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PostPosted: Fri Oct 26, 2007 4:50 am 
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Kanzer wrote:
Both Flamers and Exp. Beam units will be 1 vehicle per unit. Maybe like APC in size.

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PostPosted: Fri Oct 26, 2007 5:50 am 
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Aoh. I kinda...didn't...uh...read that.

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PostPosted: Tue Oct 30, 2007 2:06 am 
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Sprites of the Laser unit are done, check the first post.

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PostPosted: Tue Oct 30, 2007 5:53 am 
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Hhmmmm... they just don't feel AWish, other wise good concept.

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PostPosted: Tue Oct 30, 2007 6:38 am 
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Now that I realise, those are still unfinished.

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PostPosted: Mon Nov 12, 2007 12:41 am 
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Flamethrower damage charts added. Balance help needed.

Also, please note that attacks at full firepower will not come often as they cost 2/3 of the fuel tanks, and you also use fuel to move and stuff.

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PostPosted: Mon Nov 12, 2007 4:37 am 
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The flamethrower looks good.

The laser beam has one problem so far.
If it can't move and fire, and only has a 1-2 range, it would be very unlikely you would hit anything. It would be as useless as Max's artillery. So, it should either be a full-fledged long range unit, or a direct unit that can move and shoot in the same turn.

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PostPosted: Mon Nov 12, 2007 4:50 am 
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if my math is right then you have 120 fuel total, it gives you three full power shots with out moving. I would say in most normal surcemstances you would get two full blast shots with moving and all of that. for balance reasons apc's sould only give the flame thrower unit 60 fuel that is just to keep your use of full power attack down, the fuel sould be put in the movement tank first then what is left should be put into the attack tank.

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PostPosted: Mon Nov 12, 2007 6:49 am 
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Think of it's defense. If you want your more devastating attacks to work you will also need to protect the Flamethrower so you can't just go on rampage. They aren't also spammable so you won't have an army of those dudes around like any often. Still I may do some tweaking with the fuel tanks, maybe remove the additional tank and make the main tank 90 capacity.

Also the laser will probably become range 7 or something, really scary. I prefer suggestions on it's mechanics more than any other before I come with damage charts for it.

Also, good thing you like the Flamer.

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PostPosted: Mon Nov 12, 2007 6:58 am 
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Hmm, an idea maybe.

Laser range 1~7.
The accuracy gets worse the farther away the unit. Just like a real laser.
1 - 5%
2 - 10%
3 - 20%
4 - 25%
5 - 35%
6 - 40%
7 - 50%

Good idea, bad idea?

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PostPosted: Mon Nov 12, 2007 6:59 am 
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90 fuel sounds resonable.

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PostPosted: Mon Nov 12, 2007 8:00 am 
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@Maleous: Interesting, but wouldn't get further than an accumulative 5% error per square. Still I'll consider this idea. Maybe an extra 10% error when targetting foot/air units since they're harder to hit.

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