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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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Aura_of_Darkness
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Joined: 10 Mar 2007
Posts: 907

PostPosted: Thu Feb 19, 2009 4:03 am    Post subject: Reply with quote

schorcher3 wrote:
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


Guess Hadeas was really that boring to make them put stuff like that.
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Alec
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Joined: 06 Jun 2007
Posts: 509
Location: Texas

PostPosted: Thu Feb 19, 2009 8:17 pm    Post subject: Reply with quote

They're not balanced, but I like them. >Very Happy As long as they're really hard to salvage, then good.
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ravneel
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Joined: 11 Apr 2008
Posts: 319

PostPosted: Thu Feb 19, 2009 11:55 pm    Post subject: Reply with quote

schorcher seriously have you ever experienced the boredom on Hadeas? Heck we need this.[/quote]
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Darkc35ar [7:27pm]
look in da mirror and ull get owned =P

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Darkc35ar [7:23pm]
omfg wrong chat xD

Darkc35ar [7:23pm]
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kunjuro
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Joined: 29 May 2008
Posts: 1629
Location: Philippines

PostPosted: Fri Feb 20, 2009 5:38 am    Post subject: Reply with quote

United Federation
King Tiger Command Tank
You must have Paid Days to use this item
Unique Unit: You may only deploy one at a time

Command Unit: Crew must have Battlefield Promotion Merit
(Advanced Unit)
Shields: 25 [+20%/T]
Armor:65
Controlled Speed: 2
Max Speed: 2

Vehicle Weapons
7 13 15
7 13 15
3 8 15
3 8 15

Combat Efficiency:1900
Description: The Pride of the United Federation Armored Division, the King Tiger is only given to the selected few commanders who have proven themselves in command and in combat. Packing two heavy 105mm auto-cannons and a rapid fire missile launcher, and heavily armored with Composite Pro-Max armor and integrated repair nanite bots, The King Tiger truly is a Force to be reckoned with.


* King Tiger Command Tank self-repairs 15 armor per turn.

After Meka is Enabled with Bandit's Eye:
* Only a Commander can pilot this unit
*Emergency Repairs:Repairs 40 Armor this turn - 5 turn Cooldown
*Blitzkrieg:All friendly units in-sector receive +1 Max and Controlled Speed and gain +1 damage to their weapons for 3 turns, The King Tiger Receives +3 Max and Controlled Speed and +3 Damage to all weapons on it for 3 turns. - 8 Turn Cooldown
*King Tiger Command Tank receives + 15 Armor and 15 Shields When Activated
*Defensive Positions:All Friendly Units in-sector takes 2 less damage this turn (4 turn Cooldown)


Requirements:

King Tiger Command Tank requires 15000 ore.
King Tiger Command Tank requires 40 Command.
Mods required: Reaper Assault Cannon, Incursion Assault Launcher, Pro-Max Armor, Advanced Repair Nanites Acti, Superior Grade Ammunition, Steeltec Repair Droid

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Last edited by kunjuro on Mon Feb 23, 2009 6:06 am; edited 1 time in total
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zubber94
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Joined: 16 Jul 2008
Posts: 854
Location: Sydney, Australia

PostPosted: Mon Feb 23, 2009 3:37 am    Post subject: Reply with quote

Love the ideas, wish they were released by frizz
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kunjuro
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Joined: 29 May 2008
Posts: 1629
Location: Philippines

PostPosted: Mon Feb 23, 2009 5:58 am    Post subject: Reply with quote

Rebel Combine
Infiltrator Meka
You must have Paid Days to use this item
Unique Unit: You may only deploy one at a time

Command Unit: Crew must have Battlefield Promotion Merit
(Advanced Unit)
Shields: 35 [+30%/T]
Armor:35
Controlled Speed: 6
Max Speed: 6
Cloak Speed:3


Combat Efficiency:1900
Description: Said to have infiltrated high security areas, sabotaged buildings and enemies deep behind enemy lines, disrupted troop movements, and wreak havoc among numerically superior forces, the Infiltrator has made itself infamous not because it can do any tasks secretly and covertly but because it can wreak havoc and disruption among large forces and simply fade back into darkness as swiftly as it came...

Vehicle Weapons
Rail 7 8 20
Mag 7 8 10
SFM 4 8 15
WKN 4 8 15

*Rail - Units hit by this weapon can only move at their controlled speed next turn.
*Mag - Units hit by this weapon get their regen rate reduced by 50% this turn.
*SFM - Units hit by this weapon are slowed by 1 max speed the next turn
*WKN - Units hit by this weapon receive one more damage next turn.


After Meka is Enabled with Bandit's Eye:
* Only a Commander can pilot this unit
*Windwalk:Infiltrator Gains +3 Max and Controlled Speed and +5 Cloak speed for 3 turns - 6 turn Cooldown
*Diversion:Infiltrator Meka is harder-to-hit this turn (2 gunnery levels) - 6 turn cooldown
*Target Weakness: All weapons on Infiltrator gain +3 damage this turn and have a higher chance of getting a critical hit- 3 turn cooldown


Requirements:

Infiltrator Meka requires 15000 ore.
Infiltrator Meka requires 40 Command.
Mods required: Rail Cannon, EMP Cannon, Sabot Launcher, Hydra Powerplant, Sonic Powerplant, Nightshade Cloaking Device.

