1 |
I know, still keep it a skirm, but one more like the Rogue.
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1 |
I know, still keep it a skirm, but one more like the Rogue.
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2 |
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2 |
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3 |
Getting deeper into neonstorm territory, I'm imagining 3 tweaks to units:
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3 |
Getting deeper into neonstorm territory, I'm imagining 3 tweaks to units:
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4 |
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4 |
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5 |
1) Add an antenna to the Weaver model, so its radar/sight point is extremely high up.
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5 |
1) Add an antenna to the Weaver model, so its radar/sight point is extremely high up.
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6 |
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6 |
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7 |
2) Dirtbag-spike-deaths for Hermits
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7 |
2) Dirtbag-spike-deaths for Hermits
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8 |
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8 |
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9 |
3) Higher-trajectory Relcuse.
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9 |
3) Higher-trajectory Relcuse.
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10 |
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10 |
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11 |
Those
seem
really
random,
but
put
them
together:
Hermits
create
cover
for
hermits,
and
the
Weaver
can
spot
for
them
from
behind
cover.
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11 |
Those
seem
really
random,
but
put
them
together:
Hermits
create
cover
for
recluse,
and
the
Weaver
can
spot
for
them
from
behind
cover.
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|
12 |
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13 |
None of these are massive earth-shattering changes to the units, but they would give them a little bit of special power and they would give the lab more ability to assault defended positions by creating and exploiting cover. THat was originally intended to be the Dirtbag/Rogue mechanic, but you don't see it much.
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