Total Mayhem takes Total Annihilation, bugfixes and extends it the way Cavedog might have. Early game pace is quicker, many new units added (longtime players may recognise some 3rd-party units), including a whole new 3rd tech level tier. Existing and added units have been bugfixed, rebalanced, re-modeled, re-textured and re-rendered to equal or exceed the standard of the original TA units.
New ballistic rockets for the Core Nixer rocket hovercraft thanks to Idec's clever scripting!
Rime has been doing fundamental engine hacks to enable high-trajectory ballistic cannons. The second unit here demonstrating this is the Core Pillager.
Note also the weapon reload indicator under the health bar, also thanks to Rime's techno wizardry :D
***NOTE: Click "View original" to see the animation.
What exactly does this achieve Gameplay-wise? By that I mean, how does this help to balance, what makes this exciting to use, or fun to play against?
Not trying to be mean, I'm legitimately curious. xD
Interesting effect with the high-trajectory cannon: it takes less time to hit a target further away than it does a target that is closer.
At maximum range, the way I've set up the Pillager, it's not much different from how it now - except it's longer ranged. The closer the target is, the more the Pillager becomes like a Merl/Diplomat: firing high in the air, hitting targets at a steep angle, and only really any good for targets that aren't moving.
The effect for the Nixer, conversely, is that it's much better at hitting moving targets than it used to be. If the target is close it still comes down at a fairly steep angle too. However, it to a lesser extent also has the same result of taking longer for the projectile to hit a target that is closer, because the rocket goes higher in the air before coming back down.
Maybe you should join us on Gameranger to observe these effects more closely. ;)
have you ever played metal heck or valley maps? you're gonna shoot over cliffs easily.