[RA Balance] MAD Tank

Discussion about the game and its default mods.
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MustaphaTR
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Location: Kastamonu, Turkey

Post by MustaphaTR »

That continious fire is a good idea. They can work like desolator or more likely MO Chinesee hero's (Forgot her name) deploy weapon. This may actually make them useful.

scorp
Posts: 96
Joined: Sat Mar 08, 2014 9:35 pm

Post by scorp »

many cool ideas ITT

personally, i prefer the "support unit" idea over the "hero unit" idea.

possibilities:

MAD Tank's thumping could negatviely influence power within range, high tech within range etc.

Power down within range, stop timer on affected high tech buildings or air buildings, disrupt gap Generators, Radars, Radar jammers, uncloak Units... tons of possibilities.

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FRenzy
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Post by FRenzy »

(Just fir the fun :p Who said MAD tanks are useless ? ^_^
https://www.youtube.com/watch?v=gijKL0I0eCE )

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SoScared
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Post by SoScared »

sort of what I had in mind:
https://www.youtube.com/watch?v=uIFOfGWu08w

MADTank:
Price: $2500, up from $2000
Charge Time (thump): 10 sec, up from 5 sec
HP: 600, down from 900
Chronoshift - no effect
Iron Curtain - Detonation (no Thump)
...
Range (Thump1): 22, up from 7
Damage (Thump1): 1 (vs None200% Wood75% Light75% Heavy50%)
Infantry goes prone.

Range (Thump2): 12
Damage (Thump2): 1 (vs None200% Wood50% Light50% Heavy50%)
...
Range (Detonate): 8
Damage (Detonate): 5 (vs Concrete 1000%)

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anjew
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Post by anjew »

I still think even with those changes they aren't that usable. Especially to waste close to a minute making just 1 of those (going off $2500 standard build time)
Image

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SoScared
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Post by SoScared »

The damage effect and range is pretty buff but I see your point on price and production time.

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