Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Thu Jul 16, 2015 9:12 pm Post subject:
Leviathan
Life: 1500
Speed: 3
Armor: Heavy Plating
Firepower: 200 x 2
Primary: Twin LR-BCM
Cost: 3000
Strong vs: Structures
Weak vs: Naval
Requirements: Soviet Naval Yard + Soviet Radar + Soviet Battle Lab
Restrictions: U.S.S.R
Special: Requires a min range of 7 in order to fire their targets.
Leviathan is one of the heaviest ship available only to U.S.S.R. It twin cruise missiles are powerful enough to demolish enemy targets with ease. However that only leaves Leviathan vulnerable with no back-up defense to protect them in close naval combat or from aerial attacks.
Additional Information
At elite level, Leviathan gains Speed, Armor, and RoF Bonus.
At elite level, Leviathan's cruise missile now deals small nuclear explosion and damage is increased by 25%.
Must maintain Range minimum of 7 in order to fire.
_________________ Mod Leader and founder of World Domination
Joined: 03 Jul 2015 Location: between heaven and hell "the healln point"
Posted: Fri Jul 17, 2015 1:12 am Post subject:
WOW the ship look aggressive but those missiles look cute so I think you need to make them longer so it can fits well. otherwise is will look ahhhhhhhhhh mother protecting her children you know what I mean. _________________ QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri Jul 17, 2015 8:23 pm Post subject:
I appreciate the change of name, abandoning the total misuse of the term "Dreadnought".
I find the general idea of basing the main Soviet warship around cruise missiles kind of odd (it seems more like an Allied technology), but I know the "Missile Cruiser" class of warships (like the Kirov class) is a typically Soviet/Russian one, so this is acceptable.
Since spawned missiles have trouble in ship-to-ship combat, will you consider giving this unit a secondary for naval targets (like the Boomer had, but maybe not torpedoes)? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Fri Jul 17, 2015 11:53 pm Post subject:
PillBox20 wrote:
I don't like the design..... the rockets are really exposed and I am not sure that the third rocket will fly when the other two, on top of it, are there.
There is no third rocket. While this is the first voxel "dreadnought" model I made to replace for Dreadnought, it looks very decent enough to fit in the role of Dreadnought.
Milleniusam wrote:
I find the general idea of basing the main Soviet warship around cruise missiles kind of odd (it seems more like an Allied technology), but I know the "Missile Cruiser" class of warships (like the Kirov class) is a typically Soviet/Russian one, so this is acceptable.
I disagree with you. It is your opinion but I do what it deems to fit in well according to country's role, style.
Milleniusam wrote:
Since spawned missiles have trouble in ship-to-ship combat, will you consider giving this unit a secondary for naval targets (like the Boomer had, but maybe not torpedoes)?
That is actually a good suggestion. No, I won't do it for Leviathan. But perhaps in the future builds when there are units that needs improvements then I will take it in consideration. _________________ Mod Leader and founder of World Domination
I like it, seems like a unique take on the Dreadnought. Will it have any secondary function? Most of your units seem to have some bonus to them. _________________ mentalomega.com QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Jul 19, 2015 10:25 pm Post subject:
Won't work >< A unit can only have one Spawn type, so if it spawns missiles, it cannot spawn a helicopter. Unless the missiles are not actually spawns, but ordinary projectiles like the ChemMissile/MultiMissile... _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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