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RA3 Unit Profile - Allies Peacekeeper

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There is another Red Alert 3 unit profile available on the Official Red Alert 3 Site, and this is the first one featuring an Allied unit, the Peacekeeper. Check out the concept art and a sample of the profile below.

 

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The results of initial combat encounters silenced critics of the peacekeeper program, while incensing the Soviets. The peacekeepers' heavy shields provided them with ample protection against Soviet small-arms fire, while their Belgian-made shotguns proved remarkably effective against the conscripts' superior numbers. This, then, was the Allies' daring strategy. By adopting a thoroughly defensive posture against the reckless Soviet advances, the Allies' frontline fighters could dam the flow of Soviet forces across international borders. The peacekeepers soon proved even more effective when working alongside the Allies' other infantry forces, ranging from its German-bred attack dogs to Javelin-class heavy-weapons specialists.

Click here to read the full Peacekeeper profile. And remember, there will be 2-3 unit profiles posted every week on the Official Red Alert 3 Site from now up until the launch of the game later this year.

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Is this the first C&C RTS unit with a shotty???

 

I like the movie.

Edited by gben

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This unit ****ing ownz! :D

 

I love the Allies, they kick supreme ass. :D

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Wow, I am most impressed with the level of thought going into the different units. If they can actually use some of the story in the game then it can easily surpass Generals.

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as soon as the game was announced, it surpassed generals buddy. :lol:

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This unit is so simple, yet incredibly awsome at the same time!

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I'm excited by seeing a GOOD shotgun unit in a game, that actually has some spread to it (not just a slower-firing higher-powered "rifle"). Some switching between shield and shotgun will make for good micromanagement. The riot-trooper aspect also makes me think we'll see a lot of urban environments which is always good.

 

Anybody catch the parts about garrison combat with these guys? I'm hoping it'll be a played-out auto-battle when you attack/enter an enemy garrisoned building, instead of the kind of instakills we've seen in Generals/C&C3. While the Ranger-drop in Generals wasn't that bad, it seems like garrisoned combat has become too instantly-counterable. In RA2 it was perhaps a little too powerful, maybe they've found a good balance here. Maybe I'm reading too much into it, but I'd like to see building-clearing success based on how quickly and how many peacekeepers you can rush on in.

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Anybody catch the parts about garrison combat with these guys? I'm hoping it'll be a played-out auto-battle when you attack/enter an enemy garrisoned building, instead of the kind of instakills we've seen in Generals/C&C3. While the Ranger-drop in Generals wasn't that bad, it seems like garrisoned combat has become too instantly-counterable. In RA2 it was perhaps a little too powerful, maybe they've found a good balance here. Maybe I'm reading too much into it, but I'd like to see building-clearing success based on how quickly and how many peacekeepers you can rush on in.

 

I despise the instant kills in C&C3. A better system is needed. Right now, garrisoned infantry are incredibly weak instead of strong. Each side has two options to instantly clear the buildings, regardless how many units are in there. What would be better is if One 'shot' was required per 'garrison slot' so that at least 3 squads are minimum required to clear standard buildings. So the attacking unit has to fire three times if a solo unit, giving the garrison building units a 'chance' to defend themselves.

 

With RA3 being a Gen2, I had forgotten about the 'ranger-drop' affect from the chinook. I'm definitely excited about the small line saying 'as long as it's not outnumbered' indicating a 1on3 or is not possible. Some sort of auto-battle or random determinator would be great.

 

My preference would be however, and I realise that no-one else will agree with me but I press on regardless, is that clearing-buildings-units like the grenadier should attack the garrisoned unit directly as per normal open conflict. But all other units have to damage the building 'shield' first before attacking the infantry. So no more instant kills, just more directed fire. That would make infantry much more valuable, and urban maps more strategic.

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I think some believe Sole Survivor is better than Generals. Must be the inability of doing a Construction Yard rush.

 

There are a lot of great ideas that could be implemented with garrisoned buildings if EA could think of them or implement them. Having infantry placed on diffirent sides so they are effective and vulnerable from that direction only, being able to actually guide infantry in buildings, maybe have tanks knock out the ground floor and bring the whole building down.

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