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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Brutality Mod
Increasing the Coal's armor durability or decreasing the dummies' durability to balance things out would probably be a fair start, seeing as a lot of people are saying that the dummies are ultra death machines with this mod installed. I'd also suggest making jetpacks a little more powerful, but without adding the initial boost that so many people love to abuse.
Content wise, I don't think you should add anything you don't already have; the beauty of this mod is it's like a streamlined version of CC without all the pointless clutter and factions with identical weapons. However, adding a few actors that are a bit stronger than the current ones wouldn't hurt, in my opinion (something along the lines of an AAL Slayer or a Darkstorm Oni- nothing fudgetastically large ala an MPAM or MARS) but they'd probably have to be nerfed a bit with say a weak spot on their armor or just cost a ton of money to purchase.
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Wed Jul 28, 2010 10:50 pm |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: Brutality Mod
Weakspot, money doesn't matter these days.
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Wed Jul 28, 2010 11:21 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Brutality Mod
Eh, good point. But more elaboration on the weak spots; the extra damage inflicted by a shot to a weak spot should depend on the size of the weak spot. For instance, if the weakspot is one pixel large and located on the back of an actor's neck, with his torso armor and helmet conveniently overlapping over it so that it's only exposed when he looks down, then it should do a ♥♥♥♥ of damage (eg instakill). On the other hand, if it's much bigger (like say, the head of an actor), then the extra damage done by a hit on the weak spot should be relatively small.
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Thu Jul 29, 2010 12:06 am |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: Brutality Mod
I really like attachable armor that I can chip off
Especially in this case, I want my helmet flying off instead of even getting a flesh wound
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Thu Jul 29, 2010 12:50 am |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Brutality Mod
Go with attachable armor, and some kind of weak point. For example, in a mod I haven't released, I have a soldier who is pretty much covered in armor; he has a helmet and a mask on his face. However, you can instantly kill him by shooting him in the visor on the mask.
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Thu Jul 29, 2010 1:08 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Brutality Mod
Ragdollmaster wrote: Increasing the Coal's armor durability or decreasing the dummies' durability to balance things out would probably be a fair start, seeing as a lot of people are saying that the dummies are ultra death machines with this mod installed. Am I the only one who was underwhelmed by the softness of the dummies in this? I was expecting a desperate last stand, when in fact a couple of guys with assault rifles can hold off the dummy threat for ages, without much trouble.
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Thu Jul 29, 2010 1:13 am |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: Brutality Mod
Maybe assault rifles need to be toned down a bit then? I honestly like underpowered (or non piercing) weapons because it forces you to use more tactics, like physics and stuff, to take dudes down. Pre-build23 weapons were always great, because they weren't too powerful against any army which just made more meaningful gameplay in my opinion. Instead of me ordering some dude I fully loaded out and then him exploding from one of the many dozens of high explosive weapons, him having a chance of surviving for a bit at least makes the game that much more hectic and fun.
For me. So, I think my point is lessening the whole bullet piercing experience for automatic weapons. I dunno.
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Thu Jul 29, 2010 2:08 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Brutality Mod
I'd swap the Coalition for the Ronin, to be honest. And give them really shitty weapons, bolt-action rifles and double barrel shotguns. Then all the odds would be stacked against you. :3
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Thu Jul 29, 2010 2:19 am |
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Lucem
Joined: Mon Jul 12, 2010 3:30 am Posts: 232 Location: In a grassy place.
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Re: Brutality Mod
I must say, this mod puts a whole new atmosphere to the world of Cortex Command. Mowing down enemies in skirmish will never be quite the same.
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Thu Jul 29, 2010 6:21 pm |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: Brutality Mod
Petethegoat wrote: I'd swap the Coalition for the Ronin, to be honest. And give them really shitty weapons, bolt-action rifles and double barrel shotguns. Then all the odds would be stacked against you. :3 not ALL of them... take out all the guns and leave a shitty knife that breaks on one hit! NOW THATS HARD!
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Sun Aug 01, 2010 11:38 pm |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: Brutality Mod
Military-issue spork
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Mon Aug 02, 2010 4:12 am |
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Element-zero
Joined: Sun Aug 01, 2010 1:28 am Posts: 51
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Re: Brutality Mod
Damnit so in order for this I have to take all my mods and hide them???
@darkdoom meh i dissagree coalition have face masks and helmets not to metion chestplates and whatnot. Giving them at least a 20-30 percent more reliability than ronin there weapons are far more advanced as well.
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Mon Aug 02, 2010 6:28 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Brutality Mod
I would personally put this into a new install, seeing as it requires a fresh one.
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Tue Aug 03, 2010 8:22 am |
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panzerforce
Joined: Mon Jan 11, 2010 2:50 pm Posts: 66
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Re: Brutality Mod
Yes truly epic mod.. One question. By Clean Installation do you mean the basic CC directory, just without the DL'd mods, or a completely empty one?
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Tue Aug 03, 2010 8:52 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Brutality Mod
Yeah, the freshly installed directory, or 'vanilla' so to speak.
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Tue Aug 03, 2010 9:09 am |
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