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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP] 
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Joined: Thu Dec 23, 2010 5:22 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
thesoupiest wrote:
Emogotsaone wrote:
The soupiest is just trying to brag.
And now it gets personal.
I do not brag. You are rude and/or jealous.I gloat!


Just messing, Soupiest! :P

The mech does look nice, though, banding aside. I would offer to improve it, but I am absolutely terrible with spriting.


Wed Jun 29, 2011 1:57 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
thesoupiest wrote:
Emogotsaone wrote:
The soupiest is just trying to brag.
And now it gets personal.
I do not brag. You are rude and/or jealous.

This seems a tad arrogant.


Wed Jun 29, 2011 9:09 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Kettenkrad wrote:
This seems a tad arrogant.
I admit that it is.


Wed Jun 29, 2011 2:57 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Sorry, gents. My Mac is on the fritz, so much so that I got a new computer. I can still do it, but it might be a few more days before I have something usable.


Wed Jun 29, 2011 5:43 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Image

I need Ideas for a special ability for this monster, any suggestions?


Thu Jul 07, 2011 2:52 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Every time a piece of armour breaks, a shockwave occurs that pushes all nearby objects and particles away with a fairly high amount of force. Sort of like pseudo-reactive armour.


Thu Jul 07, 2011 3:10 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Maybe a scripted action where it calls in air strikes? I think SAW needs airstrike capabilities.

And maybe add a heavy cannon? Maybe on its "arm" since the shoulder already has the mini gun. I think I would also add a gernade launcher, something that looks like a canister but releases some kind of corrosive gas or the blue energy stuff in a gas like form that hurts other actors but not SAW units?


Thu Jul 07, 2011 5:10 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
It already has three weapons on it, a Minigun, a Gauss Cannon, and a Missile Launcher.

I may add some kind of anti-material high caliber rifle, seeing as 3 mounted weapons just doesn't seem to fit.

I'm also thinking of some kind of feature where you can handle with more than just the weapon your holding so you can be firing off your minigun and throwing a few rockets around as well.

Airstrikes seem too mediocre for SAW, maybe long range Javelin missiles instead?

The armor idea seams interesting but there are 2 attachables total on this thing right now, so there would hardly ever be any use with it, However, I could make it so that if a certain attachable piece is destroyed then an impulse is triggered every now and then, or even just make the impulse a usable ability.

I'll want some more criticism before I decide what to do.


Thu Jul 07, 2011 6:42 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
For the micromanaging part, you could bind an action (missiles) to Z while the normal left mouse button shoots the minigun or whatever.

A javelin barrage would be nice, maybe even an energy lazor barrage? The one thing you have to consider with airstrikes is that a direct vertical strike would be the best since it won't get blocked by anything other than the roof over the heads of the enemies. A Javelin missile (I might be wrong on this) sort of hits at an angle which may or may not work depending on if there is a hill or obstacle. I like a traditional airstrike but its slightly disadvantaged and may be tricky to use.

For the armor, going along your scenario, a sniper hit, long range hit, or even a flying gib at high speeds can trigger the impulse. Maybe it would be better if it detects an enemy unit nearby, it would release it. Or it can even be manual but I'm guessing your trying to keep the number of manual actions low? Also, by detecting an enemy unit, would the detection device need to be created as an actor that is attached to the mech?

I think if you want to add the rifle, you would have to make the sprite more....human-like? Otherwise, it would just look like a walking block with a rifle sticking out of it. But you could always give the gauss cannon a secondary firing mode which switches to sniper mode.

I also still think you should add the canister grenade thing as a riot control.

Additionally, what do you think about the idea of this: when the mech reaches 0 hp and gibs, it should also gib with it a pilot?


Fri Jul 08, 2011 12:56 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Or you could make Javelins that don't hit from an angle. It's a fictious game, wherein you don't have to make everything based on real life statistics. Duhh.


Fri Jul 08, 2011 4:04 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Yea true. But sometimes a little realism goes a long way.


Fri Jul 08, 2011 1:03 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Maybe this is a bit typical, but on gib you could make it gib an escape pod with a soldier inside. In the case this is supposed to be a piloted mech, of course.

Or you could make it stomp units, something like it, or some short-ranged kind of attack. Maybe you could give it a saw (joke intended).


Fri Jul 08, 2011 4:31 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
trample damage seems a bit tricky to implement though. It seems better if it was a manual, turn off/on thing. A shockwave maybe? The only thing with the trample damage might be that it will probably hit friendly units too. If that can be fixed, I'm all for the trample damage.


Fri Jul 08, 2011 4:58 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
The Mech is Unmanned, so it can't gib an actor. A trample is useless since this thing's mass is so much it literally crushes and kills anything 2/3s smaller than it that manages to get caught under it's foot (This thing makes a dreadnaught look like a pancake in the aftermath).

It has 2 weak spots, the first is the head which is right under the nose of the mech, and the other spot I'm not gonna reveal. The second weak spot is rather delicate towards the control of the mech, if it gets destroyed then controlling it will become difficult, controls will not respond while others will register without you telling it to.
Ex: Your walking movement will occasionally freeze up or your weapon will fire without you wanting to.

Ability wise, I'm making two types of rockets on the shoulder or underside of the mech. First type will fire Long Range Javelin Missiles, and the other will fire (lots of) Dumb Rockets, an easy pie menu command or double tap can change which you want to use. A shield will also be installed on this as well as the shock wave, but if the shock wave is triggered, the shield disintegrates.

Those are the plans for now, if you want to suggest anything else, shoot.


Sat Jul 09, 2011 12:02 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Maybe you can add a sustained laser that's on for like 5 seconds?

What is its jetpack ability?

I like the thing where if you hit the weak spot, it becomes difficult to control. A great idea.

So is the Javelin missile thing, something the mech can "snipe" with, basically shoot it and control it to hit a target like a ways away? And how well does the javelin thing do at a short range? And are the dummy missiles going to be shot out like morters?


Last edited by LeonXross on Sat Jul 09, 2011 12:19 am, edited 1 time in total.



Sat Jul 09, 2011 12:15 am
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