S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP]
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP]
Superior Assault Warriors SAW can be realized as an Elite Faction that is quick mixed with some muscle to it, they tend to have an aggressive mixture of tactical ability and intimidation via strength in quality of their troops. They use a wide variety of weaponry while keeping a decent structure of armor on their skin, they like to overuse and overpower their arsenal with a special type of bond of chemistry and physics called " Kinetic Mass Energy". KME is a variant of matter that is extremely high in mass but is hardly affected by gravity, no matter how strong it is. They use this type of high mass entity by giving it an extremely high velocity in which can be dangerously lethal, if that is by sending a small projectile of KME to slice through 10" lead like ketchup or making a massive hunk of steel turn into dust with a large mass particle with the force of a thousand sledgehammers. Code: At the present day in which Earth was losing it's resources as well as social dignity. A group of what was left of decency on the planet departed their home planet to look for somewhere to live in a strife-free land, including brilliant scientists and the rest of genetic specimen they could salvage. Soon they found a planet and colonized immediately. Decades in, an unexpected threat showed up from within the planet and risen to the surface unannounced and wreaked havoc upon the civilization. Quickly reacting, the colonies started to look into self defense and within several years the planet was riddled with facilities, warehouses, and factory complexes. Unimaginable weapons were mass-produced and extremely potent augmentation was designed to fend off the alien invasion.
During the massive war against the hostile opponent, they discovered that they harnessed a sort of unstable particle that when comes into contact with other matter, generates a huge repulsive force. Named Kinetic Mass Energy, this particle would be sheathed in containment fields and launched as a terrifying new weapon and was used extremely extensively and efficiently. But after this, their new home was considered a giant industrial wasteland. They consulted and decided their planet was not only used up of its resources but hostile as well, they built a super weapon mounted on an orbital weapons platform that used the KME particle to destroy their planet and rid of the alien threat underground.
Using their super weapon, they obliterated the planet with the alien force with it. But in the process, the weapon destroyed itself due to the particle being so unstable. Stained by Cynicism, they abandoned their remains but brought their most valuable technology with them, including the KME particle. After extensive research they mastered the particle and soon they joined the economic wars, using their Elite soldiers, KME equipment, and veteran experiences, they fought for the planet's gold and to replenish their resources. Beware this enemy, they are not to be tested upon. -------------------------------------------------------------------------------------------------------------- CRAFT-------------------------------------------------------------------------------------------------------------- SOMAG-1131 Mk2
Low Weight, Medium Stability, Low Speed First Development in SAW transportation.
ODP-81
Heavy Weight, Orbital Drop Pod. Bulky Chunk of Metal that transports Units quite decently.-------------------------------------------------------------------------------------------------------------- ACTORS-------------------------------------------------------------------------------------------------------------- Typical Grunt -Heals over time-
Average Speed, Resiliant to bullet impacts, Medium Weight. A Higher Dominant of the Light Class.
Heavy Unit -Double Tap Crouch for a 75 health boost for limited time. Will replace lost health-
Low Speed, Very Ressistant to bullets and explosions, Heavy Weight You might want to consider getting a high caliber weapon...
Commanding Officer -Double Tap Pie Menu to receive a transporter in your inventory. Can only have one. Heals over time-
Medium Speed, Extremely Ressistant to Bullets and Explosions, Medium Weight The Brain of it all, Glazed in Perfected Alloys and Metals to preserve control.Elite Unit SOP-19 or ECDU -Double Tap Crouch to switch between Shield and Healing capabilities. Hold Jump for a higher launch, Hold a direction while jumping to jump in that direction-
Average Speed, Extreme Resistance to bullet impacts, Medium Weight. Emergency Crisis Dispatch UnitRAAX-70RCode: S.A.W's only known Ancient Guardians. The amount of Resources, Effort, Engineering, and Thought put into these makes it a sight you do not want to ever encounter. Stories and Legends are held about these Unmanned Idols when even S.A.W's forces have perrished under great threats, that these Machines acted as their own Sacred Fail-safe Hero. Here is a instructional Manual on the operation of the bipedal. VVVVVVVVVV Please read this first before you address ANY issues with the bipedal.-------------------------------------------------------------------------------------------------------------- WEAPONS-------------------------------------------------------------------------------------------------------------- S-88 Magnuse
Single Fire, 8 Rounds, High Power Powerful Sidearm to wip out.
