those units by buying and salvaging, like you can only have 1k cmd when unpaid from the 50cmd payout, but you can get more cmd from relics and other sources. Razz.
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garrow
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PostPosted: Wed Feb 18, 2009 7:50 am    Post subject: Reply with quote

nice tanks Very Happy
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Alec
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PostPosted: Wed Feb 18, 2009 9:17 pm    Post subject: Reply with quote

Shocked I think I'd piss my pants if those things came and picked on me. I LOVE IT. XD It would make for a really fun army fight on Hadeas, but I think because they are so overpowered, make them a random # of slots, rarely 4s, and give them a penalty to salvage. Past that, I love them, they sound great!
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Renaisance
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PostPosted: Wed Feb 18, 2009 10:43 pm    Post subject: Reply with quote

@kun - here's what I/xian have made for the thread, but none of them is templated or anything, Razz

Simples -10% chance to salvage, add 10% for inter, and 20% for adv. Support buildings are -40%. Turrets get 20% off salvage rate.

Some of them aren't the final work yet especially the UF ones, so you need to do the tweaking. Feel free to edit them kunnie and make them into new units. I simply lost the steam to work. XD

Rebel Combine Interceptor Tank [Simple]

Description: The Rebel Combine needed a high mobility unit that was capable of doing damage and could rout retreating enemy troops, so from the RC Labs, they created this design using the basis of the bandit tanks. The design has been proven to be very efficient and accurate as compared to the Puma Light Scout and has replaced much of the Striker arnament that used to be the mainstay of the Rebel Combine military force.

*The Rebel Combine Interceptor Tank self-heals 2 armor per turn.
*The Rebel Combine Interceptor Tank recieves a small bonus to hit (1 Gunnery Level)

Combat Efficiency: 340

Stats
Shields: 5 [+40%/2 Shields/Turn]
Armor: 20
Controlled Speed: 6
Max Speed: 6

Weapons:
Missle 3 Range 5 Damage 15 Ammo
Missle 3 Range 5 Damage 15 Ammo

***
Rebel Combine Scythe Meka [Intermediate]

Description: Recently developed by Rebel Combine, the Scythe Meka is capable of destroying most of the United Federation's light tanks within a few shots. The Scythe is a balanced package of speed, protection and offense. The name refers to the 'Reaper', which was bestowed upon it by terrified United Federation tank crews.

*The Rebel Combine Scythe Meka recieves a small bonus to hit (1 Gunnery Level)
*The Rebel Combine Scythe Meka's base weapons do +3 damage against tanks.

Combat Efficiency: 500

Stats
Shields: 30 [+20%/6 Shields/Turn]
Armor: 20
Controlled Speed: 4
Max Speed: 4

Weapons:
Ballistic ATank 5 Range 8 Damage 10 Ammo
Ballistic ATank 5 Range 8 Damage 10 Ammo
Laser ATank 3 Range 10 Damage 2/2

***
Rebel Combine Strike Meka [Intermediate]

Description: Another new development by Rebel Combine, the Strike Meka has its roots in the old Whirlwind, a very popular meka back then. Engineers reduced the Whirlwind's mobility and revamped the entire meka itself, ending up with the Strike. Boasting a huge array of missle launchers, the Strike Meka is a capable light artillery unit, raining missles down on the battlefield with relative ease from the rear of any armored battalion.

*The Rebel Combine Strike Meka receives a large bonus to hit when stationary. (2 Gunnery Levels)
*The Rebel Combine Strike Meka is harder to hit. (1 Gunnery Level)

Combat Efficiency: 550

Stats:
Shields: 25 [+20%/5 Shields/Turn]
Armor: 20
Controlled Speed: 0
Max Speed: 4

Weapons:
Missle 5 Range 8 Damage 6 Ammo
Missle 5 Range 8 Damage 6 Ammo
Missle 5 Range 8 Damage 6 Ammo

***
Rebel Combine Garguantuan Meka [Advanced]
(You must have Paid Days to use this item)

Description: One of the newest designs to come off the Rebel Combine production line, the Garguantuan is a massive state of the art meka that packs a heavy punch and yet retain enough mobility to move. The massive powerplant comes at a cost of shielding. However, despite the small shield generator that it holds, the Garguantuan is still a force to be reckoned with and is designated a priority target by many United Federation field commanders. It's only drawback is its large frame, which makes it easier to hit.

