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  1. My Sonic Tank would be either like the original. Weak when alone. Indeed defeated by 3 Quads. But strong when in a massive group. But I also like the one shot, kill version of EbfD. Long range is a pre. A lot of splash is a pre. PS. Atreides have a little bit of stealth in EbfD. And I guess, you could count the Fremen (dune2000)? Even if they are not really a part of the Atreides. Atreides have more stealth than the Harkonnen for sure.
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  2. Well, I guess I'd better join the party. Remember guys, adding new units / structures / weapons to the game is impossible at this time. You can, however, add new warheads! And you can overwrite existing units too. There are three units you could really get away with: The duplicate Carryall, the duplicate Sardaukar, and the Thumper Infantry. Overwriting duplicates means you need to work around certain limitations with how the units can be built, so only the Thumper Infantry will work flawlessly. The below entries are not theoretical; they are implmented already in my mod. All relevant measurements, such as build speed or cost, are for normal difficulty. Exclusive factions lists may have odd entries due to D2k's limitations, but just because something is available for a faction doesn't mean the AI will be allowed to build or train that unit. ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- INFANTRY Infantry are slow and very easy to kill, but they are inexpensive, have respectable range and firepower, and self-heal. They can: - Garrison infantry rock to fortify a position or provide cover for mobile forces. - Deter enemy LAVs or stealth units from surgical strikes (when spread out). - Deal the most damage per second of any unit (when stacked up tight). Light Infantry Intel Entry - Light Infantry are the most basic armed unit and have a combat life expectancy of only a few seconds. They are cheap and simple to train, making them very easy to recruit in droves. They pose a threat mostly to enemy infantry, but they can effectively fight enemy LAVs if in enough numbers. Tech Level - 0 (Basic) Requires - Barracks Strength - Anti-infantry HitPoints - 600 BuildSpeed - ~5 secs (922 / the number you put in TibEd, in this case 185, to get the build speed in in-game seconds. Build speed improves with 2-3 factories!) Cost - 50 Solaris Range - 2 tiles (Weapon range in tiles is the value in TibEd divided by 32. Non-integer results means the weapon range is rounded out a tad.) ROF - 1.2 secs (Rate of fire is measured in tics. 25 tics=1 second.) DPS - ~104 (Damage per second is a more reliable measurement to balance units around than damage per strike. The value is affected by a target's armor type.) Trooper Intel Entry - Rocket launcher-armed infantry trained to effectively destroy vehicles and structures. Troopers are an excellent deterrent against LAVs when scattered among rock formations, but Combat Tanks and LRA can outrange them. Tech Level - 1 (Light) Requires - Barracks (upgraded) Strength - Anti-vehicle / structure HitPoints - 700 BuildSpeed - ~8.5 secs Cost - 80 Solaris Range - 3 tiles ROF - 1.6 secs DPS - ~188 Grenadier Intel Entry - Grenadiers are quick infantry ideal for supporting LAVs, armor, or fortifications. Being extremely dangerous to other infantry and capable of hitting targets atop cliffs and over walls, they are best deployed in small numbers and used with caution. Tech Level - 2 (Light II) Requires - Barracks (upgraded), Outpost Strength - Anti-infantry / structure HitPoints - 700 BuildSpeed - ~9.5 secs Cost - 100 Solaris Range - 4 tiles ROF - 2 secs DPS - ~63 (area-effect) / 75 (area-effect, on death) Engineer Intel Entry - Engineers are responsible for organizing construction, keeping data secure, and diagnosing and fixing problems within your base. They can be deployed to the battlefield to disrupt enemy operations and they can even provide you direct control over enemy structures. However, due to their lack of armament and combat experience, they must be escorted to the enemy base to have any chance of capturing anything. Tech Level - 4 (Utility) Requires - Barracks (upgraded), Outpost Special - Permanently capture structure HitPoints - 500 BuildSpeed - ~26.5 secs Cost - 400 Solaris Fremen Warrior Intel Entry - Native desert inhabitants of Dune. Fremen Warriors are vastly superior to other infantry and can even match Sardaukar Elites in combat. They are extremely distrustful of outsiders and tend to be openly hostile, though this attitude varies between Sietches. Tech Level - 6 (Advanced II) Requires - Barracks, High Tech Factory Exclusive - Atreides, Fremen, Ix Strength - Anti-infantry / vehicle / structure HitPoints - 900 BuildSpeed - ~14 secs Cost - 200 Solaris Range - 3 tiles ROF - 1.6 secs DPS - ~94 (anti-infantry) / ~141 (anti-vehicle / structure) Fremen Fedaykin Intel Entry - Fedaykin are Fremen guerrilla fighters. While rarely seen on the battlefield, in part due to their excellent skills in camouflage, they are a considerable threat. In addition to invisibility, Fremen Fedaykin are just as tough and dangerous as Fremen Warriors. Fedaykin are deployed from the Palace of Diplomacy three at a time. Tech Level - 7 (Ultimate) Requires - Palace of Diplomacy Exclusive - Atreides, Fremen, Ix Special - Permanent out-of-combat invisibility Strength - Anti-infantry / vehicle / structure HitPoints - 900 BuildSpeed - ~184.5 secs (3x) Range - 3 tiles ROF - 1.6 secs DPS - ~94 (anti-infantry) / ~141 (anti-vehicle / structure) Sardaukar Elite Intel Entry - Emperor Corrino's fearsome soldier-fanatics. Sardaukar Elites are armed with powerful weapons equally effective against infantry, vehicles, and structures, and can take the most punishment of any infantry on Dune. Tech Level - 6 (Advanced II) Requires - Barracks, High Tech Factory Exclusive - Imperials Strength - Anti-infantry / vehicle / structure HitPoints - 1000 BuildSpeed - ~14 secs Cost - 200 Solaris Range - 3 tiles ROF - 2 secs DPS - ~88 (anti-infantry) / 125 (anti-vehicle / structure) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- LIGHT ARMORED VEHICLES LAVs, or Light Armored Vehicles, are fragile but fast and hard-hitting. They can: - Intercept or flank any other ground units in the game. - Effectively bypass sparse enemy defenses with their speed. - Provide excellent mobile support for slower units, like infantry. Trike Intel Entry - Trikes are fast light vehicles armed with machine guns. While unable to be fitted with special modules, and less effective than the Raiders deployed by certain parties on Arrakis, their inexpensive simplicity makes them popular with most factions. Tech Level - 1 (Light) Requires - Light Factory Exclusive - Atreides, Harkonnen, Imperials, Fremen, Ix Strength - Anti-infantry HitPoints - 900 BuildSpeed - ~19 secs Cost - 300 Solaris Range - 3 tiles ROF - 0.8 secs DPS - ~219 Raider Intel Entry - Raiders are interceptors suitable for catching and killing infantry or Missile Tanks with their mounted machine guns. They're considerably more expensive than their Atreides or Harkonnen counterparts, but they're also much more effective. Tech Level - 1 (Light) Requires - Light Factory Exclusive - Ordos, Smugglers, Mercenaries Strength - Anti-infantry HitPoints - 1000 BuildSpeed - ~19 secs Cost - 350 Solaris Range - 3 tiles ROF - 0.72 secs DPS - ~243 Stealth Raider Intel Entry - The Stealth Raider is the ultimate scouting and ambush vehicle. A swarm of Stealth Raiders can eat tanks in seconds and escape to repair before the enemy knows what hit them. Its cloaking system requires a High Tech Factory to manufacture. Tech Level - 6 (Advanced II) Requires - Light Factory, High Tech Factory Exclusive - Ordos, Smugglers, Mercenaries Special - Permanent out-of-combat invisibility Strength - Anti-infantry HitPoints - 1000 BuildSpeed - ~22 secs Cost - 400 Solaris Range - 3 tiles ROF - 0.72 secs DPS - ~243 Shock Raider Intel Entry - Raiders outfitted with plasma weaponry similar to Devastators' cannons. The Shock Raider is an expensive light vehicle with precise attacks effective against all targets. In addition, their attacks can arc over Concrete Walls. Despite these advantages, Shock Raiders are no tougher than standard Raiders, and have an even shorter range. Tech Level - 8 (Boss) Requires - Light Factory, Research Centre Exclusive - Atreides, Ordos, Imperials, Fremen, Smugglers, Mercenaries, Ix Strength - Anti-infantry / vehicle / structure HitPoints - 1000 BuildSpeed - ~33 secs Cost - 500 Solaris Range - 2 tiles ROF - 1.12 secs DPS - ~161 Quad Intel Entry - Quads are rocket-toting LAVs ideal for surgical strikes against vehicles or structures. Despite their fragility, their firepower is an essential component of your military strength. They're cheap enough to be easily mass-produced. Tech Level - 2 (Light II) Requires - Light Factory (upgraded) Strength - Anti-vehicle / structure HitPoints - 1100 BuildSpeed - ~26.5 secs Cost - 400 Solaris Range - 3 tiles ROF - 1.2 secs DPS - ~313 RPG Quad Intel Entry - RPG Quads are an uncommon hybrid seen only in the early stages of conflict, if at all. Although rare and expensive, and no tougher than typical Quads, RPG Quads are remarkably