STEK-11 Derigan
Full Auto, 40 Rounds, Low Power Light but powerful.
DN-88 Drahniok
Semi Automatic, 6 Rounds, High Power A superior match to any traditional Shotgun.
GH-56 Mk3 Lancusar
Burst Fire, 30 Rounds, Medium Power Of Course, The standard but deadly GH-56.
WUND-55 Solliran
Full Auto, 35 Rounds, Low - Medium Power A seperate choice of AR with it's own benefits.
SEAR-7 Proniscin
Bolt Action, 6 Rounds, High Power Medium distance scope requires an excellent eye.
GAUS-121 Gromilusak
Magnetic Propelled Projectile, 1 Round, High Power Fires a powerful High Mass KME Projectile.
LMP-45 Nierkrin
Full Auto, 30 Round Cartridge, Medium Power Comes with an attachable shield for minor protection.
THOR-98 Brigain
Semi Automatic, 25 Rounds, High Power A massive and deadly high caliber rifle.
BAP-9 Ecropiun
Semi Automatic, 12 Rounds, High Power Powerful KME Slug propelled Shotgun.
RSC-58LN Qaleskios
Full Auto, 3 Missile Pod, High Power A fully Automatic Rocket Launcher. -NOTE- If the Laser Attachment is active then Missiles home into where the laser is pointed.
BULE-83 Bronsip
Semi Automatic, 3 Ballistic - 3 Kinetic, High Power Hybrid Launcher that fires both Kinetic and Ballistic Bombs.
GLUD-5 Dorukveck
Semi Automatic, 2 Rounds, Medium Power Semi Automatic Grenade Launcher, fires explosive rounds only.
MLR-4 Epikkion
Fully Automatic, 6 Ballistic Homing Missiles, Medium Power Launches 6 Homing Missiles after the enemy.
FMC-135 Franpios
Full Auto, 25 Liter Fuel Tank, High Power Launches Globs of fire that explode, or just burn. Then Explode..
FMC-LN5 Sropokain
Semi Automatic, 10 Litre Fuel Tank, High Power Fires a stream of a deadly mix of nano thermite and napalm.
FR-27 Treavas
Full Auto, 25 Rounds, Low Kinetic Energy MR-15 got a little makeover, fully automatic KME Subgun.
VARE-10 Quariuntas
Semi Automatic, 15 Rounds, Medium Kinetic Energy A powerful KME rifle but like all KME based weaponry, results may vary.
MUGA-K2 Korlein Dros
Fully Automatic, 35 Round Catridge, Low Kinetic Energy High Velocity LMG that fires KME Rounds at extreme speed.
SIG-II Fratociun
Semi Automatic, 3 Rounds, High Kinetic Energy A cannon that fires an explosive round that explodes mid-air.
SIG-LOS Brikluas
Fully Automatic, 15 Rounds, Medium - High Kinetic Energy A second variant of the SIG series, Automatic and powerful.
RULAS-185 Osokrist
Single Action, 1 round, High Kinetic Energy Rail Driver, KME propelled mass driver.
-------------------------------------------------------------------------------------------------------------- BOMBS-------------------------------------------------------------------------------------------------------------- IWG-5 Holokrai
High Kinetic Energy Impluse Wave Grenade.
NI-8 HE
High Power, Medium Range HE... bassically self explanatory.
IL-12 Chrorapius Lazilus
High Power, Long Range Flammable Gas Cannister.
Transporter
Transports a Rogue Soldier to the BattleField.
