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Feb 28th, 2015
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  1. Soldier changes:
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  3. There will be three main classes:
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  5. Minigunner
  6. Rocket Soldier
  7. Technician
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  9. The Minigunner, RS, and Technician are all free.
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  11. The Minigunner has a 30 round magazine, and can fire three round bursts as an alt-fire, or fully automatic on primary fire. Alt-fire would be more accurate, primary fire would be less accurate. I'm planning to make them do about 45% more damage than they currently do. They'll be the "base" speed, so they run at the current speed in Renegade.
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  13. The Rocket Soldier fires the same weapon that the Rocket Soldier Officer currently does in Renegade, no guidance of any kind - it's a simple dumb rocket; hey, it's free though. They run somewhat slower than the Minigunner does.
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  15. The Technician is the Engineer right now, but with half of the current repair rates. They run slightly faster than the Minigunner since they don't carry as much heavy equipment.
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  17. The Officer classes cover the advanced forms of those three units:
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  19. Minigunner Officer carries the chain gun in Renegade. He does more damage than the Minigunner, runs faster, and takes more hits. He'll cost 100 credits.
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  21. The Rocket Soldier Officer fires rockets that do the same damage as Gunner, with a faster rocket than the RS launcher and homing ability. He runs slower than the Minigunner, but faster than the regular RS. He costs 300 credits.
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  23. The Engineer (Technician Officer, basically) carries enough explosives to damage a structure to half of its health, requiring that two of them work together to destroy a building. They repair faster than the Technician, but still not as fast as Hotwire/Technician in Renegade. The idea here is to avoid shooting at vehicles and buildings and having one person out-repair the damage you're doing. The emphasis is on attacking, so defenders have to work harder to protect their structures and vehicles. The Engineer runs slower than the Minigunner, since it's technically more powerful due to its ability to do major damage to a building if left unchecked.
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  25. Then there's the special units:
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  27. The GDI Grenadier launches powerful grenades capable of killing most infantry in a couple of hits, and he runs faster than the Minigunner by a good margin. The drawback? He explodes violently upon death, damaging friends and foes alike. Groups of them can chain-react and blow up if one of them dies and the rest aren't at full health. He costs 160 credits.
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  29. The Nod Flamethrower now doesn't suck ass. He projects a steady stream of flame that does lots of damage to infantry, vehicles and structures if you let him get within range. He runs a bit slower than the Minigunner, and also blows up upon death. He produces a larger explosion than the Grenadier does, and is essentially a suicide bomber for Nod if he's near enemies when he dies. Vehicles, of course, won't take as much damage as infantry would.
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  31. The Nod Chemical Warrior now doesn't suck ass. He runs slightly faster than the Flamethrower does, and produces roughly comparable damage. He also costs 300 credits. He'll be more heavily armored than the Flamethrower and less likely to blow up upon death. I'm still looking for more ways to differentiate him from the Flamethrower, since both will get upgraded to stop sucking so much.
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  33. The Commando will replace all of the "sniper" classes in Renegade. He comes armed with a sniper rifle (The weaker Renegade version) which is enough to kill someone if they're shot in the head. Body shooting will be less of a focus. He also carries a shotgun for close-range combat. The shotgun will have a longer range than the Renegade gun, and a narrower spread pattern to compensate for the range. He also carries enough Remote C4 to destroy a building by himself. Additionally, he runs just as fast as the Grenadier does. Both GDI and Nod have the Commando - GDI's model will either be Havoc or Logan, and Nod's model will be the Black Hand sniper. He is the most expensive infantry unit, with a cost of 1,000 credits.
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