*The Rebel Combine Garguantuan Meka self-heals 15 armor a turn.
*The Rebel Combine Garguantuan Meka takes 4 less damage per hit.
*The Rebel Combine Garguantuan Meka is easier to hit. (1 Gunnery Level)
*The Rebel Combine Garguantuan Meka has a -30% chance to salvage.

Combat Efficiency: 950

Stats
Shields: 25 [+25%/5 Shields/Turn]
Armor: 75
Controlled Speed: 1
Max Speed: 3

Weapons:
Ballistic 7 Range 8 Damage 15 Ammo
Ballistic 7 Range 8 Damage 15 Ammo
Missle 4 Range 10 Damage 12 Ammo
Missle 4 Range 10 Damage 12 Ammo

***
Rebel Combine Spectre Meka [Advanced]
(You must have Paid Days to use this item)

Description: Agile and sleek, the Spectre is a high speed powerhouse that is capable of destroying even the toughest of foes. Armed with multiple high tech missle launchers, a rail gun and a powerplant capable of crazy speeds, the Spectre is mainly deployed to harass convoys, and hamper assaults, allowing the main force to prepare for the oncoming fight. Referred to as Rebel Combine's Special Operations combat force, the Spectre is a deadly foe in any fire fight for their maneuverability and firepower.

*The Rebel Combine Spectre Meka is harder to hit. (1 Gunnery Level)
*The Rebel Combine Spectre Meka recieves a bonus to hit. (1 Gunnery Level)
*The Rebel Combine Spectre Meka has a -30% chance to salvage.

Combat Efficiency: 890

Stats
Shields: 40 [+25%/10 Shields/Turn]
Armor: 28
Controlled: 4
Max Speed: 5

Weapons:
Missle 4 Range 8 Damage 15 Ammo
Missle 4 Range 8 Damage 15 Ammo
Missle 4 Range 8 Damage 15 Ammo
Ballistic Rail 6 Range 15 Damage 8 Ammo

***
Rebel Combine Heavy Defensive Turret [Advanced]

Description: After reviewing the blueprints for the Heavy Turrets, the Rebel Combine lab engineers came up with this turret. The Heavy Defensive Turret is a modern fire system that incorporates all of the other turrets into one mean installation that is capable of dishing out a lot of damage. Gunners are briefed to destroy important components during emergencies.

*Rebel Combine Heavy Defensive Turret has a -15% chance to salvage.

Combat Efficiency: 1,000

Stats:
Shields: 150 [+30%/45 Shields/Turn]
Armor: 50
Power Generation: 0
Power Use: 11

Weapons:
Laser 6 Range 35 Damage 3/3
Ballistic 12 Range 15 Damage 900 Ammo

***
Rebel Combine Missle Storm Turret [Advanced]

Description: The Rebel Combine engineers, after seeing the long range devastation that could only be caused by the Sha'Kahr Defender itself, immediately reviewed the plans for the Heavy Missle Turret, and made many changes. The result of their hard work is an improved base defense system that is capable of firing a lot farther than its predecessor, at the cost of protection. Gunners are briefed to destroy important components during emergencies.

*Rebel Combine Heavy Missle Turret has a -15% chance to salvage.

