|
- IFV Combos -
When 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:
- Infantry in an elite IFV
- Elite infantry not in an IFV (on foot)
- Infantry in a rookie IFV
- 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.
|