Grey ACP suit, ACP stands for "Armored Combat Plataform", it is an exosuit developed to provide armored close-combat support to grey units with extreme agility compared to Human AMPs.
The basic ACP version comes with a basic anti-infantry weaponry.
This ACP was designed to carry "small" plasma torpedo batteries, dealing irreversive damage to any ground obstacle, long reloading, best used against armored units and buildings.
This ACP was designed to stay shooting relentless and endless, a meat grinder that will keep shooting on its targed even after its enemy went out of its sight. It's also usefull to shoot down low flying objects and aircrafts.
A very versatile ACP, mixing mid-long and melee range, the emp missiles of this unit might not deal much damage, but they renders most of mechanic foes vulnerable to its energy sword. Also thanks to this emp property, even after a non directly hit, these missiles exels in taking down aircrafts.
A top line stealth prototype ACP, that recreate the effect of chamaleons skinsuit, perfect for scouting and supporting chamaleon infantry, dealing moderate damage on the frontlines.
Grey ACP Suits IMPLEMENTED
Grey ACP Suits IMPLEMENTED
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Re: Grey ACP Suits
You know the drill, comments in bold
DoomsdayDragonfire wrote: ↑Sun Feb 09, 2020 1:31 am Grey ACP suit, ACP stands for "Armored Combat Plataform", it is an exosuit developed to provide armored close-combat support to grey units with extreme agility compared to Human AMPs.
So we should balance them around the AMPs ha? Can do.
The basic ACP version comes with a basic anti-infantry weaponry.
Sure
This ACP was designed to carry "small" plasma torpedo batteries, dealing irreversive damage to any ground obstacle, long reloading, best used against armored units and buildings.
Hm ok, this will be locked behind advanced plasma weapons
This ACP was designed to stay shooting relentless and endless, a meat grinder that will keep shooting on its targed even after its enemy went out of its sight. It's also usefull to shoot down low flying objects and aircrafts.
Em both anti ground and anti air unit... Well ok
A very versatile ACP, mixing mid-long and melee range, the emp missiles of this unit might not deal much damage, but they renders most of mechanic foes vulnerable to its energy sword. Also thanks to this emp property, even after a non directly hit, these missiles exels in taking down aircrafts.
But... EMP on aircraft would be like one shot one kill right? I prefer to avoid that. Can we keep this thing as ground only?
A top line stealth prototype ACP, that recreate the effect of chamaleons skinsuit, perfect for scouting and supporting chamaleon infantry, dealing moderate damage on the frontlines.
Sure, but lock behind same tech as chameleons
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Re: Grey ACP Suits
Great.
About emp missiles, well, depends on how isulated is the eletrical system of the aircrafts, and how much is the digital dependance of the machine, if it is fly-by-ware, then it certainly should be affected, if not, them its about pilot mastery to hold the ties.
Anyway, what about if it owns 2 abilities, one basic aa missile and a ground emp missile then?
About emp missiles, well, depends on how isulated is the eletrical system of the aircrafts, and how much is the digital dependance of the machine, if it is fly-by-ware, then it certainly should be affected, if not, them its about pilot mastery to hold the ties.
Anyway, what about if it owns 2 abilities, one basic aa missile and a ground emp missile then?
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Re: Grey ACP Suits
That would be fine. Btw, am I wrong or are they bigger than AMPs?
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Re: Grey ACP Suits
Grey ACP
Cost: 4
Hp: 55
physical/energy/chemical Attack: 0/15/0 (50% bonus against infantry, 100% against large infantry)
physical/energy/chemical Armor: 5/5/5
Range: 1
Actions: 1
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy
Abilities: None
=====
Plasma torpedoes ACP
Requires: advanced plasma weapons
Cost: 4
Hp: 50
physical/energy/chemical Attack: 0/12/0 (200% bonus against structures, 100% against vehicles)
physical/energy/chemical Armor: 5/5/5
AOE: 1
Range: 2
Actions: 1
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy
=====
Dual laser ACP
Cost: 4
Hp: 55
physical/energy/chemical Attack: 0/15/0 (50% bonus against flying and high flying units)
physical/energy/chemical Armor: 5/5/5
Range: 1
Actions: 2
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy.
Abilities: None
Sword ACP
Cost: 5
Hp: 50
physical/energy/chemical Attack: 0/10/0 (50% bonus against vehicles and big creatures)
physical/energy/chemical Armor: 5/5/5
Range: 1
Actions: 2
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy.
Abilities: ignore armor, EMP missile, range 2, cooldown 1, EMP on foe, SAM ability, but with 1 cooldown
Chameleon ACP
Requires: changing colours
Cost: 4
Hp: 50
physical/energy/chemical Attack: 0/14/0
physical/energy/chemical Armor: 5/5/5
Range: 1
Actions: 1
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy.
Abilities: stealth
A draft suggestion, I kinda copied the human ones - we should probably change the stats but I don't know how. Tell me what you think.
