Unit Request: Lvl 2 anti-air KBot - Page 3

Unit Request: Lvl 2 anti-air KBot

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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

What I planned was the barrels recoiling backwards into the sleeve so the recoil would be effectively absorbed by that and some type of intertial dampner or whatever star-trekkie tech... ;)

I was also planning shells to be expelled, I was even gonna include an AK-style breech system that recoils backwards and ejects the spent case, but I figured it was gonna be a Type of EMG so I left it out, but a FLAK would be fine to me.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Yeah, Flack would be way better then EMG's.
Combine
Posts: 3
Joined: 08 Nov 2005, 18:40

Post by Combine »

GrOuNd_ZeRo wrote:I could make a cheap new AA unit based on the Raven's design, but I already designed a unit that kinda looks like a PeeWee with 2 cannons on each arm.
Oooh, a Rifleman (well, not quite)! I've always loved quad-barrel designs.

That said, for flavor I'd prefer EMG's over flak. Along with the lightning guns, they are ARM's signature weapon, and it's always saddened me that, since the XTA Warrior lost its EMG from OTA, EMGs are woefully underrepresented in ARM's L2 KBots and vehicles.

I've surprised more than a few early gunship rushers by shooting down small numbers (1-3) of Brawlers with massed Peewees/Flashes. Although they take losses, they can be surprisingly effective since the gunships hover overhead.
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

ohhh! I LIKE I LIKE!!!!

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