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Destiny 2

Diskutiere über alles, was mit Destiny 2 zu tun hat.
Bearbeitet von A Tigerstorm: 1/8/2019 12:02:50 AM
1

If Destiny was an RTS like Halo Wars: Part 2

You need to read the first part, I’ll link it....here: https://www.bungie.net/en/Forum/Post/250442653/0/0 Anyhoo, here’s the post. Faction 2: Cabal -Strengths •Strong ground units •High burst damage units •Long range shelling against ground units -Weaknesses •Sustain damage to enemies •Weaker air units than other factions •Slow unit movement speed Main Base: -Tier 0: Outpost -Tier 1: Listening Post -Tier 2: Forward Base -Tier 3: Firebase (Random Cabal name here) Infantry: main building: Barracks -Core Infantry: Legionary Squad. Good all around squad. Upgrades allow for jet pack mobility. -Scout Vehicle: Agrimensor. Lightweight, with small damage. Think of it like a smaller interceptor. Upgrades increase their speed and damage output -Anti Vehicle/Infantry: Centurion. Large area of effect damage. Upgrades add shields. Poor damage against air and buildings -Anti Building/Anti Infantry: Incendiary Squad: Upgrades allow for increased burn damage and decreases damage taken -Anti Infantry: Psion Snipers. Small, quick, and powerful. Upgrade allows for more psionic abilities to disrupt vehicles and air -Anti Vehicle: Phalanxes. Large shield unit. Carries heavy Anti vehicle weapons, but upgrade allows for them to be incredibly resistant to all Infantry -Ultra Infantry: Colossus. Very good damage against all types except buildings. Upgrades allow for rocket attacks to slow enemies and increase chaingun damage. Vehicles: Main Building: Steel Smelter -Core Vehicle: Interceptor Squad. Small, but agile with moderate damage. Upgrades add a third interceptor to the squad -Anti Air/Vehicle: Thumbler: Fires multiple rockets to air units. Can also act as a good counter to vehicles. Other than that, it is weak against infantry and buildings -Support Vehicle: Signifier. Heals nearby friendly units quickly and grants a significant armor boost. But you can only build 6, so manage them carefully. -Artillery Unit: Ballistarius. Long range shelling unit. Excellent at keeping enemies from pushing, but is not effective at closer ranges. Enemies struck by the artillery are slowed -Anti-Ground: Goliath Tank. Large but slow vehicle. Very effective against other vehicles and infantry. But, is very weak against air units. Upgrades allow for easier air defense and more anti ground capabilities Air: Main Building: Launchpad -Core Air: Thresher. Large but powerful and surprisingly agile. Effective against infantry, other air, and buildings. -Support Air: Harvester. Can deploy specialized infantry, and load basic infantry. Can also act as miniature infantry spawners, dropping in specialized units Research Building: Headquarters -Common research upgrades -Super Unit: Siege Tank. Large mobile base, trains infantry. Very high damage against enemy units. Weak against air. Leaders: Valus Gorvik, the Betrayer “Gorvik was originally a very popular Primus during the time of the Ghaul’s reign. But after betraying a fellow Primus and suffering a defeat on Mars by both Fallen and Vex, he was demoted to the rank to Valus. Make no mistake, he is still every bit as deadly as he was before. His specialties lie in reinforcing his vehicles and buildings, making them almost impervious to normal weapons fire.” -Hero Unit: Cabal Valus. Commander of the Cabal. Upgrades allow for the commander to inspire his Troops, increasing their damage. Talsah’hun, Psion Scryer “Despite being considered a slave to his superiors, most Cabal will follow Tal’s leadership, due to his uncanny ability to scan the enemy from afar, and act on that information. His powers allow for areas of the map to be revealed, and even slow the production rates of troops, Supplies, and Power all while staying at his own base. Doing so requires a hefty sacrifice of power though.” -Hero Unit: Psion Flayers. You can train a maximum of three. While physically weaker than other hero’s, their special abilities recharge twice as quickly, and are twice as effective than other hero’s. Special powers depend on what Element the flayer is. Solar will burn a large area, causing massive damage. Arc will shield allies, and Void will Tether enemy units. Tethers will slow, stun, or root enemy’s caught in the blast Primus G’Thun “G’Thun has seen many wars, seen many battles. He is the oldest warrior of the Cabal, and refuses to die to old age. He’d rather die fighting for his empire, the only thing he has left. He may be old, but he isn’t senile. His powers allow for troops to become inspired, increasing their damage, and heal his allies effectively. G’Thun is a wise choice for any team.” -Hero Unit: Medic Tank. Large Hero Unit that can continuously heal ally units. Upgrades allow for an aura of armor increase Dominus Arun’gul “Third in command of the Red Legion, the second being the Consul, Arun was shocked that the Legion was defeated at the City, and Ghaul along with them. After Cau’ors defeat the hands of Calus, Arun took matters into his own hands. Arun is a highly aggressive leader, turning every slow Unit into a blazing speed demon. His specialized units consist of faster and deadly legionaries and Tanks.” -Hero: Arun’gul. Large melee based Hero. Upgrades allow for Arun’gul to summon a mech that he can get into, and deal heavy damage to anything that isn’t a base. Dracon’thul, Heir to Cau’or “Dracon was once an Incendiary trooper under Cau’or, but after his defeat at the hands of Calus, Dracon was promoted to the rank of Valus to fill the void. This promotion gave Dracon’s obsession with fire to an alarming warning, anything in his way is going to get burned to a crisp. His leader powers and specialities upgrade Incenidors and other vehicles to leave deadly pools of flame, for periods of time only matched by Vordium’s electric gel. Even his artillery units leave the dangerous liquid fire everywhere.” -Hero: Dracon’thul’s Mech: Powerful mech based unit. Deals both high and sustain damage. Upgrades allow for new abilities to spread the flame

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