versatile. Not only can they engage enemies both in close range and from afar, even over walls, but they also make excellent scouts. Their good range and speed make them especially effective rapid response units. Tech Level - 4 (Utility) Requires - Light Factory, Outpost, High Tech Factory Exclusive - Ix Strength - Anti-infantry / vehicle / structure HitPoints - 1100 BuildSpeed - ~33 secs Cost - 500 Solaris Range - 3 / 5 tiles ROF - 1.6 secs DPS - ~78 (area-effect, anti-infantry / structure) / ~234 (anti-vehicle / structure) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ARMOR Units designated "Armor" excel at damage absorption. They can: - Effectively assault fortified positions given their excellent HP. - Win extended battles of attrition against weaker enemy units. - Safeguard weaker friendly units while they perform their roles. Light Combat Tank Intel Entry - Light Combat Tanks sacrifice armor for speed in both motion and firing. Although they cannot soak so much damage, they can escape any other tank and occupy territory without giving the enemy much time to react. And, they remain suitable for frontal assault. Tech Level - 3 (Armor) Requires - Heavy Factory Exclusive - Ordos, Fremen, Smugglers Strength - Anti-vehicle HitPoints - 1800 BuildSpeed - ~35.5 secs Cost - 700 Solaris Range - 4 tiles ROF - 1.6 secs DPS - ~188 Medium Combat Tank Intel Entry - Medium Combat Tanks are well-rounded units in motion, firepower, and armor. They are perfectly suited to assaulting fortified enemy positions, covering friendly units, and quickly responding to attacks. However, they do not stand out in any one area. Like against any other Combat Tank, Troopers are an effective counter. Tech Level - 3 (Armor) Requires - Heavy Factory Exclusive - Atreides, Imperials, Ix Strength - Anti-vehicle HitPoints - 2200 BuildSpeed - ~35.5 secs Cost - 700 Solaris Range - 4 tiles ROF - 2 secs DPS - 150 Heavy Combat Tank Intel Entry - Heavy Combat Tanks sacrifice speed in both motion and firing for superior armor. Despite inferior firepower to other tanks, their sturdiness is unmatched. Gunfire and grenades won't so much as dent them, and they can flatten squads of Troopers long before their rockets penetrate the tanks' armor. Tech Level - 3 (Armor) Requires - Heavy Factory Exclusive - Harkonnen, Mercenaries Strength - Anti-vehicle HitPoints - 2800 BuildSpeed - ~35.5 secs Cost - 700 Solaris Range - 4 tiles ROF - 2.4 secs DPS - 125 Duelist Tank Intel Entry - Durable weapons of Ixian design used primarily by the Ordos and smugglers. Duelist Tanks are meant to draw fire to cover other units. Although the Duelist Tank is good against any one unit with few exceptions, true to its name, it performs poorly against quick or long-ranged enemy targets. A pair of Quads can catch and destroy Duelist Tanks with ease. And, unlike Combat Tanks, Duelist Tanks cannot out-range Troopers with their cannons. Tech Level - 5 (Advanced) Requires - Heavy Factory, Research Centre Exclusive - Ordos, Smugglers Strength - Anti-infantry / vehicle / structure HitPoints - 2500 BuildSpeed - ~38.5 secs Cost - 800 Solaris Range - 3 tiles ROF - 2.2 secs DPS - ~136 Devastator Intel Entry - The toughest tank on Dune. Devastators are energy weapons of Ixian design commissioned by House Harkonnen. Their dual plasma cannons are extremely effective at close range. Although very slow, they are more heavily armored than any other vehicle and can automatically self-repair to a point. Thus, they provide excellent cover for any weaker unit. As a last resort, a Devastator can detonate its internal reactor to annihilate all nearby targets. Tech Level - 6 (Advanced II) Requires - Heavy Factory (upgraded), Research Centre Exclusive - Harkonnen Special - Self-destruct Strength - Anti-infantry / vehicle / structure HitPoints - 5000 BuildSpeed - ~51 secs Cost - 1100 Solaris Range - 3 tiles ROF - 2.6 secs DPS - ~346 (anti-infantry / vehicle / structure) / 4800 (self-destruct) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- LONG-RANGE ARTILLERY Long-Range Artillery do as their name implies. They're the most expensive units and tend to move slowly, but their range and damage output are excellent! - All LRA can attack over walls. - They have the longest range of any unit in the game. - They excel at burst damage. Each attack deals high damage. Siege Tank Intel Entry - The Siege Tank is a cannon on treads capable of annihilating huge packs of infantry or most enemy structures in very few blasts. They're fairly cumbersome and can be destroyed easily by Quads and Combat Tanks, but they excel at razing a base after its defenses have