Project Phantom is a total conversion mod for C&C Red Alert 2: Yuri's Revenge powered by Ares DLL & Phobos Engine Extension. Set in a world where the course of history took a different turn and science has been elevated to previously unattainable heights, three factions engage in a conflict that will change the fate of the world.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Shift APC
previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
justgoaway
justgoaway - - 8,208 comments

Nice voxel

Reply Good karma Bad karma+1 vote
Speeder
Speeder - - 1,681 comments

Tell me, how is the concept of chrono APC balanced? Unless you don't have infantry with C4, combination of such infantry and this unit is pretty much overkill since from what I remember infantry can exit chrono transports immediately after the shift, no? Same for engies.

Correct me if I'm wrong on this, because I've played with a chrono transport long time ago.

Reply Good karma Bad karma+2 votes
Starkku Author
Starkku - - 184 comments

Yes, they can exit whilst the unit is still phasing in. There are no C4 infantry in mod, in fact nothing that could reasonably pull a Chrono APC rush and destroy a structure (apart from a weak base defense maybe) before the other player can react. Only exception are engineers, and the APC only takes two of them. Same applies to spies. Granted, one could try to use multiple APC's all loaded with engineers. APC itself, however sports very weak armor and engineers only take 2 shots from the relatively rapid-firing basic level turrets.

Of course whether or not this unit will be in the 'final' version depends on how it plays in eventual online tests. Skirmish balance testing alone does not really tell that much.

My point is that, whether or not a chrono APC is balanced or not, depends entirely on the mod. For example, the reason similar unit was ditched from AGSA was that it was basically more than perfect for crate hopping in early-mid game. For same reason I increased the delay and made it a static value.

Reply Good karma+1 vote
Orac|
Orac| - - 896 comments

I don't see any problem if there is a substantial cooldown time between each teleport (even after phased in, since I don't see the point of wheels if it isn't going to use them).

Nice work, this fits really well.

Reply Good karma Bad karma+1 vote
Starkku Author
Starkku - - 184 comments

It has tracks, because it has to drive out of War Factory. The 'cooldown time' is limited to the chrono-phase-in where the unit can't move or fire at all (but can perform operations such as deploying functions), making it so that it could move using normal locomotor while waiting for the cooldown time to pass is impossible as far as I know.

Reply Good karma+1 vote
The_Freedom_Fighter
The_Freedom_Fighter - - 942 comments

Doesn't preventing it from moving into unrevealed shroud also balances it?

Reply Good karma Bad karma+1 vote
OmegaBolt
OmegaBolt - - 395 comments

Remember that the Allies get Spy Sats though (I think they do in PP too?).

Reply Good karma Bad karma+1 vote
Starkku Author
Starkku - - 184 comments

Nah, Allies have limited-radius Psychic Reveal-esque scan ability. Full map reveal is only available for Phantom as an ability with fairly long charge time, for anyone capturing a certain tech building, and from crates.

Reply Good karma+1 vote
Starkku Author
Starkku - - 184 comments

Just wanted to mention that Shift APC is no longer able to deploy during the phase-in time, making this unit much more balanced.

Reply Good karma+2 votes
Malekron
Malekron - - 137 comments

When you mean a constant value, is it in seconds or an ingame value similar to when producing units? Can you show some of the information of the Shift APC to the classic Chrono Legionnaire/teleporter infantry in form of rule.ini so I could compare them? BTW what APC/Troop Transport does Phantom use? Is it an amphibious hover stealth transport?

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

After brief period of absence in development version of mod, Allied Shift APC makes it back with revamped look.

This time however, things are slightly different. The phase-in delay that takes effect after unit has warped from one location to another no longer depends on the warp distance, and instead is a constant value.

Credit: MadHQ for the original voxel.