Rise of the Reds – or ROTR for short – improves upon the C&C Generals formula while also adding its own distinct elements to it. Most notably, the mod adds two completely new factions, the tank-heavy Russian Federation and the defence-oriented European Continental Alliance. In addition, the three original factions China, USA and GLA have been greatly expanded and redesigned in a variety of ways, with several new units, buildings, powers and abilities to explore and combine in your in-game tactics.

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Report RSS Russian Weapons Bunker (view original)
Russian Weapons Bunker
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Machine-Reaper
Machine-Reaper

shouldn't most of upgrades such as the assault munitions upgrade etc be in Industrial plant?, or does this structure perform the role of Strategy,Propaganda center in respective faction?

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MARS2588 Creator
MARS2588

Every faction has two structures that grant them access to higher tech tiers and a selection of upgrades. The upgrades mentioned in the description are housed at the Weapons Bunker because they should be available at Tier 1, not Tier 2 where they would be located at the Industrial Plant.

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Machine-Reaper
Machine-Reaper

I forgot that ROTR has now 2 tech upgrade centers compared to Classic Generals only 1

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Machine-Reaper
Machine-Reaper

and also can you please show one render with loaded surveillance missile?

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RighteousFighter
RighteousFighter

anti-anti-missile measures :D cool!

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theonewhonevergivesa
theonewhonevergivesa

What you're gonna do with your oversized flashlight now, Guardian Angel? :)

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RobertHouse
RobertHouse

Looks awesome!

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Scud74
Scud74

Reflek missiles, that sound cool. I like the idea of vehicles with secondary munition, like World in Conflict. I hope we can see the same on ECA and USA, things like HEAT or SABOT shells. China and GLA don't need these complicated mechanics. It would be too much micro for those two factions I think.

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theonewhonevergivesa
theonewhonevergivesa

ECA tanks have canister shells AFAIK.

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WerewolfGeneral
WerewolfGeneral

"China and GLA don't need these complicated mechanics. It would be too much micro for those two factions I think. "

I disagree, You can do excellent micro-managing with both of them, for example, combine artillery with the hopper and use its ability to spot targets for the big guns, i did that in a match against a friend of mine, he hunted down each one of them, but they got replaced quite easily...
Anyway, The gatling tank could be able to switch between shell types, like AP/Flack so that it would be more effective against vehicles(not that its not effective, but just saying...) Twin Fang could have the ability to engage ground targets with its guns(like the Shilka from WiC/or the IGLA trooper), the Inferno Cannon could have an HE shell alternative, Red Guards could have rifle grenades like in SW...

As for GLA...
The grad could have the ability to switch the rocket types on it, like bio/chem/white phosphorus rockets(Death strike had white phosphorus weapons on its arsenal, so maybe the new GLA will have it too), bombs exp/bio/chem/white phosphorus for the interceptor... GLA guys are VERY creative, they will always figure new ways to create something more deadly out of scrap.
I was also having some thoughts about some additions to the marauder Anti-tank/anti-infantry capabilities, but i think it might become OP... Anyway, it could have some salvage upgrade that adds a remote controlled MG on it, like if it gets a salvage crate from a Technical/humvee/gatling tank/lynx or any MG armed vehicle.

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Hackergrad
Hackergrad

Now that's a Bunker.

Love that Warehouse feel.

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Description

As of Version 1.85, the Russian Weapons Bunker will come with a new model, which was mainly done to have a more compact construction footprint for what used to be a rather large building. Its function remains unchanged: The Weapons Bunker grants access to Russia's Tier 1 technologies, allows you to deploy the rugged Surveillance Missile and lets you purchase a number of important upgrades, both old and modified, to increase the combat effectiveness of your troops. Version 1.85 will introduce Advanced Infantry Munitions, which takes the function of the old Extended Magazines upgrade whilst also improving other infantry units: RPG Conscripts will be outfitted with an improved version of their RPG-27s which fire an inert 'dummy' rocket to distract active protection systems from the actual warhead while Igla Troopers gain the ability to fire a special anti-air missile with a dual infrared/radar guidance system, which guarantees a hit after a longer lock-on time than the regular missile. The new Assault Armaments upgrade adds infantry fireports to Mishkas, rocket launchers to BMPs and allows Kodiak tanks to switch between regular shells and the lethal Refleks missile, which provides a stronger punch against tanks at longer ranges at the cost of a slower reload mechanism.

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