aal and apl
dudepuppet
Join Date: 2007-10-24 Member: 62727Members
<div class="IPBDescription">aal and apl</div>advanced arms lab and proto
have weapons 4-6 and armor 4-6 for aal
have advanced heavys and jps for proto
weapons 4: cause 10% more dammage than weapon 3 - 70 res
weapons 5: cause 20% more dammage than weapon 3 - 90 res
weapons 6: cause 25% more dammage than weapon 3 - 100 res
armor 4: 130 armor - 70 res
armor 5: 150 armor - 90 res
armor 6: 170 armor - 100 res
advanced heavys: 500 armor - 60 res to upgrade and 20 res to drop
advanced jps: more fuel for longer flight time 65 res to upgrade and 15 res to drop
aal - 100 res to upgrade and weapons and armor 3
apl - 100 res to upgrade and heavy and jp
this is more of a gift if the rines have enough res in a game but very unlikely cause it is tons of res to upgrade
have weapons 4-6 and armor 4-6 for aal
have advanced heavys and jps for proto
weapons 4: cause 10% more dammage than weapon 3 - 70 res
weapons 5: cause 20% more dammage than weapon 3 - 90 res
weapons 6: cause 25% more dammage than weapon 3 - 100 res
armor 4: 130 armor - 70 res
armor 5: 150 armor - 90 res
armor 6: 170 armor - 100 res
advanced heavys: 500 armor - 60 res to upgrade and 20 res to drop
advanced jps: more fuel for longer flight time 65 res to upgrade and 15 res to drop
aal - 100 res to upgrade and weapons and armor 3
apl - 100 res to upgrade and heavy and jp
this is more of a gift if the rines have enough res in a game but very unlikely cause it is tons of res to upgrade
Comments
well, I don't think its a good idea to implement sth that you would not probably use anyway... it will end up the same as building turrets in base - possible, but nobody does it, due to big cost-effectiveness ratio issues
Instead of 'more damage for more res', I'd much prefer newer concepts. You suggested 'advanced jps' who just have more fuel. Why not instead just have an upgrade for the Jetpack that lets its user attach on to walls? Perhaps 30 res on the proto, requires JP tech, and simply lets JP marines hit +use on a wall/ceiling and keeps them there till they hit space or +use again. Cooldown time of 15 seconds.