Cost: 4
Hp: 55
physical/energy/chemical Attack: 0/15/0 (50% bonus against infantry, 100% against large infantry)
physical/energy/chemical Armor: 5/5/5
Range: 1
Actions: 1
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy
Abilities: None
=====
Plasma torpedoes ACP
Requires: advanced plasma weapons
Cost: 4
Hp: 50
physical/energy/chemical Attack: 0/12/0 (200% bonus against structures, 100% against vehicles)
physical/energy/chemical Armor: 5/5/5
AOE: 1
Range: 2
Actions: 1
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy
=====
Dual laser ACP
Cost: 4
Hp: 55
physical/energy/chemical Attack: 0/15/0 (50% bonus against flying and high flying units)
physical/energy/chemical Armor: 5/5/5
Range: 1
Actions: 2
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy.
Abilities: None
Sword ACP
Cost: 5
Hp: 50
physical/energy/chemical Attack: 0/10/0 (50% bonus against vehicles and big creatures)
physical/energy/chemical Armor: 5/5/5
Range: 1
Actions: 2
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy.
Abilities: ignore armor, EMP missile, range 2, cooldown 1, EMP on foe, SAM ability, but with 1 cooldown
Chameleon ACP
Requires: changing colours
Cost: 4
Hp: 50
physical/energy/chemical Attack: 0/14/0
physical/energy/chemical Armor: 5/5/5
Range: 1
Actions: 1
Speed: 3 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 4
Can't capture tc, buildable in grey academy.
Abilities: stealth
A draft suggestion, I kinda copied the human ones - we should probably change the stats but I don't know how. Tell me what you think.
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Re: Grey ACP Suits
I guess that's solid base, anyway, we can always adjust their stats after some field-testing.
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Re: Grey ACP Suits
Maybe they could trade some attack for armor and hp?
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Re: Grey ACP Suits
Actually wait, I looked into wrong stats of AMPs, and this ACPs have way too much hp.
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Re: Grey ACP Suits
The stats I've put into my modded version:
ACP
Cost: 4 (buildable in Grey academy)
Hp: 50
Armors: 4/4/4
Power: 12 (bonus: 50% infantry and 100% big creatures - same as the human AMP)
Range: 1
Action: 1
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Can't capture tcs
Plasma torpedoes ACP (that's not a good name...)
Cost: 4 (buildable in Grey academy)
Hp: 45
Armor: 4/4/4
Power: 9 (bonus: 200% buildings and 100% mechanical)
Range: 2
Action: 1
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Can't capture tcs
Requires: advanced plasma weapons
Dual laser chaingun ACP
Cost: 4 (buildable in Grey academy)
Hp: 48
Armors: 4/4/4
Power: 8 (bonus: 50% flying and air units)
Range: 1
Action: 2
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Can't capture tcs
Chameleon ACP
Cost: 4 (buildable in Grey academy)
Hp: 46
Armors: 4/4/4
Power: 9 (bonus: 50% infantry and 100% big creatures - same as the human AMP)
Range: 1
Action: 1
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Stealth
Requires: camo skin
Can't capture tcs
Sword ACP
Cost: 5 (buildable in Grey academy)
Hp: 46
Armors: 4/4/4
Power: 7 (bonus: 50% big creatures and vehicles)
Range: 1
Action: 2
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Ignore armor
Abilities: EMP missile - range 3, cooldown 1, gives EMP to enemy vehicle
SAM (2) - range 3, cooldown 1, damage and bonus as other SAM ability
Can't capture tcs
ACP
Cost: 4 (buildable in Grey academy)
Hp: 50
Armors: 4/4/4
Power: 12 (bonus: 50% infantry and 100% big creatures - same as the human AMP)
Range: 1
Action: 1
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Can't capture tcs
Plasma torpedoes ACP (that's not a good name...)
Cost: 4 (buildable in Grey academy)
Hp: 45
Armor: 4/4/4
Power: 9 (bonus: 200% buildings and 100% mechanical)
Range: 2
Action: 1
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Can't capture tcs
Requires: advanced plasma weapons
Dual laser chaingun ACP
Cost: 4 (buildable in Grey academy)
Hp: 48
Armors: 4/4/4
Power: 8 (bonus: 50% flying and air units)
Range: 1
Action: 2
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Can't capture tcs
Chameleon ACP
Cost: 4 (buildable in Grey academy)
Hp: 46
Armors: 4/4/4
Power: 9 (bonus: 50% infantry and 100% big creatures - same as the human AMP)
Range: 1
Action: 1
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Stealth
Requires: camo skin
Can't capture tcs
Sword ACP
Cost: 5 (buildable in Grey academy)
Hp: 46
Armors: 4/4/4
Power: 7 (bonus: 50% big creatures and vehicles)
Range: 1
Action: 2
Sight: 4
Movement: 3 (half the speed - 1 on mountains and forests, like AMPs)
Ignore armor
Abilities: EMP missile - range 3, cooldown 1, gives EMP to enemy vehicle
SAM (2) - range 3, cooldown 1, damage and bonus as other SAM ability
Can't capture tcs
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
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