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Machinegun Bunker
Moderators: SuperJoe
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Aug 22, 2010 7:23 am    Post subject:  Machinegun Bunker Reply with quote  Mark this post and the followings unread



- Profile picture updated -

Prerequisite: Barracks
Cost: 500
Power Requirement: 5

Machinegun bunkers are the only base defence available to the Forgotten. They are quite heavily armored, which often forces enemy attackers to concentrate fire on them. The heavy machinegun is very effective against infantry and light vehicles, and can harm even heavier vehicles in prolonged fire. The weapon also has quite a good range. Machinegun bunkers require next to no power and can operate in low power situations. They are completely immune to EMP based attacks. Unlike GDI and Nod base defences, machinegun bunkers are vulnerable to being captured by enemy engineers and mutant mechanics.

Last edited by SuperJoe on Thu May 02, 2013 6:41 pm; edited 4 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Aug 22, 2010 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Err, you should definitely watch where you put the remap. I'd recommend you make a single stripe that circles around the top part of the building.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Sun Aug 22, 2010 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

The remap parts (at the sides, not top) are supposed to be spray painted grafitti, like threats to the enemy. Maybe they aren't very obvious at that?

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Tue Sep 14, 2010 5:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I've reworked the remap for this building. After some attempts I think this one worked out best.

Temperate




Snow


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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Sun Oct 10, 2010 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I like these. I love the use of civilian buildings!

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Oct 10, 2010 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I really must agree. Tasteful use of copy and paste work, with well placed remap and resizing of parts when necessary. All in all really good buildings to match TS, the machine gun bunker being no exception.

A small side note though, the snow one looks a lot better and its remap looks darker. Could you make darken up the remap a tad on the temperate? After that it should look perfect.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Mon Oct 11, 2010 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

The color difference is created by the darker lightning of the snow map. I had alot of trouble setting the remap colors for this building, because it would look too bright with bright colors (gold, orange, light blue) and too dark with dark colors (blue, green). Here's the same building in blue and green:






I'm afraid if I made it darker the remap would become harder to notice on these colors. Actually I'm not sure why it's just this building that I'm having trouble with. Maybe because there aren't large solid surfaces of remap so that makes the darker colors bit harder to spot. Also the temperate version pics were taken on Grand Canyon map, which has very poor use of lightning, if any. It makes all things seem pretty light.

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Sat Oct 16, 2010 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was just wondering, what will the forgotten have in he way of Anti-Air defences? Will the MG bunker have AA-Missiles or will they get their own kind of SAM site?

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Oct 17, 2010 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Forgotten don't have any structures for anti-air defence. They have 2 options:

1) Missile warriors. Pretty effective against air and cheap (300). You can usually get 3-5 of these per 1 enemy plane. But as infantry they are fragile and slow.

2) Technicals. Decent against air when mobile, but they become very effective (about 2/3 of samsite weapon range) once you deploy their turret into anti-air mode. Guess you could say you can deploy them into samsites, but as they aren't buildings you can't repair them and they have much less armor. On positive side you can undeploy them and keep moving them where they're needed. Or deploy them out in the field.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Oct 17, 2010 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, maybe you should be able to build the structure version from the Con Yard, which can undeploy similar to Slave Miners.

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