-------------------------------------------------------------------------------------------------------------- SHEILDS/TOOLS-------------------------------------------------------------------------------------------------------------- DUL91 Rokliuve
High Round Absorption, Medium Weight, Medium Size Segmented Sheild with great Protection.
KEDD Losopeakun
Medium Round Absorption, Medium Weight, Large Size Kinetic Energy Defensive Device. When shot releases a punch of Kinetic Energy
Laser Attachment
Press Fire to activate or deactivate your laser pointer, you do not need this in your inventory for the laser to be on.
MPT-KME2
Multi-Purpose Tool. Fix's and heals units, Harms enemies, and Digs Terrain.--------------------------------------------------------------------------------------------------------------- Update 1.1.0 -Weapon Tweaks -New Reload Sounds -Jetpack Fixed a little
Update 2.0.0 -New Actor = Soldier Light -Weapon Tweaks -New Sprites -Bugs Fixed -Jetpack Fixed
Update 2.5.0 -New Actor = Soldier Heavy -Weapon Tweaks -New Sprites -Moar Bugs Fixed
Update 2.7.5 -New Weapon = THOR-88 -Actor Fix's -Some Polished Sprites -Some Offsets fixed
Update 2.9.0 -Bug Fix's -Some Wound Properties Added -Weapon Improvements
Update 3.0.0 -Some Weapons Re-done -New Sprites -Sprite Animations Included -Bug Fix's -Offsets Fixed
Update 3.5.0 -New Weapons -New .RTE Layout -Offsets Fixed -New Effects
Update 3.7.5 -Two New Weapons -Weapon Tweaks -And the broken offsets attack once again...
Update 3.8.0 -Price's Fixed
Update 4.0.0 -New DropShip -New Sprites -New Weapons
Update 4.2.5 -New Weapon -Dropship Updated -Fixed Sprite Offsets
Update 4.5.0 -New Actor -Sprites Revisited -Unholy Offsets Banished Forever..
Update 5.0.0 -Brain Actor Added -ZOMG more Offsets fixed
Update 5.1.0 -GH-56 Fixed
Update 5.5.0 -New sounds -Sprites Revisited -Weapon Replacment
Update 6.0.0 -New Craft -Actor Replacement -New Sprites -Bugs worked out.
Update 6.2.0 -New Unit -New Sprites -All Kinetic Weapon's Power Increased (A lot)
Update 6.5.0 -Actor Replacement -New Sprites -LMG Shield Added -New Weapon -.ini Tweaking
Update 7.0.0 -New Sprites -New Weapons -.ini Tweaking
Update 7.5.0 -Weapon's Sprites all Revisited -New Actor -New Sheild -Bug fix's
Update 8.0.0 -New Weapons -New Sprites -Bug Fixes -Many other minor tasks
Update 9.0.0 -Sprites Sprites Sprites! -Units now possess lua - GAMEPAD FRIENDLY (In Concept) -All Weapons Balanced and Revisited -Offset Fixes -Minor Bug Fixes
Update 10.0 - Various Effects added - Elite Direction Jump (Easier for the Elite to maneuver mid-air) - ROHM-2 AI - Fixed AddToGroups - Laser Pointer Added - New Weapons (STEK-11 and GLUD-5) - New Sprites - Mountain of bugfixesUpdate 11.0- Bipedal Mech Added - Modified Sprites - Weapon Scripts (Recoil, Unit Restrictions, Laser Pointer) - New Explosion Effects - New Multi-Purpose Tool - Actor AI implemented - Wounds and Actors balanced - New Jetpack Effects [- Update 11.0.1 -] - B27 Compatibility added - Minor bug fix on grenades (Thanks Shalafi)
[- Update 11.0.2 -] - Elite script problems fixed - Added Pie menu Icons for Mech - Weapon's laser sight fixed - Disabled SAW Skirmish
[- Update 11.0.2.1 -] - Less Lag option added[- Update 11.1 -] -Recoil system revamped-------------------------------------------------------------------------------------------------------------- Creditz To:
The Forum that drove me to improve this. Daniel Tabar - For the great game Valve - Sounds Crytek - Sounds Bethesda Softworks - Sounds dragonxp - The Mod name (None abbreviated), Beta testing, Logo Contrary, CrazyMLC, Lizard - Sprite help CCNewPlayer - Beta testing [Insert Name Here], Technomancer, Nocifer, wooden - Mac conversion LeonXross - Outstanding service in pre-release testing. Any others I forgot, I am terribly sorry...-------------------------------------------------------------------------------------------------------------- Comments Highly Appreciated And now for the Goods! WINDOWS VERSION(Gamefront) Mirror One: S.A.W. Variant 11.0.2 (FileSmelt) Mirror Two: S.A.W. Variant 11.0.2MAC VERSION(GameFront) Mirror One: S.A.W. Variant 11.0.2(FileSmelt) Mirror One: S.A.W. Variant 11.0.2[/][/][/] ABOVE DOWNLOAD LINKS ARE OUTDATED [\][\][\]-------------------------------------------------------------------------------------------------------------- Steam Workshop: S.A.W. Variant 11.2-------------------------------------------------------------------------------------------------------------- LESS LAG OPTIONJust add the contents to the SAW.rte folder and replace when necessary.
Adding this will do the following:
- Remove all idle shield effects (Bubble effect is gone, but hit effects will still show.) Including RAX's shield malfunction effect. - Remove laser pointer trail but will leave the hit effect. - Tweak or remove some Mech effects--------------------------------------------------------------------------------------------------------------
Last edited by Coops on Sat Dec 27, 2014 2:29 am, edited 147 times in total.
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Mon Mar 15, 2010 8:19 am |
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Joesycop
Joined: Mon Oct 19, 2009 9:04 am Posts: 302 Location: Under Your Bed
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Re: [WIP] SAW *(15/03/2010)
Looks good. Testing now..... I seem to get a error message..... ( My first time being the 1st to download )
Last edited by Joesycop on Mon Mar 15, 2010 6:58 pm, edited 1 time in total.
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Mon Mar 15, 2010 8:21 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: [WIP] SAW *(15/03/2010)
Sry. Fix'd
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Mon Mar 15, 2010 8:38 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: [WIP] SAW *(15/03/2010)
---Soldier: Overkill on the jetpack glows. But his head does catch on fire; that's pretty bitchin'. ---S-88: Waaayyy too much penetration. All it really needs in penetration is to enter and exit one 'military stuff' head; anything past that tends to just rape terrain. ---TER-42: It's a little more justified, but still, overkill on the penetration. ---GH-56 Mk3: Balanced, has a nice feel to it. Pretty generic, but as a standard primary weapon for a faction, that's alright. ---WUND-55: Pretty good at filling the role of spammer, but you should lessen the range, both the sharp distance and bullet's effective range. ---RPG-16Sn: All bark and no bite, but maybe that's good for its uniquity. But it seems to overuse specific particles, instead of using a nice variety of effects. ---RET-2: You should only have the shields category version. Other than that, it's alright, but a bit too accurate for a one-handed automatic. ---M80-G9: Not enough power to make up for the speed that the alternative WUND and GH have. ---M32: In proportion to the vanilla grenades, this one is too powerful for it's cost. Vanilla grenades aren't really balanced anyway though, so whatever.
Overall it's a pretty alright faction, but a tad too generic.
Also, you should abandon and discontinue your mod making topic for this mod since you have this thread now.
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Mon Mar 15, 2010 2:26 pm |
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Joesycop
Joined: Mon Oct 19, 2009 9:04 am Posts: 302 Location: Under Your Bed
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Re: [WIP] SAW *(15/03/2010)
Yeah.....uh.....I was gonna say that.
Last edited by Joesycop on Tue Aug 23, 2011 11:09 pm, edited 1 time in total.