Combat Efficiency: 1,100

Stats:
Shields: 80 [+40%/32 Shields/Turn]
Armor: 60
Power Generation: 0
Power Use: 10

Weapons:
Missle 8 Range 10 Damage 800 Ammo
Missle 8 Range 10 Damage 800 Ammo
Missle 8 Range 10 Damage 800 Ammo

***
Rebel Combine Communications Center [Advanced]

Description: Due to the need for continued radar coverage and for better communications among Rebel Combine forces in the frontlines, RC engineers devised a new communications system and then combined it with the technology extracted from the Tears of Sha'Kahr gem, creating a system that fufilled their needs and more. In order to prevent this advanced technology from falling into the hands of the United Federation troops, staffers are briefed in an emergency to destroy all important hardware in the building.

*Rebel Combine Communications Center provides a bonus to hit. (2 Gunnery Levels)
*Rebel Combine Communications Center has permanent Deep View.
*Rebel Combine Communications Center reveals cloaked units every 4 turns.
*Rebel Combine Communications Center has a - 40% chance to be salvaged.

Combat Efficiency: 2,500

Stats:
Shields: 240 [+20%/48 Shields/Turn]
Armor: 120
Power Generation: 0
Power Use: 25

Weapons:
None

***
Rebel Combine Power Generator [Advanced]

Description: Because of the Fusion Reactor's tendency to explode after being destroyed, the Rebel Combine started to experiment on alternative power sources. After several failed experiments that caused several casualities, the Rebel Combine finally settled on a non nuclear generating power source, that would have little to no effect on surrounding buildings when destroyed, and also generate enough power to operate their bases. In order to prevent this technology from falling into the hands of the United Federation troops, important components and hardware are removed or destroyed by fleeing Rebel Combine staff.

*Rebel Combine Power Generator has a innate 20% Phase Shielding.
*Rebel Combine Power Generator has a - 40% chance to be salvaged.

Combat Efficiency: 1,750

Stats:
Shields: 300 [+20%/60 Shields/Turn]
Armor: 150
Power Generation: 65
Power Use: 0

Weapons:
None.

***
United Federation Assault Scout [Simple]

Description: Seeing the need for a fast, heavily armed scout to compliment it's forces, the United Federation developed the Assault Scout. Taking an advanced hovertank chassis, it was decided to prioritize heavy shielding over armor, giving the Assault Scout the highest rated shields in its class. A small primary energy weapon is supplemented by a single light missile rack to support it's assaults. A heavy powerplant allows the Assault Scout greater speed and maneuverablity, but at the cost of stability, which was acceptable in its design conceptualization. While untested in the field, many commanders anxiously await its trial by fire.

*The United Federation Assault Scout receives a small dodge bonus (1 Gunnery Level)

Combat Efficiency: 290

Stats
Shields: 20 [+20%/4 Shields/Turn]
Armor: 5
Controlled Speed: 3
Max Speed: 6

Weapons:
Energy 3 Range 9 Damage 2/2
Missile 2 Range 5 Damage 12 Ammo

***
United Federation King Tiger Battle Tank [Intermediate]

Description: While the Jaguars and Panther Tanks of the United Federation served the military well, there were signs that both units were slowly starting to be outclassed by the newer generation Rebel Combine units. With that in mind, the United Federation engineers started work with one objective - create a new combat unit from scratch that could withstand the onslaught of Rebel Combine troops. Packing two heavy cannons and a missle rack, the King Tiger is a force to be reckoned with.

Combat Efficiency: 375

Stats:
Shields: 30 [+20%/6 Shields/Turn]
Armor: 30
Controlled Speed: 1
Max Speed: 3

Weapons:
Ballistic 5 Range 8 Damage 8 Ammo
Ballistic 5 Range 8 Damage 8 Ammo
Missle 3 Range 7 Damage 12 Ammo

***
United Federation Protector Meka [Intermediate]

Description: The Protector is fast becoming one of the most feared designs fielded by the United Federation. Designed as an all-purpose attack Meka, the Protector is equipped with a range of weapons to satisfy any battlefield conditions. An advanced powerplant provides the meka with impressive shields and reasonable combat speed, as well as mobility found in few other meka of its class. The pride of the United Federation, it has seen action on many worlds and performed admirably in every engagement.

