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- IFV Combos -

IFVWhen an IFV (Infantry Fighting Vehicle) becomes elite, its rockets become much more powerful. However, in the unmodified game, an elite IFV with an infantry unit inside does not use a more powerful weapon than when it was a rookie. This fact is counter-intuitive for the player since it doesn't follow the normal progression that he expects. For example, a Sniper IFV becomes elite very easily, and while it becomes faster and has better armor, its weapon does not improve (although it does receive a general firepower and rate-of-fire boost, but this is an improvement attached to the IFV unit and not to the weapon itself).

My thinking is that weapon effectiveness should be ranked as follows:

  1. Infantry in an elite IFV
  2. Elite infantry not in an IFV (on foot)
  3. Infantry in a rookie IFV
  4. Rookie infantry not in an IFV (on foot)
Still using the Sniper example, any Sniper in a rookie IFV should be better than a rookie Sniper on foot; an elite Sniper on foot should be better than any Sniper in a rookie IFV; and any Sniper in an elite IFV should have the best weapon of all. CannisRules modifies the IFV so that the above list is generally true for all infantry that can enter an IFV. The table below summarizes all changes.

For added fun, the CannisRules IFV uses unique turrets wherever possible, as you can see from the images below. For better appearance, firing animations have been added for many IFV modes which lacked them. And in the case of the USA Special Forces, and for Crazy Ivan and Chrono Ivan, new weapons have been added.

You may well ask why bother improving the IFV performance for non-Allied infantry. Remember, CannisRules allows all sides to train Spies, and infiltrating enemy Battle Labs allows the building of all MCVs (see the StolenTech page for details). Further, IFVs can also be found in free unit crates. So no matter what side you play as, you might find yourself in possession of an IFV or two.

Mode Infantry Weapon Description & Changes
Normal Missle
IFV Rocket Turret
<empty>
Allied Dog
Soviet Dog
Slave
A pair of rockets effective against both land and air targets.
 
Changes:
Normal: Missile travels faster
Elite: Missile travels faster yet, trail colored red
Repair
IFV Repair Arm Turret
Engineer (all) Can repair other vehicles at close range.
 
Changes:
Normal: Unchanged
Elite: Repairs more damage per 'shot'
Machine Gun
IFV Machine Gun Turret
GI
Conscript
Initiate
Spy
General purpose machinegun.
 
Changes:
Normal: Unchanged
Elite: More effective vs. infantry
Flak Shell
IFV Flak Turret
Flak Trooper Fragmentation grenade with splash damage.
 
Changes:
Normal: More effective vs. all targets
Elite: Same as above, but does more damage
SEAL Gun
IFV SEAL Gun Turret
Tanya
Boris
Navy SEAL
Machinegun tailored towards eliminating infantry.
 
Changes:
Normal: Unchanged
Elite: More effective vs. infantry
Sniper
IFV Sniper Turret
Sniper Long range infantry killer.
 
Changes:
Normal: Always 1-shot kill, only targets infantry & Terror Drones
Elite: Same as above, with increased range, better ROF, shoots over walls
Tesla
IFV Tesla Turret
Tesla Trooper Lightweight Tesla Tank.
 
Changes:
Normal: More damage, shoots over walls
Elite: Same as above, with better ROF, adds shrapnel bolts
Bomb Launcher
IFV Bomb Launcher Turret
Crazy Ivan Mortar-launched small-yield Ivan bombs which explode on impact, with splash damage.
 
(New Weapon):
Normal: Excellent vs. infantry, fair vs. vehicles, good vs. buildings
Elite: Same as above, but more powerful
Nuke
IFV Nuke Turret
Terrorist Low-yield Demo Truck.
 
Changes:
Normal: Unchanged
Elite: Unchanged
MindBlast
IFV MindBlast Turret
Psi Corps Trooper Psychic radius blast which annihilates infantry.
 
Changes:
Normal: Unchanged
Elite: Wider area of effect
Rad Beam
IFV Rad Beam Turret
Desolator Radiation cannon beam.
 
Changes:
Normal: Lethal to rad-immune infantry also.
Elite: Same as above, with increased damage, affects buildings, shoots over walls
Chrono Beam
IFV Chrono Beam Turret
Chrono Legionnaire Warps any land target out of time.
 
Changes:
Normal: Shoots over walls
Elite: Same as above, with slightly increased range
Minigun
IFV Minigun Turret
Special Forces Heavyweight machinegun.
 
(New Weapon):
Normal: Excellent vs. infantry, fair vs. vehicles, good vs. buildings
Elite: Same as above, but more damaging
Light Tank
IFV Light Tank Turret
Chrono Commando
Chrono Ivan
Psi Commando
Psychic Legionnaire
Telekinetic Adept
Conventional tank shell.
 
(New Weapon):
Normal: Fair vs. infantry, excellent vs. vehicles, good vs. buildings
Elite: Excellent vs. infantry & vehicles, good vs. buildings, with increased damage
Virus Gun
IFV Virus Gun Turret
Virus Anti-infantry poison darts.
 
Changes:
Normal: Only targets infantry
Elite: Same as above, but with increased range, better ROF, more damaging
Super MindBlast
IFV MindBlast Turret
Yuri Prime Psychic radius blast which annihilates infantry and damages vehicles.
 
Changes:
Normal: Unchanged
Elite: Fires continually rather than just once
Missle Launcher
IFV Missile Launcher Turret
Guardian GI A pair of missiles effective against most land and air targets.
 
Changes:
Normal: Faster missile, slightly better vs. infantry, can no longer target buildings (shoots tanks inside bunkers)
Elite: Same as above, but missile faster yet, better yet against infantry, fair vs. buildings, trail colored red

Continue the tour of CannisRules with info about changes to Tech Buildings.