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Posted

who is so stupid to play ordos only....tz tz tz tz....

do it like i do.....I AM THE HARK-WING-COMANDER  &  ATR-MINO-HORDE-GENERAL ! ! ! !

KALONY insane for life

Posted

    I think hark should have like a deployable missle launcher or something interesting like mustard gas mine setter as an infantry men ; like in the place of the flamethrower.

Posted

well the mustard gas IMO should be for the Ordos coz that way the hark infantry can have molotov which spreads fire around a small area and atr should have grenads that blow up on impact in a small area aswell. 8)

Posted

what about new units you receive from starport for the barracks. 

my ideas for 1 new unit for each house:

ordos: either a spy (a unit that is always cloaked and has a large range of seeing, able to detect fremen in your troops better than scouts because it is always cloaked and cant be killed other than by splash damage, and could also be used as late game scouting, if necessary)

or a uber good AA infantry unit? maybe faster reload, faster missles that can catch up to carryalls?(of course this unit would have to be rather expensive)

hark: an assasin (hell ya baby) constantly cloaked and able to kill infantry with one cut to the throat and has a small rocket launcher for tank units(taking several hits to kill a tank),becomes uncloaked when near a enemy scout/spy only, not when near regular units.

atreides: either a sniper with the ability to hide (like burrow in the ground and not be seen by enemies, other than by scouts/spys) or a field engineer which can disable the defenses on certain units for a certain period of time (of course it would be cloaked as well, and only detectible by scouts/spys)  could be usefull in keeping from people runing lasers around your minos, just use the engineer, kill the engine on the laser, and bye bye laser.

just my two cents.

EDIT:  ok for the hark assasin, maybe instead of a rocket launcher for the factory units, they could simply be able to climp in the tank and kill the driver (hehe) leaving it free to kill with ease. Then, for balance, if the other person noticed in time, they could be able to put in a regular infantry unit to drive it again.

Posted

EDIT: ok for the hark assasin, maybe instead of a rocket launcher for the factory units, they could simply be able to climp in the tank and kill the driver (hehe) leaving it free to kill with ease. Then, for balance, if the other person noticed in time, they could be able to put in a regular infantry unit to drive it again.

So this dude is like Jarmen Kell in Generals, who is stealth, and has the ability shoot a vehicle driver leaving it where anyside can enter the vehicle and control it.

Did you copy this in a way or just think of it own your own and it just happens to be similiar.

Posted

I guess it just happens to be similar, but i like my idea better of going inside and cutting his throat (the harkonnen way muahha) but i got the assasin thing because hark should have assasins, like they do in the books.

Posted

nah, if ordos was gonna have anything like that, they should have a unit similar to the ones in teh campaign, which look like units of the other team player and can control them, but that wouldnt work against a person (unless they are *REALLY* stupid)

  • 4 weeks later...
Posted

Here are some units I figured out:

Siege gunner

------------

Owner: Harkonnen & Emperor

Mobility: Half-tracked,half-wheeled

Speed: 40 km/h

Purpose: Siege gunners are primarily battlefield support vehicles. They has two rocket launchers at the back,and a machine gun on the front. Their rockets works good against most armored units, and the machine gun is a fair weapon against enemy infantry. Siege gunners are quite fast compared to tanks, but has less armour. Siege gunners also can take out aircrafts.

Armor: Siege gunners are resistant to bullet, fire, and poison weapons, but vulnerable for missiles and high caliber guns.

Range: Medium for rocket launchers, Short for machine gun

Assassin

--------

Owner: Ordos

Mobility: Foot

Speed: 12 km/h

Purpose: Assassins are stealth infantry units carrying strong arm-mounted laser guns and 5 explosive charges. His laser guns are particulary effective against most infantry units, like Snipers. Assassins also can put explosive charges to anywhere, including the bare ground. The bomb will blow up after 7 seconds, damaging or maybe destroying the target. Assassins always uncloak when using his laser guns, or when his energy turns to red. Enemy infantry units and base defense buildings also could detect the Assassin easily. Assassins are particulary effective against most infantry units,and structures, but works poor against heavily armored vehicles. Assasins also explode when ran over.

Armor: Assassins are resistant to anti-tank weaponry, but vulnerable for explosive, fire, poison and bullet weapons.

Range: Short, if they use laser gun. To deploy a bomb, Assassin must reach his target.

Drone

-----

Owner: Ordos

Mobility: Jet

Speed: 95 km/h

Purpose: Drones are small model-aeroplanes rigged with bombs. After constructed, Drones can be sent to an enemy unit or structure. The Drone shall impact the target, destroying or seriously damaging it and anything nearby. Drones can't be deviated by a hostile Deviator.

Armor: Drones are vulnerable for any kind of weapons, except poison and deviation.

Range: None. Drones must collide with the target.