Combat Efficiency: 380

Stats
Shields: 30 [+30%/9 Shields/Turn]
Armor: 15
Controlled Speed: 2
Max Speed: 4

Energy 3 Range 7 Damage 1/1
Energy 3 Range 7 Damage 1/1
Energy 3 Range 7 Damage 1/1
Missile 4 Range 7 Damage 12 Ammo

***
United Federation Imperator Main Battle Tank [Advanced]

Description: To address the King Tiger's shortcomings on the battlefield, such as the relatively low amount of ammo it carries, the United Federation designed a new combat unit.
Borrowing heavily from the Asp and Python Hovertanks, the Imperator is a fearsome foe, its mighty laser cannons capable of destroying or critically damaging enemy units.

Combat Efficiency: 475

Stats:
Shields: 40 [+20%/8 Shields/Turn]
Armor: 20
Controlled Speed: 1
Max Speed: 3

Weapons:
Laser 3 Range 25 Damage 3/3
Laser 3 Range 7 Damage 2/2
Laser 3 Range 7 Damage 2/2

***

United Federation Defender Meka [Advanced]

Description: Following the success of the Protector Meka, the United Federation began development of and upsized variant, called the Defender. Initally piloted only by its most skilled commanders and aces, the Defender soon proved its worth, holding ground where other mekas would have fallen, and advancing when other mekas would be forced to retreat. With twin shield generators, combined with a large powerplant, the Defender can withstand even concentrated fire from several other meka without falling, and be able to unleash a potent array of fire.

*The United Federation Defender recieves a small dodge bonus when moving at controlled speed or less (1 Gunnery Level)
*The United Federation Defender recieves a 10% shield recharge bonus when moving at controlled speed or less
*The United Federation Defender takes 3 less damage to armor per hit.
*The United Federation Defender Meka has a -25% chance to salvage.

Stats
Shields: 70 [+20%/14 shields per turn]
Armor: 40
Controlled Speed: 1
Max Speed: 3

Weapons
Ballistic 7 Range 12 Damage 12 Ammo
Ballistic 7 Range 12 Damage 12 Ammo
Energy 4 Range 15 Damage 2/2
Energy 4 Range 15 Damage 2/2

***
United Federation Doombringer Artillery [Advanced]

Description: After the repeated failures of the Death Whisper Artillery battalions, the United Federation engineers decided to create a artillery unit that was capable of achieving what the Death Whisper failed to do. After months of perseverance, the first Doombringer Artillery rolled off the United Federation production line. Armed with two high velocity ballistic cannons, the Doombringer is capable of shredding the toughest of bases.

*The United Federation Doombringer Artillery receives a large penalty to hit when moving.
(2 Gunnery Levels)
*The United Federation Doombringer Artillery receives a large bonus to hit when stationary.
(2 Gunnery Levels)
*The United Federation Doombringer Artillery is harder to hit when stationary. (1 Gunnery Level)
*The United Federation Doombringer Artillery does an additional 15 damage to buildings.
*The United Federation Doombringer Artillery has a small chance of piercing shields and hitting armor. (20%)
*The United Federation Doombringer Artillery has a -30% chance to salvage.

Combat Efficiency: 750

Stats:
Shields: 45 [+20%/9 Shields/Turn]
Armor: 15
Controlled Speed: 0
Max Speed: 2

Weapons:
Ballistic Build 10 Range 15 Damage 10 Ammo
Ballistic Build 10 Range 15 Damage 10 Ammo
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Last edited by Renaisance on Thu Feb 19, 2009 12:42 am; edited 1 time in total
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schorcher3
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PostPosted: Thu Feb 19, 2009 12:28 am    Post subject: Reply with quote

ok. DON'T put these on hades. DO put them on the bandit homeworld. oh, and btw, you guys have to be really sadistic to come up with this crap.

>s3
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