been penetrated, or at defending your base from incoming enemy forces. They are also the best weapon for blowing through Concrete Walls. An upgraded Heavy Factory and a High Tech Factory are both required to manufacture these weapons. Tech Level - 5 (Advanced) Requires - Heavy Factory (upgraded), High Tech Factory Strength - Anti-infantry / structure HitPoints - 1800 BuildSpeed - ~42 secs Cost - 900 Solaris Range - 5 tiles ROF - 3.2 secs DPS - ~156 Missile Tank Intel Entry - The Missile Tank is a mobile rocket launcher with impressive range and firepower. Though vulnerable to fire from Light Infantry or Raiders, their armor is built to withstand attacks from Combat Tanks or Quads. They can fire over walls, at air units, and provide long-range support for turrets. Tech Level - 5 (Advanced) Requires - Heavy Factory, Research Centre Exclusive - Atreides, Harkonnen, Imperials, Fremen, Mercenaries, Ix Strength - Anti-vehicle / air / structure HitPoints - 1400 BuildSpeed - ~42 secs Cost - 900 Solaris Range - 6 tiles ROF - 5 secs DPS - 120 Sonic Tank Intel Entry - The ultimate siege weapon. Sonic Tanks are weapons of Ixian design based on Weirding Modules and commissioned by House Atreides. They are extremely effective against any ground target, but may require alignment to be used to maximum effectiveness as they annihilate targets in a straight line from their location. They can be overwhelmed if surrounded, and their tall cannons cannot rotate downwards to damage targets very nearby the treads. Tech Level - 6 (Advanced II) Requires - Heavy Factory (upgraded), Research Centre Exclusive - Atreides, Fremen, Ix Special - Path damage Strength - Anti-infantry / vehicle / structure HitPoints - 2800 BuildSpeed - ~51 secs Cost - 1100 Solaris Range - 5 tiles ROF - 3.4 Deviator Intel Entry - A unique support unit. Deviators are fast, lightly armored missile platforms of Ixian design commissioned by House Ordos. Contrary to widely-disseminated lies, Deviators' attacks do in fact release a poison that affects the drivers of vehicles, not the vehicles themselves. Since the gas works only in the closed space of vehicle cockpits, its pressurized canisters toss infantry with concussive force, and nothing more. Deviators also have the longest range of any Ixian tech on the field and can wreak havoc on enemy forces like no other unit. Tech Level - 6 (Advanced II) Requires - Heavy Factory (upgraded), Research Centre Exclusive - Ordos, Smugglers Special - Temporarily capture vehicle Strength - Anti-infantry / vehicle HitPoints - 1400 BuildSpeed - ~51 secs Cost - 1100 Solaris Range - 6 tiles ROF - 5 secs DPS - 100 (anti-infantry) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- SPECIAL FORCES Superweapons, pretty much. Ornithopter Intel Entry - House Atreides' magnificent air fleet dominates the skies of Dune. The cornerstone of their fleet is the Ornithopter, a fast winged aircraft sortied from the Atreides' High Tech Factory and coordinated from the Outpost. Their bombs are effective against all targets, and they can attack with near-impunity from the air. The presence of Ornithopters on the field demands the use of Missile Tanks and Rocket Turrets, their only deterrents. Tech Level - 6 (Advanced II) Requires - Outpost, High Tech Factory (upgraded) Exclusive - Atreides, Fremen, Ix Strength - Anti-infantry / vehicle / structure HitPoints - 900 BuildSpeed - 461 secs (3x) Damage - 400 (per bomb, area-effect) Saboteur Intel Entry - Saboteurs are fearless, quick, and stealthy infantry deployed from the Palace of Deceit. Armed only with explosives and utter apathy for their own lives, courtesy of mental tampering, they desire only to destroy whichever structure they're tasked with infiltrating. Should infiltration be impossible, Saboteurs may detonate their explosives in close proximity to enemy units to deal heavy damage to them. While fragile, they can sneak past enemy defenses with their personal cloaking devices. Turrets and infantry in close proximity can reveal cloaked Saboteurs. Tech Level - 7 (Ultimate) Requires - Palace of Deceit Exclusive - Ordos, Smugglers, Mercenaries Special - Temporary out-of-combat invisibility Strength - Anti-infantry / vehicle / structure HitPoints - 500 BuildSpeed - ~184.5 secs Range - 1 tile Damage - 1800 (self-destruct) Death Hand Missile Intel Entry - The ultimate superweapon. The Death Hand is a fairly precise warhead launched from the Palace of Destruction that annihilates all but the toughest targets. When a Death Hand is launched, you will be alerted. It's recommended you evacuate forces from the missile's suspected destination, if possible. This