The Soviet Tanya
Revisiting the cutting room floor.
- RadicalEdward2
- Posts: 80
- Joined: Sat Feb 11, 2017 12:34 am
- Location: NJ
fiveaces (
) made a nice modmap with volkov. In his map, volkov costs 1200 and has 3 abilities:
1) C4 a building
2) Cloaks unless shooting.
3) Has a specialized mostly silent high ranged sniper rifle that can only shoot vehicles, but causes A LOT of damage to them (I think it can kill an ore truck in 4 shots). He was useful either to take out ore trucks, or to assist in small battles from behind).
I actually think that was a good implmementation.
![Wink ;)](./images/smilies/wink.gif)
1) C4 a building
2) Cloaks unless shooting.
3) Has a specialized mostly silent high ranged sniper rifle that can only shoot vehicles, but causes A LOT of damage to them (I think it can kill an ore truck in 4 shots). He was useful either to take out ore trucks, or to assist in small battles from behind).
I actually think that was a good implmementation.
Last edited by lucassss on Tue Mar 14, 2017 7:00 pm, edited 1 time in total.
Tanya is really really overpowered for what it does. For the same price you can either get 4 rocket troopers or a tanya. I am not a fan of unique units. Limit of 1 at once does not do enough for balance standpoint.
If we somehow want to add a unique unit to soviets, unique vehicle would be more interesting than a tanya clone in my opinion.
If we somehow want to add a unique unit to soviets, unique vehicle would be more interesting than a tanya clone in my opinion.
The supreme art of war is to subdue the enemy without fighting.
-Sun Tzu
-Sun Tzu
I don't think anyone in this thread has been arguing for a "Tanya clone".Doomsday wrote: ↑Tanya is really really overpowered for what it does. For the same price you can either get 4 rocket troopers or a tanya. I am not a fan of unique units. Limit of 1 at once does not do enough for balance standpoint.
If we somehow want to add a unique unit to soviets, unique vehicle would be more interesting than a tanya clone in my opinion.
A unique vehicle would probably mean going away from original units.
Hah, that was a map by me, I wanted for him to have a different role and since the Sovs lack good scouting tools,lucassss wrote: ↑ soscared made a nice modmap with volkov. In his map, volkov costs 1200 and has 3 abilities:
1) C4 a building
2) Cloaks unless shooting.
3) Has a specialized mostly silent high ranged sniper rifle that can only shoot vehicles, but causes A LOT of damage to them (I think it can kill an ore truck in 4 shots). He was useful either to take out ore trucks, or to assist in small battles from behind).
I gave him permanent cloak as long as he's not attacking.
His role was to scout the perimeter and snipe unsuspecting artilleries, but idk if that really fits with his lore as a cyborg commando.
As for Chitzkoi, I really can't see him working in a competitive environment.
With the current dog logic, he'd either munch his way through infantry and be completely unstoppable of be utterly useless depending on his stats.
I still have hope that he will be re-implemented into the official mod at some point in the future.
- MustaphaTR
- Posts: 203
- Joined: Mon Aug 04, 2014 6:38 am
- Location: Kastamonu, Turkey
So doge wouldn't work in terms of balance because if the stats were too strong it'd do the same as Tanya?FiveAces wrote: ↑Hah, that was a map by me, I wanted for him to have a different role and since the Sovs lack good scouting tools,lucassss wrote: ↑ soscared made a nice modmap with volkov. In his map, volkov costs 1200 and has 3 abilities:
1) C4 a building
2) Cloaks unless shooting.
3) Has a specialized mostly silent high ranged sniper rifle that can only shoot vehicles, but causes A LOT of damage to them (I think it can kill an ore truck in 4 shots). He was useful either to take out ore trucks, or to assist in small battles from behind).
I gave him permanent cloak as long as he's not attacking.
His role was to scout the perimeter and snipe unsuspecting artilleries, but idk if that really fits with his lore as a cyborg commando.
As for Chitzkoi, I really can't see him working in a competitive environment.
With the current dog logic, he'd either munch his way through infantry and be completely unstoppable of be utterly useless depending on his stats.
I still have hope that he will be re-implemented into the official mod at some point in the future.
I suggest playing with the dog armour until (hopefully) something like, you can't just go and attack a large group of troops without being shot dead before you can munch your way through many of them; but it's useful in defending against attacks where at least some of the troops are focused on attacking other things.
I will also mention, that Soviets have dogs at the start of the game. In the early/mid game, they have APCs which can scout. More expensive than a ranger but then they are tougher. Later on, if you are looking for a nuke say, you can iron curtain 1 or more APCs or flak trucks and use them to scan an enemy base.
Along with the previously mentioned spy plane of course.
Along with the previously mentioned spy plane of course.