Mobile Fusion - Battering ram/bomb

Mobile Fusion - Battering ram/bomb

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ShineSmith
Posts: 59
Joined: 25 Jul 2010, 20:23

Mobile Fusion - Battering ram/bomb

Post by ShineSmith »

Idea:
Give it an On/Off shield which drains all of it own energy output, and use it to charge up to a defended base for a self-d..... WIN WIN WIN.

-or-

Speed boost at a high energy cost which initiates the countdown, which cant turn it off. Make it a one shot wonder or an epic lol fail on the players part.

-Also-

It looks like shit :cry:


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It seems odd to me that the thing is mobile but dies all to easy. Just seems like it could be more fun to use it as a giant roach or something. Atm it only seems to be able to CRAWL out of the way of a failing base then self-d'd when its cornered or something.

Can you make it more fun plz?
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Mobile Fusion - Battering ram/bomb

Post by babbles »

people use them as self D defencivly a lot
ShineSmith
Posts: 59
Joined: 25 Jul 2010, 20:23

Re: Mobile Fusion - Battering ram/bomb

Post by ShineSmith »

but only as a last resort, im debating about using them offensively
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: Mobile Fusion - Battering ram/bomb

Post by scifi »

i already use them for the lulz, same as atlasing crawling bombs

giving mobile fusions that role isnt decent tbh, you can use crawling bombs in atlas
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Mobile Fusion - Battering ram/bomb

Post by knorke »

i thought they are only mobile so you can move them after they are spotted.
also solars should be able to trap enemies when they close.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Mobile Fusion - Battering ram/bomb

Post by Noruas »

Solar Venus fly trap, slowly reclaims the enemy once its inside or explodes. I could make a cob script where the mobile fusion starts spewing out smoke and moves twice as fast but you cannot stop the timer or the explosion, sound cool? I'll even add a random train horn sound and puffs in sync.
ShineSmith
Posts: 59
Joined: 25 Jul 2010, 20:23

Re: Mobile Fusion - Battering ram/bomb

Post by ShineSmith »

ok i see u all think im crazy for my idea, i just think it would be more fun if u could use the "unit" as something different; and more more interesting [imo.]
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: Mobile Fusion - Battering ram/bomb

Post by Teutooni »

While you are at it, make cloak fusions cheap enough to use as a minefield. :P
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: Mobile Fusion - Battering ram/bomb

Post by Karl »

Noruas wrote: I could make a cob script where the mobile fusion starts spewing out smoke and moves twice as fast but you cannot stop the timer or the explosion, sound cool? I'll even add a random train horn sound and puffs in sync.
make the Mobile Fusion looks like a Train
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Mobile Fusion - Battering ram/bomb

Post by 1v0ry_k1ng »

I remember the good ol' days of V7 when the mobile fusion self-destruct explosion was a nuke blast :regret:
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