Poison launcher

---------------

Owner: Ordos

Mobility: Anti-grav

Speed: 35 km/h

Purpose: Poison launchers act like Harkonnen Missile tank, but they has different look (similar to Deviator in Dune 2000). They shoot warheads filled with toxic liquid, which spreads around, damaging infantry units in varying degrees. However, Poison launchers can't aim aircrafts,and totally useless against vehicles,armored targets and structures, and enemy Chemical troopers.

Armor: Poison launchers are resistant to bullet, flame and invulnerable for poison weapons. However, these units are vulnerable for missiles and high caliber guns.

Range: Very long

Cluster bomber

--------------

Owner: Atreides

Mobility: Foot

Speed: 15 km/h

Purpose: Cluster bombers are similar to Grenadiers, except their grenade blows to clusters, which also blow up when hitting the ground, causing more damage in wider area. They can fatally damage large groups of infantry, and also works good against certain armored vehicles. However, their body armor is quite thin, and it's not advised to use them in confusions, as their cluster bombs may hurt allied units as well.

Armor: Light. Cluster bombers are resistant to anti-tank weaponry, but vulnerable to fire,bullet, poison and explosive weapons.

Range: Medium

Sentinel

--------

Owner: Atreides

Mobility: Wheeled

Speed: 30 km/h

Purpose: Sentinels are unique battlefield support units. Equipped with four cannons like Minotauruses, they're capable to eliminate hostile armored vehicles. They works excellent against hostile aircrafts. Their cannons has a high fire speed and may bring down air units in a matter of moments. Their turrets can be set to single fire, and dual fire too,and because of their 4 pair of wheels, Sentinels can wander through any type of land without slowing down (except infantry only areas) However, their armor is quite weak, and large groups of infantry can eradicate'em.

Armor: Medium. Sentinels are resistant to bullet, fire, and a lesser degree, poison weapons. These units are very vulnerable for missiles and high caliber guns.

Range: Medium

Gurney

------

Owner: Atreides

Mobility: Foot

Speed: 12 km/h

Purpose: As a hero unit in the game, Gurney Halleck is capable to eliminate large groups of infantry. He uses the same weapon as Sardaukars, moreover, he can plant bombs to structures, destroying them instantly. In skirmish game, you can have only ONE Gurneys at the same time except you find one in a crate.

Armor: Gurney is resistant to anti-tank weaponry, but very vulnerable for bullet,fire, poison and explosive weapons.

Range: Medium for the Sardaukar gun. To deploy a bomb, Gurney must reach its target building.

Interceptor

-----------

Owner: Emperor

Mobility: Jet

Speed: 80 km/h

Purpose: Interceptors are the Emperor's air assault units. They has a chaingun cannon in the front, and two missile launchers. Against infantry, Interceptor uses the chaingun cannon, and for other kinds of attacks, it launches deadly missiles. Each missile and chaingun shoot is equal to a Sardaukar shoot. Interceptor is particulary effective agains all kinds of units, including enemy air armadas. An Interceptor can store 6 missiles, then must return to base for reload.

Armor: Interceptors are very resistant to bullet, fire, and poison weapons. However, these units are vulneralbe for missiles, high caliber guns, and explosives.

Range: Long

Transport

---------

Owner: All

Mobility: Propelled

Speed: 70 km/h

Purpose: Transports are much like Carryalls,except they pick up infantry units, and take them on random areas. Transports cannot land undetected areas, and they have no weapons.

Armor: Transports are vulnerable for most kind of weapons, though poison and fire weapons are slightly less effective.

Range: None. Transports have no weapons.

Turret layer

------------

Owner: All

Mobility: Wheeled

Speed: 40 km/h

Purpose: Turret layers has no weapons on its own,but capable to deploy automated turretguns to selected locations. All three houses' turrets are different. Atreies turrets shoot chaingun rounds, Ordos turrets shoot laser blasts, while Harkonnen and Emperor turrets shoot rockets. The Turret layer vehicle can carry maximum 5 undeployed turrets, then must return to the Repair facility to obtain new ones.

Armour: Turret layers are resistant to poison,bullet, and fire weapons, but vulnerable to missiles and high caliber guns. If a Turret layer has been deviated, all carried turrets will be deviated!

Chaingun turret

---------------

Owner: Atreides

Mobility: Static

Speed: 0 km/h

Purpose: Chaingun turrets deployed by the Turret layer. This completely robotic turret cannot be deviated, and works fair against infantry and lightly armored vehicles. However, this turret is totally useless against heavily armored vehicles, structures, and aircrafts.

Armor: Chaingun turrets are vulnerable to most kind of weapons, but invulnerable to poison and deviator.

Range: Short

Laser turret

------------

Owner: Ordos

Mobility: Static

Speed 0 km/h

Purpose: This kind of turret shoots laser blasts at any incoming enemy. Its firepower is a bit stronger than Chaingun turrets'.

Armor: Laser turrets are vulnerable to most kind of weapons, but invulnerable to poison and deviator.

Range: Medium

Rocket turret

-------------

Owner: Harkonnen, Emperor

Mobility: Static

Speed 0 km/h

Purpose: These deployable turret types are the strongest. They're particulary effective against armored vehicles,and can target aircrafts as well. However, these turrets are quite useless against most infantry units.

