Uber’s Mechs

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Author: expired bento greatest soldier

Last revision: 15 Feb, 2021 at 15:46 UTC

File size: 2.67 MB

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Description:

More viable mechs with more eye candy, and 7 all-new ones.

This "expansion pack" aims to rework and improve the vanilla mechs, while adding new ones that fill even more roles.

The 7 new mechs are based on GDI’s battle walkers from Tiberian Sun (and some from other C&C games + an original one), but with appearances altered and names changed to fit the style of the game.

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NEW MECHS
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TIER 1
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-The Wolverine is now the Light Minigun Mech. It’s armed with two small, but burst-firing machine guns that can attack both ground and air, but are not suited for combat with heavier targets. At $1000, they are costlier than their basic and anti-air cousins, but can be used in any sort of situation. This mech shares their movement speed and armor.

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TIER 2
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-The Titan is now the Heavy Mech, armed with a powerful cannon that packs a punch against land targets, but has otherwise no defenses against air units. Costing $5000 and having 2000hp, it’s a unit that fills the role of a jack-of-all-trades for mechs, able to outmaneouver most land units and destroy them thanks to its relatively fast movement speed and quite long range. Use them as the main unit in your mechanized assaults, and they will not disappoint.

Their special ability lets them enable a temporary 900HP shield for a short time, while also gradually regenerating 400HP and increasing their movement speed slightly. However, they are unable to attack during this period.

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-Armed to the teeth with triple grenade launchers and a rapid-firing anti-air capable rocket pod, the soviet Reaper from Red Alert 3 is now the Rocket Mech! Sacrificing armor for powerful crowd control abilities, this mech is a very effective support unit when dealing with swarms of enemies. At $6500, it’s very costly, and can be easily taken down if focused by a unit with heavy armor. Their damage output, however, is quite high: keep them alive along with your main army for maximum effectiveness!

Their special ability lets them overcharge their weapons to boost their firing speed, damage and movement speed for 5 seconds. On the flip side, their anti-air rocket pod gets disabled for the duration of the powerup. Time it properly to cause maximum damage!

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TIER 3
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-The Heavy Mobile Turret is a large 6-legged mech armed with 2 cannons, that gains 2 anti-air missile launchers when deployed. Once it’s deployed, it gains a heavy shield and boosts its cannon firing speed along with its range. Available from the T3 mech factory at $7500, it can be used as a powerful turret or as a support base for your units.

Their special ability lets them release 3 healing nano-bursts that heal for up to 200HP, but that also disable all of the turret’s weapons and renders it unable to undeploy for 9 seconds after it is activated.

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-The Juggernaut is now the Heavy Artillery Mech, with an incredibly long range and three extremely powerful artillery cannons. At $8000 a pop, they’re quite costly, so protecting them (especially from air units) is a necessity to ensure maximum damage. Their damage against enemy units is fairly high at 125 per shot, but they can deal a whopping 270 damage against enemy structures.

However, there’s a catch: It needs to deploy in order to fire and undeploy in order to move. They are vulnerable while unpacked, with 750hp, but once it deploys, it gains a 500HP shield that slowly charges up, and even stays on when undeployed. Keep in mind it takes time for them to prepare to fire, so plan your attacks carefully. Use them as powerful turrets for your base, or as a useful support unit for your assaults!

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-A smaller Experimental Mech, the Assault Mech trades its larger brother’s insane firepower and armor for a faster movement speed and a lower price point. At $20000 and buildable from the T3 mech factory, it’s an attractive option for those who can’t afford the more powerful experimental version, but by no means is it underpowered: It’s armed with twin rocket launchers, a minigun and dual laser cannons that, while not quite as powerful as the railguns they were based on, still deal high amounts of damage. 4800HP, light self-repair capabilities and the ability to quickly build and buff T1 mechs make this giant a worthy opponent for any unit.

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EXPERIMENTAL
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-The Mammoth MK2, now known as the Experimental Mech, is the ultimate combat unit. It’s armed with a rapid-firing front-mounted chaingun for constant firepower, two anti-air and anti-surface rocket launchers and the most powerful weapon available to any vehicle: dual high-powered railguns that can tear through any kind of armor and bypass laser defenses. With 15000HP, self-repair and amphibious capabilities, it’s able to go up against any single unit and still emerge victorious.

But not everything is perfect: It’s ludicrously expensive at $125000, and it’s slower than even an Experimental Spider. Careful micro-management is required to get the most out of its railguns: their slow fire rate means that they should always be focused at the strongest target nearby. But use these mechs properly, and they can take on entire armies by themselves and still have enough health remaining for another fight.

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The vanilla mechs have also been buffed in several ways (the previous description here is now outdated, but the changelog file in the mod contains all changes in 6.0) to make them more effective. Check out the Flame Mech’s Firestorm Shell and the Tesla Mech’s Area Discharge abilities, along with the brand new particle effects added to all mechs.

Enjoy!