Post news RSS New Armament

We have neglected our news a bit, so I will be posting what's happened in the past several weeks. Here, we're showing off some new armaments. The new looks for the Flame Tower, Hand Grenade, and RPG launcher in particular. And of course, an explanation why we've decided to include the RPG. Plus, the new hands and arms themselves.

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Flame Tower Remodeling

Kane000's working on the redone Flame Tower. I am not sure if this will make it in for Gamma or if other priorities will push it back, but it would be nice to have it in there along with the other updated defenses. Also in progress are the two Pillboxes, although work has kinda stopped on them while we figure out some rather major details about how they'll function. They might gain the ability to engage multiple targets at once via multiple guns, while the Flame Tower just relies on large splash damage effects to handle multiple attackers.

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The RPG & Early Game


A lot of games that feature a Russian influence often have the RPG-7 launcher as a weapon you can get, but we've avoided the temptation so far in order to try to stick closer to Red Alert. And, well, we never saw a real need for it. Honestly though, we've been considering it for a year or two (at least I have), because the Soviets have always lacked a strong early-game deterrant to Allied armor. This was okay back when vehicles were slower, but even on Shallow Grave some Light Tanks can get to your Ore Truck before its second dump.


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In RA1, Rocket Soldiers were indeed "double owned" to give Soviets a viable anti-armor and anti-air infantry, otherwise they wouldn't have one. So, naturally, an idea came up to give the Soviets something similar. The RPG soldier has similar speed and health to a Rocket Soldier, but fires unguided, unscoped. The RPG projectiles have a slight drop to them, meaning you have to arc your shots a bit. Think of it as some kind of infantry counterpart to a V2.

To also help the early game, Grenadiers now run faster than most infantry and throw harder, which helps them not only stage their own early cheap rush but assists in countering Allied light rushes. R34ch has modeled out both the new RPG and hand grenade.

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Arming the Soldiers


Tada, a new set of arms ready to go for each side. Which, again, is what we had to wait on to do animations for the weapons basically: they look better and function better than the two-jointed chunky fingers from before. You will notice the gloved Thief, Flamethrower, Shocktrooper, and Volkov hands are missing, as we're still looking at them and deciding how to do them. Apocalypse Rising also has a stake in those, so we're going to try to be a bit efficient by finding a mesh design that will work well for both projects.

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If you are wondering what they look like without the clothing or want a more detailed view, here is an earlier progress shot that Beerinator took:

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Comments
Iron_Golem
Iron_Golem

Sweet. I'm not a fan of the RPG but the hands are really detailed. The flame tower looks a lot better too. And the grenadier balance tweaks are spot on, staying true with RA1 grens.

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AlCool
AlCool

I can see how many balancing issues would arise with the rocket soldiers being put ingame. Guess we'll just have to see how it all comes out!

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liberty_wings Online
liberty_wings

this mod is for...?

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Nozzy
Nozzy

It's not a mod =P

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Krondonian
Krondonian

It's a standalone, built off the Renegade Engine.

Updates look good. I haven't played for a while with one thing and another getting in the way, but looking at the continued progress makes me want to jump back in soon.

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X988123
X988123

sweet update oh and nice hands

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MAX76549
MAX76549

The RPG? Heck yea, finally!

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justgoaway
justgoaway

Good work comrades! I truly liked the new ``hands┬┤┬┤ and the RPG.

keep working!

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BigCheese256
BigCheese256

nais :D

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nopushbutton
nopushbutton

Nice! I love using the Grenadier, really looking forward to this update!

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