Armor: Rocket turrets are vulnerable to most kind of weapons, but invulnerable for poison and deviator.

Range: Long

Demonstalker

------------

Owner: Harkonnen

Mobility: Foot

Speed: 12 km/h

Purpose: Harkonnen technicians figured out Demonstalker to avoid the lethal Ordos deviators. These two-legged robots has two arm-mounted rocket launchers, which work great against most armored vehicles,and aircrafts. Demonstalkers also can be sent to the Repair facility if damaged. Deviator and poison has no effect on these units, they may prove to be a deadly foe in the battlefields.

Armor: Demonstalkers are invulnerable to deviator,poison weapons, and resistant to bullet and fire weapons. However,these units are vulnerable to missiles and high caliber guns.

Range: Medium

So at first step,these are MY units. Any opinions about them?

I'm waiting.

Posted

True. That's why I never use Red Alert-things for a base of my units.

In fact, I never played Tiberan Sun or Generals. Moreover,I've never seen them.

Posted

How about a "turret mode" for units ? They stay and guard the base until they are released from turret mode. See, like most people I use waypoints just outside my base from barracks and facs...

But when I am whooping someone at their base, or helping kalem ;) after his latest cry for help, I need my units there, without spending time going to  my base and selecting them. So I use the "TT" to call the units of that particular type. But the ones on gaurd duty, watching the entrance to my base for ix, and walking engineers come also.

I would like to stop that by having a "Turret Mode". I dont want to use turrets for the same reason most players dont use them. Money spend when it might not be needed. 

Posted

Yeah,I found turrets are a large waste of money and power. Apart from the pop-up turrets, I never use them. That's why I would put a Turret layer (described earlier) in Emperor,which is capable to deploy several small computer-controlled gun stands.

Here is some another units which you might find interesting:

Lightning tank

--------------

Owner: Ix

Mobility: Tracked

Speed: 20 km/h

Purpose: Lightning tanks are unique fighting units. Instead of shooting, Lightning tanks fire a lightning bolt to any target within their range. The lightning bolt will fry the target without any break,until it's destroyed or move away. Lightning tanks are extremely good against all kinds of infantry, and also works great against heavily armored vehicles. However,these units are completely defenseless against air assaults.

Armor: Heavy. Lightning tanks are very resistant to bullet,fire,poison and explosive weapons, but seems to be vulnerable for missiles and high caliber guns.

Range: Medium

Viper

-----

Owner: Ordos

Mobility: Anti-grav

Speed: 20 km/h

Purpose: These ultimately destructive vehicles requires a lot of attention, and escort. They're armed with a very lethal and direct railgun cannon, which can destroy any units in one single shot from great ranges, except the strongest vehicles like Devastators,or the strongest buildings. Vipers are excellent battlefield support vehicles, they're much like "tank snipers". Although Vipers' firepower is extremely high,they have several disadvantages. First of all, Vipers are quite large to compensate the recoil of the railgun, this makes them rather slow, and own no anti-aircraft weapons. Moreover, their railgun cannon is fixed, and after a shot, they need 60 seconds to recharge the railgun.

Armor: Vipers are resistant to bullet, fire, and poison weapons. However,these units are vulnerable for missiles, explosives,and high caliber guns.

Range: Extremely long

Shelter infantry

----------------

Owner: Atreides

Mobility: Foot

Speed: 10 km/h

Purpose: These special Light infantry units carry a large shield mounted to their left arm, which makes them invulnerable for a lot of weapons,but only from ONE direction. When fighting, they always rise their shield to that direction where they're shooting, this makes them almost invincible. Still, any other abilities are the same with normal Light infantry units.

Armor: Shelter infantrymen are invulnerable for bullet,flame weapons, and to some degree, anti-tank weaponry, but only to ONE direction. However,these units are very vulnerable for high explosives, poison, bullet and fire weapons on their undefended side.

Range: Short

Cloud of poison

---------------

Owner: Ordos

Mobility: Cloud

Speed: 5 km/h

Purpose: Another special weapon for house Ordos, after building the Hangar. It requires 8 minutes to recharge, and when it's ready, it can be released at any area on the map,even unrevealed places. It's a large green coloured, slow-moving cloud, which will actually damage infantry, vehicles and structures at varying degrees. Poison clouds shall disappear after 60 minute, and may float to any direction.

Armor: Poison clouds cannot be destroyed, but will disappear after 60 seconds.

Range: None. Poison clouds must be above the target to damage it.

Posted

a repair vehicle wouldnt be fair for hark... they dont deserve repairing out in the field.. however a repair pad would be acceptable.

I loved the repair facility in dune2 back then... because I always built walls around it or placed units on the spots where I couldn't build walls or windtraps or whatever...

everytime a unit began to burn a carryall came and took it to the repair facility... as there was no space for the repaired unit to leave the facility, the carryall would pick it up again and drop it where it was when it began to burn... that's even better than navigating repair vehicles on the battlefield *g*

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