The Pelian Army *Update: Jun. 22nd '12*
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: [WIP] The Pelian Army *Update: 06/08/08*
The Heavy is really fun to use! Especially the Brain Wrestling capability, if you dash correctly, you can ram through two dummies, and launch the third one, and then subsequently die of gibs raeping you Head's GibImpulseLimit, thus causing it to explode!
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Mon Jun 09, 2008 3:46 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] The Pelian Army *Update: 06/08/08*
Had a little run with your activities.ini: For some reason your guys like to fly back to the dropship they came from almost all the time, but at least, they live. They can also make it though exploding dropships too. (Make ur own craft... NOW...) Your assault bot keeps on ninja'ing my guys. Also its semi-stubborn, it keeps on walking while being pushed back by my rifle fire (and other bullet based weapons), it also takes a lot of hits to kill, so its a plus. I don't think the assault bot is worth that much though.
I like how the M.A.R.S deploys itself into the combat zone! Now... I find the M.A.R.S. really susceptible to endgame/boss weapons, explosives, and missiles, everything else (bullets) is practically a no go, unless you manage to disarm it (it'll still take a while to kill it still). The M.A.R.S. can survive one of my prototype weapons, albeit that it showers the map with sparks/fluid as it flies into space...
Can you make the M.A.R.S. bleed less? I had more then one occurrence of it bleeding to death from a high amount of health.
(How should I nerf my guys... I can't seem to nerf my guys, what should I nerf...)
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Mon Jun 09, 2008 6:36 am |
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Storage
Joined: Sat Dec 22, 2007 7:22 am Posts: 18
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Re: [WIP] The Pelian Army *Update: 06/08/08*
im here to be cynical
Sprites are ugly
Names are uninspired
Guns are generic
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Mon Jun 09, 2008 7:01 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: [WIP] The Pelian Army *Update: 06/08/08*
The guns aren't generic. Play the mod and then try and find ones that are the same.
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Mon Jun 09, 2008 8:49 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: [WIP] The Pelian Army *Update: 06/08/08*
He has a point about [|Insert Point], but there's a limit to creativity, and he gave it pizazz, now just TestB4Yell! And if your going to ass and ♥♥♥♥♥ all the time, delete your user account, and destroy all reminders/history/memories/keepsakes of this community on your computer. And the names are inspired... by the weapon, the Cremator, cremates, the Hammer, pulverizes... I'll try out ramming with other troops!
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Mon Jun 09, 2008 8:55 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 06/08/08*
I agree about what you're saying about the sprites, because quite frankly, i'm a horrible spriter (The stuff Anthony sprited is great though) But generic guns... How about you shove that one back up your arse? Yes, many of the guns ARE generic, but not all of them. @DSMK2: Yeah, i'll reduce the bleeding (At least the sheer amount of particles) in the next update. @Exalion: Dude, no offence, but you first found out now? xD It's true what you're saying though, but problem is, for sprites of that size, it's very hard for sub-par spriters like me to "fill it out" with colors Edit: Updated with a better Activities, that shouldn't cause problems for anyone (In the sense of crashing). Thanks to alaifain for notifying me.
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Mon Jun 09, 2008 9:32 am |
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Tea
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Re: [WIP] The Pelian Army *Update: 06/09/08*
I really like this, I merged it with my current activities so I'm now fighting the Pelians, Crobos and the old darklones. The guns are really cool and varied. But I think that the armour on the actors could be toned down a little, not toned down to the vanilla level but just a bit easier to hurt.
Another thing, when you kill one of them and they turn into terrain, It's almost impossible to get rid of it without some kind of super digger. Which makes things frustrating when you're fighting against them.
Last edited by Tea on Mon Jun 09, 2008 6:05 pm, edited 1 time in total.
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Mon Jun 09, 2008 4:05 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] The Pelian Army *Update: 06/09/08*
Im not sure about this but the "DeepGroup" thing is for defining the material when the object becomes terrain. I might be wrong here.
If that fails, use the TransformsInto = (mat index #) on the material code to make it turn into another material like Topsoil or Sand or other feasible material when it goes inactive.