weapon is most often used by the Harkonnen and can only be stopped by destroying the palace. Tech Level - 7 (Ultimate) Requires - Palace of Destruction Exclusive - Harkonnen, Imperials Strength - Anti-infantry / vehicle / structure BuildSpeed - 461 secs Damage - 300 (per fragment, area-effect) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- BASE DEFENSES Your durable, but totally immobile fortifications. Concrete Wall Intel Entry - Crude barriers capable of blocking most attacks and impeding the movement of enemy troops. They're effective protection for turrets or LRA, but cannot last against focused fire. Grenadiers can break them with ease. Tech Level - 2 (Light II) Requires - Construction Yard HitPoints - 700 BuildSpeed - 5 secs Cost - 25 Solaris Gun Turret Intel Entry - Long-range rotating cannons best fortified behind Concrete Walls and supported by LRA. While sturdy and effective against all targets, their utter immobility leaves them vulnerable to a concentrated attack. In addition, their power can be cut by destroying enough Wind Traps. Tech Level - 4 (Utility) Requires - Construction Yard (upgraded) Strength - Anti-infantry / vehicle HitPoints - 2800 BuildSpeed - ~26.5 secs Cost - 700 Solaris Range - 6 tiles ROF - 2.2 secs DPS - ~136 Rocket Turret Intel Entry - Long-range rotating missile platforms best fortified behind Concrete Walls and supported by LRA. While sturdy and effective against all targets, their utter immobility leaves them vulnerable to a concentrated attack. In addition, their power can be cut by destroying enough Wind Traps. Tech Level - 6 (Advanced II) Requires - Construction Yard (upgraded), Research Centre Strength - Anti-vehicle / air HitPoints - 3500 BuildSpeed - ~33 secs Cost - 1100 Solaris Range - 7 tiles ROF - 3.8 secs DPS - ~158 Storm Lasher Intel Entry - The most advanced stationary defense structure. Its capacitors keep a fully-charged shot ready to instantly strike targets at twice the range of Rocket Turrets with enough power to destroy weak units in one attack. Its only fault is its rate of fire. And, it predictably re-acquires targets nearer to it once its first target has moved out of range or been destroyed. Like other base defenses, the Storm Lasher requires power to function. Tech Level - 8 (Boss) Requires - Construction Yard (upgraded), Research Centre Strength - Anti-infantry / vehicle HitPoints - 4200 BuildSpeed - ~44 secs Cost - 2000 Solaris Range - 14 tiles ROF - 10 secs DPS - 180 (area-effect) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- COMMANDERS While technically not part of the game mechanics, there are several prominent commanders appearing in my maps so far. At the very least, they've inspired me to go certain directions with faction identity and unit composition because of the way they act. And, they do have additional intel entries I could list here. Cyril Vasiliou The honorable Atreides commander. Atreides infantry are fiercely loyal to their duke, and the commander is no exception. Only these suave diplomats could manage an alliance with the distrustful native Fremen, but that sort of relationship takes time to cultivate. The Atreides must rely on their own forces in the meantime. While respectable, don't mistake honor for kindness. The Atreides fiercely and violently oppose their enemies. Radnor Krillys The ruthless Harkonnen commander. The war-mongering Harkonnen are industrious and tough. While it's impossible to find love for them, their malevolence and brutality are nevertheless admirable. They are a force to be reckoned with even without any allies. Although those who don't oppose them - and therefore aren't destroyed - enjoy considerable security benefits, they are more than likely extorted to no end. Achen Moriaen The enigmatic Ordos commander, or so she seemed. It was thought that House Ordos was wealthy and headed not by a single entity, but a conglomerate of nobility. This is not the case; the strange truth is that a being called the Executrix commands them, and it is four minds sharing one body. Like the House itself, Achen Moriaen is duplicitous, callous, and cunning. And as it turns out, Achen Moriaen's true loyalties lie elsewhere... Kyne Giraud The fanatical Imperial Burseg. He commands the most ruthless army in the known universe in service to Emperor Corrino, but strength is only a footnote in his many qualities. His efforts in espionage and sabotage in battle keeps the Imperials firmly in place at the top on Arrakis. Issam Nehara Naib of Sietch Mushtamal. His Fremen are gladly isolated in the howling crevices of the winding, windswept ridge. Even though they