Red Alert 3: Revolution's main goal is to provide a more in-depth Red Alert 3 experience, whilst retaining both the unique art style and core gameplay that made Red Alert 3 so enjoyable. The faction diversity that Red Alert 3 provided has been further built on and expanded, with each faction being able to channel their particular strengths with new, updated sets of upgrade protocols. From the Allies' 'Proton Beam Capacitors' upgrade, to the Soviet’s 'Electrostatic Flak' upgrade, you can be sure that the outcome of games will be less decided by who spams the most units, and more on who spends their Security Points the wisest. This mod also aims to enhance the unit graphics, particle systems, weapon effects and visuals throughout the game. Numerous bug fixes, as well as improved sound effects covering everything from unit weapons and explosions, to unit movement and ambient noises will offer Revolution players a Red Alert 3 experience like no other.
Triple Grenade Launchers replaced with Auto-Cannons. Effective against infantry, and moderately useful against vehicles and structures.
So, it´s no longer a anti-everything unit anymore?
last time I checked graneds are less powerfull vs infentry the good old bullets.the missiols can stil pwnd tanks.
Much better idea. It just seems better.
To be honest this doesn't sound like a teir 3 unit now. Auto-cannons seem good, but the grenades gave it a powerful edge, and no anti-air? No offense TX, I love your work, but this wouldn't be a unit i use, i would stick to the twinblade
Agreed, although it would be a nice side attempt at a V4 rocket, as it could be used as aa closer artillery unit, to a small degree anyways.
Besides that It would not be that great, unless this gun has some serious anti tank power for a machine gun I'm wondering..
If it had like an upgrade of penetrating bullets or something then maybe it would balance out, that or some kind of anti air capabilitys.
Well, the Tier 2/Tier 3 issue is still up for debate. The balancing of the Auto-cannons is also subject to change, as I have yet to determine the role that the Reaper will fulfill within the Soviet armored ranks.
Suggestions regarding this issue are more than welcome ;)
Will the debate over the Reaper be in the forums?
No probs :) works for me mate, Just thought I'd send in my input. :P
I do my best to always give contructive criticism that you can build a better mod from mate :) I hope to someday take part in a mod, perhaps get some thing going, :P Thats a ways off with my planning skills though ahaha.
Back to the main subject though, Glad to see your not just going to leave it be and let it be over/under powered in some way. :)
i hope reaper can attack air units...
make them flak cannons (only the effect) keep the damage and only anti ground.
Actually flak cannons sound better than auto-guns...this unit can purely be anti-armour whilst its three flak cannons can provide anti-air support. the missiles can be like anti-armour rockets (in a sense).
muzzle fire on the centre unit is missplaced
That's the one of the side cannons firing ;)
oh yeah i see...
Autocannons? That's what SICKLES ARE FOR. The Reaper was fine as it was, and it's was made to be OP. Just jack up the cost again, or somthing. Mabey a protocol could give it diffrent weapons, because the Reaper is an experimental walker. But I think the reaper was good as it was.