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Mon Jun 09, 2008 5:05 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 06/09/08*
numgun wrote: If that fails, use the TransformsInto = (mat index #) on the material code to make it turn into another material like Topsoil or Sand or other feasible material when it goes inactive. Y'know, that's actually a really good idea! I've always had trouble with the corpses of my tougher actors blocking everything up... @Tea: Like, 1/4th weaker or something? Doesn't sound too bad... That way, we'll see more entrywound and less deflection, without nerfing them totally. Also, i think i'll be making these guys' main way of transporting some sort of orbital teleport, with added clearing effect, so they don't get stuck in the terrain. We all know that they are capable of teleporting things, so why not actors as well?
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Mon Jun 09, 2008 7:21 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: [WIP] The Pelian Army *Update: 06/09/08*
So, I did another playthrough, this time, I was AAL.
Ok, I used an AAL Marine, equipted it with all the marine guns. Ok, results.
Slug Rifle - Can kill all organics, cannot damage robotic actors. Cannon - Kills everything in one shot but MARS. It causes about 30% DMG each shot. Sniper - Instakills everything Sp. laser - Can pierce through and kill small actors. Causes about like 35 DMG per shot to the MARS Mech.
And AAL MPAM vs MARS.
Mars weapons against MPAM Mega Cannon - Can cause some damage to MPAM Maccannon - No DMG to MPAM
MPAM Weapons I used against MARS Variable High Speed Cannon - INstaKill Ion Railcannon - Causes about like 40 DMG per shot to the MARS Mech. Discharge Blade - Causes Massive Bleeding to MARS. Particle Beam Rifle Mk-2 - Causes continual damage. Eventually killing it.
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Tue Jun 10, 2008 12:05 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 06/09/08*
Hah, comparing these guys to AAL is hardly fair xP Point one: AAL looks a lot better. Point two: AAL is generally much more powerful. Point three: AAL is more awesome. Point four: PA is not finished just yet >:3 But don't you worry, MARS will get some powerful weapons... Weapons capable of nasty stuff. Weapons capable of spreading your bloody mist all over the fudging place. But in the mean time, i've nerfed these guys a bit, so their own weapons actually can hurt them. But not to the point that it's easy to defend yourself against them, especially not with their new delivery system... The Orbital Teleport. While it doesn't have a 100% success rate, it still is much better at delivering actors to the ground safely than a standard dropship is. This also means that you have to fight MANY more actors than usual, because half of them doesn't get killed by falling dropships. I'd better credit capnbubs for the idea i think, even though i made it myself. I'll be updating the first post ASAP... P.S. For a challenge, try defending against them with this pack alone
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Tue Jun 10, 2008 1:22 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] The Pelian Army *Update: 06/10/08*
For the love of god, please dont (not you only, everyone) balance your mods off AAL, Im planning on doing a massive nerf and a reconstruction on the entire mod. I have plans on seperating and moving certain parts of AAL to a new and leave the old stuff in another pack to release them seperately.
AAL is nowhere near finished, its a WIP although I dont write it anywhere.
Also this army is much more concrete and matches up easily to crobos, darkstorm, dstech and kloveska. It mostly just lacks a brain unit, delivery crafts/attack craft and a resource gathering machine or a simple miner to be a complete, functioning faction.... for now until B21 comes.
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Tue Jun 10, 2008 2:21 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: 06/10/08*
numgun wrote: For the love of god, please dont (not you only, everyone) balance your mods off AAL, Im planning on doing a massive nerf and a reconstruction on the entire mod. I have plans on seperating and moving certain parts of AAL to a new and leave the old stuff in another pack to release them seperately. Don't worry, i'm not planning to do that Also, the missing "components" will be added later. Delivery craft has been made, sorta. Y'know, the orbital teleport. Works pretty nicely. ... I have a wicked idea for a brain. You'll see it when it comes out.
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Tue Jun 10, 2008 2:27 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: [WIP] The Pelian Army *Update: 06/10/08*
I know what it is... A PELICAN. AMIRITE?
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Tue Jun 10, 2008 3:31 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: [WIP] The Pelian Army *Update: 06/08/08*
Shook wrote: But generic guns... How about you shove that one back up your arse? ..... Yeah, i'll reduce the bleeding OH SNAP MENTAL IMAGES. These are actually very good. Downloaded a while ago I think.. *checks* Yes I did. K then.
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Tue Jun 10, 2008 4:23 pm |
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