are easily spotted by trespassers, Nehara himself is a master of stealth and can personally ensure their safety. Rowe Summers The resourceful ex-mercenary commander. While she shows weakness in caring for those under her command, she is remarkably obstinate. She can even be belligerent towards dissidents, although this tends to be reactive as her default aims are typically innocuous. She is unusually hands-on and will often personally oversee battles. Ketua Sumadi The stealthy head of the largest smuggling organization on Arrakis. Ketua Sumadi has impressively turned a profit time and time again even as superior forces hunt his men down. He is known to micromanage his subordinates to propagate his modus operandi and ensure profits are made. And if that doesn't work, he will silence the opposition. This has angered some of his even more ambitious underlings, including Rowe Summers, who see potential in dealing with the Great Houses. Sabre Durant The resilient mercenary commander. Through his strong relationship with Ketua Sumadi and Rowe Summers, he's gained much popularity and guaranteed relatively safe work for the many under his command. However, he is largely dependent on Sumadi's smugglers to operate and will do almost anything to maintain business with Sumadi. He is known to put his hefty fees towards the toughest units available. ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- I have a lot of love for the game's original designs, but I did feel that certain things were unfair. Quads and Siege Tanks were really crappy units before, Concrete Walls only blocked Combat Tank shots for some reason, fortifications were overpowered as heck, tech progression was kind of linear, and faction identity was massively blurred. Now, Quads are respectable damage-dealers and Siege Tanks are on par with Missile Tanks. Concrete Walls and other base defenses now block most projectiles, allowing for new plays with units that can fire over walls versus units that cannot. Fortifications are now more confined to a supporting role, requiring the assistance of other units to effectively defend an area. Now, the player has certain choices to make in teching up! Does he drop 1.2k Solaris on the Light Factory upgrade yet, or does he need four more Trikes right now? Does he place a Barracks before his first Wind Trap, or should he nix extra early defense and drop a Refinery as soon as possible? Does he drop 2k on that Heavy Factory upgrade for Siege Tanks and MCVs, or does he drop that 2k total on upgrading the High Tech Factory and placing a Research Centre for Missile Tanks and/or Duelist Tanks, and Rocket Turrets? And now we've got some well-defined commanders and factions. Tough mercs, hit-and-run Fremen, balanced and poised Imperials. My balancing orbited mostly around unit classifications, their roles. What they're supposed to do well, and where they fall short. Categorizing every unit in four specific ways makes gameplay simpler to learn, but more difficult to master. And, more importantly, it places a major emphasis on unit micro. If you've ever played or watched multiplayer matches in D2k, it's pretty heavily tipped towards the macro game. I wanted to push my finger down on the micro part of the scale. Because that's fun and rewarding! Stutter-step with those Grenadiers, move the Combat Tanks up close to the enemy turrets before sending the LAVs past them. Keep your Troopers safe while they heal up after being hit with falling debris, and intercept anything trying to kill them with a bunch of Trikes or Raiders. Move that LRA up with your new MCV and drop that pre-built turret at the new expansion! Or micro that one heavy Combat Tank ahead of your other units to act as a lightning rod so it can soak damage from that Storm Lasher. Despite the extensive rebalancing, all the pre-existing units are still the same unit. It's not like I replaced the Trike with a new Combat Tank or something. There are a few new units, but they're thrown into the mix with great consideration. Everything to this point has been very meticulously crafted. Anyway, there's my unit compendium. Hope that helps y'all figure out watcha wanna do with yours, or something.
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  3. File Name : Datar8sprites.zip File Size : 6.89 Mb File Format : Zip Uploaded On : 11-3-2013 5:30pm @ All : This Sprite Pack contains all of data.r8 contents.... I still haven't found out what does the pics in unknown folder do.... Have fun people..... @ MVI : Add this pack into your D2k Plus website..... Darar8sprites.zip
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