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Mon Mar 15, 2010 4:55 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: [WIP] SAW *(15/03/2010)
Azukki wrote: But his head does catch on fire; that's pretty bitchin'. Yeah but i wanted it to be lower but it wont, but just having his head on fire IS pretty kewl.. Azukki wrote: ---Soldier: Overkill on the jetpack glows. The Jetpack Fudged up for some reason when i posted, so this is just temporary Azukki wrote: Also, you should abandon and discontinue your mod making topic for this mod since you have this thread now. Yeah ill get someone to lock the one I posted in Mod Making, that one didnt seem to get enough feedback almost anyway.. Other than that, Thx thats want i wanted to hear, now i know what i can work on
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Mon Mar 15, 2010 10:50 pm |
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Potatamoto
Joined: Fri Jan 01, 2010 4:37 am Posts: 112 Location: Why do you wanna know? Are you a serial killer?!?
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Re: [WIP] SAW *(15/03/2010)
The sprites look good. I'll download it and test it once I'm done with my piles of homework. EDIT: Still doing a ton of homework. Guess I won't be testing it any time today...
Last edited by Potatamoto on Tue Mar 16, 2010 3:41 am, edited 1 time in total.
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Mon Mar 15, 2010 11:14 pm |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: [WIP] SAW *(15/03/2010)
ditto, Ill givet his a try after I tire my arm out from the pokefap....errr pokewalker
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Mon Mar 15, 2010 11:49 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: [WIP] SAW *(15/03/2010)
Removed*
Last edited by Coops on Mon Jun 14, 2010 7:57 am, edited 1 time in total.
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Tue Mar 16, 2010 4:34 am |
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Potatamoto
Joined: Fri Jan 01, 2010 4:37 am Posts: 112 Location: Why do you wanna know? Are you a serial killer?!?
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Re: [WIP] SAW *(16/03/2010) UPDATE: V2.00 [New Actor!!]
I finally tested it. Meh. It's mostly just normal weapons. Not really anything special. I do like the actor and the sprites though.
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Tue Mar 16, 2010 11:38 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
I simply don't understand your sprites, I feel like looking those abstract paintings...
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Wed Mar 17, 2010 11:52 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
I have mixed feelings when I downloaded this mod. I think the mod is good yet bad at the same time. Kinda like: NaXx wrote: I simply don't understand your sprites, I feel like looking those abstract paintings... The individual pieces of the actors are well sprited, but when put togather, it's kinda confusing. Weapons are generally less well sprited than the actors, I think. They lack details. There are also issues with weak jet packs on actors and the fragility of the light soldier. Though I am kinda developing a love for this mod. It has style. I would like it more if it has more improvements.
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Wed Mar 17, 2010 4:12 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
Damn this is really coming together. 3 Actors, now we just need some Rockets and/or Dropships.
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Wed Mar 17, 2010 7:29 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
dragonxp wrote: Damn this is really coming together. 3 Actors, now we just need some Rockets and/or Dropships. No. The existing sprites should be fixed before adding more. I'm with Soldat and NaXx. The very first actor in my opinion looks just fine. But the two newer ones look more alien than human, and I can't even distinguish body parts. Way too abstract indeed. Make the Light/Heavy look more "human" and I think it could look pretty decent. Definitely fix the detail-work on ALL the guns/actors before putting out a craft/rocket. A craft will generally be the biggest thing in a faction (unless you opt for a drop pod) and usually will have to be the most sprite work to look good. Do the little things right, then try a big thing.
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Wed Mar 17, 2010 7:49 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: [WIP] SAW *(17/03/2010) UPDATE: V2.5 [Another New Actor!!]
I think the heavy unit is way too heavy to even move. When I equip it with only your sniper and mk3, I could hardly use the jet pack. It needs to be much lighter.
Ditto with lfow
Also, I like the power of the Sniper in the first version. I like its really heavy punch. Also, I think the Mk3 should do more dmg per hit.
Additionally, I like the old jet pack looks.
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Wed Mar 17, 2010 8:53 pm |
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