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RE-D

Liandry Vehicles - eng

Feb 27th, 2017
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  1. 1. Flea.
  2. Looks like a hybrid between bike and robot from Boston Dinamics. It has a medicore moving speed in normal mode, but it also has very powerful rocket engines that allows Flea to make REALLY, REALLY high and long jumps. WHEEEEEE!!!
  3. It has no weapons.
  4. Crew: 1
  5. Health: 180
  6.  
  7. 2. Wayfarer.
  8. Four wheeled military MRAP-like jeep, smaller than Hellbender and slightly faster, but slower than Scorpion. Has one stinger-turret on the roof, has same damage as "infantry" stinger. It can carry three crewmens, driver, gunner, passenger. Passenger can shoot from his weapon backwards, because Wayfarerer has not rear door. Driver by pressing alt.-fire button can shoot smoke grenades from small mortrars. Rockets can't lock the objects in smoke. Mortrars cooldown -- 15 seconds.
  9. Crew: 3
  10. Health: 450
  11.  
  12. 3. Manticore.
  13. Light tank with two-barreled autocannon, with damage 20 pts per shot and fire rate 350 rpm. In main mode gun has not so good lift angle and turning speed. But, tank can stop and switch into AA mode. In this mode turret segments slightly change its places, so it allows gun to have lift angle in 70 deg., and turret can rotate slightly faster. In AA mode fire rate is 450 rpm., but accuracy slightly lower. Also, in AA mode gun can overheat. Its cooldown after overheating -- 5,5 sec.
  14. Crew: 1
  15. Health: 700
  16.  
  17. 4. Tornado.
  18. Heavy tank. Its speed slightly slower than Goliath, it has more powerful an slower cannon with 400 damage per shot (versus 360 of Goliath). Also Tornado has artilerry mode with gun lift angle like howtizer. In this mode he can't fire directly. In artillery mode, also, type of ammo changes, "artillery" ammo spawns field of fire, ~16 meters (52 feet) in diameter, which fires for 8 seconds.
  19.  
  20. Targeting system is different from SPMA Hellfire. If friendly player through the sniper rifle/lightining gun scope will lock enemy (men, or vehicle) in field of view for 3,5 seconds, so this target will be marked for Tornado on his HUD, as mark with numbers of asimuth and lift angle, also driver of Tornado has data of his turret direction and lift angle, so he need combine his turret turning direction and lift angle with target data, and then fire.
  21. Target mark updating only if target in field of view of friendly player. If friendly player lost targets from his view, target mark will gone after 6 seconds.
  22.  
  23. Tornado has two crew members. Driver and gunner which controlls machinegun on frontal armor.
  24. Crew: 2
  25. Health: 1200
  26.  
  27. 5. Mason.
  28. Engineer vehicle on platform of 6-wheeled truck. Created for support. Crew - two man, driver and gunner. Driver besides driving can plant AT-mines. Only 10 mines in one time can be planted, so if driver will try to plant another one, the oldest mine will self destructs. Mines doesn't affects on the infantry, they can be triggered only by vehicles. Damage from one mine -- 450 pts. Gunner shoots from flak-cannon, which has same damage as infantry model, but its rate of fire slightly higher.
  29. Also, when Mason stopped, it can switch into dispencer mode. It dispence small medpacks (5hp) from one port, and random ammo from other, but after 5 dispenced medpacks/ammo boxes, it need to cooldown for 15 seconds.
  30. Crew: 2
  31. Health: 600
  32.  
  33.  
  34. 6. Stigma.
  35. Stigma is wheeled vehicle with black hole generator. Generator, as its name implies, create local gravitational singularity which attracts to it all the nearest objects. After 4 seconds black holl collapsing, giving 250 pts of damage. As alternative fire Stigma generates EMP, which disable all vehicles in radius of 15 meters (50 feet) for 3 seconds, also it disables guiding systems of AVRIL. Cooldown of EMP -- 15 seconds.
  36. Crew: 1
  37. Health: 500
  38.  
  39. 7. Rook.
  40. VTOL gunship. It has two flight modes, hover mode and horizontal flight mode (like space fighter from UT2004), but it flights slower. Primary weapon -- rapid fire autocannon, 30 pts of damage, rate of fire 450 rpm. In hover mode has really poor accuracy, and pushes aircraft backwards because of HUGE recoil. After 4 seconds of shooting it overheats. Cooldown -- 2,5 seconds. Alternative fire -- infrared countermeasure. Cooldown -- 10 seconds.
  41. Crew: 1
  42. Health: 350
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