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Last edited by kunjuro on Fri Mar 27, 2009 2:30 am; edited 3 times in total
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Fifth
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Joined: 08 May 2008
Posts: 763

PostPosted: Mon Feb 23, 2009 12:28 pm    Post subject: Reply with quote

The Infiltrator looks like the kind of thing the RC would use, instead of UF.
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ravneel
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Joined: 11 Apr 2008
Posts: 319

PostPosted: Mon Feb 23, 2009 11:27 pm    Post subject: Reply with quote

Love the ideas so far. I want Moar! Very Happy
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Blair [7:29pm]
I see my ass and it looks like your face Razz

Darkc35ar [7:27pm]
look in da mirror and ull get owned =P

Blair [7:25pm]
owned

Darkc35ar [7:23pm]
omfg wrong chat xD

Darkc35ar [7:23pm]
woot 1.4k shak exp so far
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kunjuro
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Joined: 29 May 2008
Posts: 1629
Location: Philippines

PostPosted: Wed Feb 25, 2009 4:45 am    Post subject: Reply with quote

Would be great if some1 posted the link for the icon for cloak speed thanks ^^
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kunjuro
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Joined: 29 May 2008
Posts: 1629
Location: Philippines

PostPosted: Wed Feb 25, 2009 5:49 am    Post subject: Reply with quote

Rebel Combine
Gargantua Meka
You must have Paid Days to use this item
(Advanced Unit)
Shields: 25 [+25%/T]
Armor:70
Controlled Speed: 0
Max Speed: 3

Vehicle Weapons
7 8 15
7 8 10
4 10 10
4 10 10

Combat Efficiency:950
Description:
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. (3 Gunnery Level)

Requirements:
Gargantua Meka requires 4500 ore.
Gargantua Meka requires 25 Command.
Mods required: Promax Armor, Incursion Launcher, Porcupine Armor


United Federation
Doombringer Artillery
You must have Paid Days to use this item
(Advanced Unit)
Shields: 45 [+25%/T]
Armor:10
Controlled Speed: 0
Max Speed: 2

Vehicle Weapons
10 15 5
10 15 5


Combat Efficiency:600
Description:
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.


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


Requirements:
Doombringer Artillery requires 3000 ore.
Doombringer Artillery requires 18 Command.
Mods required: Advanced Optics Array, Neptune Siege Cannon, Supperior Grade Ammo, Sureshot Targeting Computer


Mobile Command Post
You must have Paid Days to use this item
Unique Unit: You may only deploy one at a time


(Advanced Unit)
Shields: 80 [+30%/T]
Armor:80
Controlled Speed: 0
Max Speed: 2


Combat Efficiency:1800
Description: Created in response to the lack of supplies and command and orders at the front lines of battles, the Mobile Command Post was designed to resupply combat crews and to better coordinate attacks and responses to enemy threats.



* Resupplies units with 1 missile / ballistic ammo every-other turn.
* Repairs any damaged unit/building in same square by 10 armor every after turn.
*If Mobile Command Post did not move last turn, friendly units receive a bonus to-hit if they are in the same sector as Mobile Command Post (1 Gunnery Level).


Requirements:

Mobile Command Post requires 9,000 Ore
Mobile Command Post requires 45 Command
Mods Required Mobile Uplink, Hightower Shield generator, Ballistics Ammo, Missile Ammo, Steeltech Repair Droid

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Last edited by kunjuro on Thu Feb 26, 2009 4:06 am; edited 2 times in total
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Ironeye
Intermediate


Joined: 16 Aug 2008
Posts: 162
Location: Switzerland

PostPosted: Wed Feb 25, 2009 1:18 pm    Post subject: Reply with quote

I like this idea. Support

Maybe put the simple ones in shared strux in the corresponding default factions (not sure it's a good idea)? Advanced and Inter should only be salvageable though.

Good job. Let's hope Frizz see's it
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heartkilla2
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Joined: 03 Feb 2007
Posts: 1358
Location: Ablew Gadablew

PostPosted: Thu Feb 26, 2009 3:44 am    Post subject: Reply with quote

Scrocher3, You're being sadistic in downing the spirits of these players. If you dont like it, please, step out of the User Created Construx section, or atleast give semi-helpful advice.
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kunjuro
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Joined: 29 May 2008
Posts: 1629
Location: Philippines

PostPosted: Thu Feb 26, 2009 4:18 am    Post subject: Reply with quote

Rebel Combine
Scythe Meka
You must have Paid Days to use this item

(Advanced Unit)
Shields: 40 [+30%/T]
Armor:20
Controlled Speed: 4
Max Speed: 4


Combat Efficiency:540
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.

Vehicle Weapons
TKK 5 10 15
TKK 5 10 15
TKK 3 10 2

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


Requirements:
Scythe Meka requires 3450 ore.
Scythe Meka requires 24 Command.
Mods required: Rail Cannon, Reaper Assault Cannon, sonic powerplant

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Aura_of_Darkness
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Joined: 10 Mar 2007
Posts: 907

PostPosted: Fri Feb 27, 2009 12:54 am    Post subject: Reply with quote

Most people use mekas, not tanks. Maybe change it into an antimeka unit?
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kunjuro
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Joined: 29 May 2008
Posts: 1629
Location: Philippines

PostPosted: Fri Feb 27, 2009 3:34 am    Post subject: Reply with quote

Aura_of_Darkness wrote:
Most people use mekas, not tanks. Maybe change it into an antimeka unit?


United Federation's gonna be mainly using tanks (see jagdpanther and King Tiger) So this meka is a perfect counter to many UF units. Besides, I'm making a meka hunter too so stay put ^^
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