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 Armored Brain Units for Dummies - Volume 3 (7/03/11) 
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Joined: Wed Jan 27, 2010 11:38 pm
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
Six round CLIP?
CLIP?
CLIP?


Wed Feb 10, 2010 5:21 pm
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
Image


Wed Feb 10, 2010 5:29 pm
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
Hyperkultra wrote:
[img]clip[/img]

*laugh* ... I don't get it at all...


Thu Feb 11, 2010 1:12 pm
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
Hamjuice is stressing over the incorrect reference of a magazine as a clip. Hyperkultra is either ridiculing this or supporting this - it is ambiguous.


Thu Feb 11, 2010 1:42 pm
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
I just thought he wanted a clip! I couldn't find any "six round" clips though, so I had to make do with this.

PS: :bs:


Thu Feb 11, 2010 5:41 pm
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
I'm glad to know that the only apparent flaw you all find with my mod is with my incorrect reference of a shotgun's ammunition type.

I can live with that.


Fri Feb 12, 2010 8:18 am
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
technically a shotgun could have a tube, box, or revolving magazine, any or all of which could be speedloaded using a stripper, moon, or other form of clip


Fri Feb 12, 2010 8:26 am
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
Grif wrote:
technically a shotgun could have a tube, box, or revolving magazine, any or all of which could be speedloaded using a stripper, moon, or other form of clip


the Russian Saiga does have cylindrical magazines and straight magazines to store its ammo. And it's an assault shotgun. Mmmmtasty.


Fri Feb 12, 2010 10:58 am
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
While I appreciate activity in my threads, I don't think this whole page should be about a mistake in typing my front page. From here on please keep it on track with feedback focused on the mod if you will.


Sat Feb 13, 2010 9:08 am
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
LowestFormOfWit wrote:
I'm glad to know that the only apparent flaw you all find with my mod is with my incorrect reference of a shotgun's ammunition type.

I can live with that.

Yeah, that's pretty much the only thing I can find wrong, other than a slightly wonky shotgun sprite.


Sat Feb 13, 2010 4:40 pm
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Joined: Thu Nov 19, 2009 8:43 pm
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
Can I have a book for it? :grin:


Sat Feb 13, 2010 5:00 pm
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
Whew. It is quite fun. The rocket fist has a much more reasonable reload time now, and the shotgun is now both useful and visually interesting. The dready launcher is quite fun as well- it makes for a very satisfying anti air weapon as well as a nice distraction for the AI.

A couple nitpicks:
-I am likely alone in this, but I preferred the older version's jetpack. I really liked the feeling of being very heavily armoured, but also quite cumbersome.
-The weapons overlap in roles too much, IMO. All are medium speed firing, very powerful, moderately accurate, moderately long range weapons with a largish hitbox. I suggest making them more proficient at one role while less others. Maybe the Fist could be the fastest firing but the worst at long range, while the shotgun fires slower and is not good at range but is very powerful with a die spread, and the dready launcher is a sniper/AA of sorts.
-The armour is too tough. I really want to see your nice innards more. (Not really a big issue)


Sun Feb 14, 2010 1:29 am
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
Contrary wrote:
Whew. It is quite fun. The rocket fist has a much more reasonable reload time now, and the shotgun is now both useful and visually interesting. The dready launcher is quite fun as well- it makes for a very satisfying anti air weapon as well as a nice distraction for the AI.

A couple nitpicks:
-I am likely alone in this, but I preferred the older version's jetpack. I really liked the feeling of being very heavily armoured, but also quite cumbersome.
-The weapons overlap in roles too much, IMO. All are medium speed firing, very powerful, moderately accurate, moderately long range weapons with a largish hitbox. I suggest making them more proficient at one role while less others. Maybe the Fist could be the fastest firing but the worst at long range, while the shotgun fires slower and is not good at range but is very powerful with a die spread, and the dready launcher is a sniper/AA of sorts.
-The armour is too tough. I really want to see your nice innards more. (Not really a big issue)



Point by point response:
-Honestly my initial design intention was a jetpack only usable in short bursts. The problem was having to balance the jetpack vs. the weapons it was carrying as well as against how many attachables were left. I'll probably tweak it again in the next major update.

-The weapons are rather boring. I'm working on overhauling them. The rocket fist will have a new exciting effect (just wait!). The shotgun feels too much like a sniper rifle at this point range-wise. It can pick off people quite far away. I'll definitely change this. The dread launcher will probably change the most, to get it closer to my original intent of a more mortar/long range ordnance style weapon vs. a straight potato gun. The heavy laser that's coming will be a large charge up and fire weapon on a long cooldown, and the revolver will be for heavy armor penetration at close-medium range.

-The armor I'm happy with, but yes it's a chore to blast off the armor. I'm going to use a Lua script to fix this that will auto-gib parts based on the HP remaining. For example, at about 80 hp the chestplate will blow up, regardless of the wounds it's taken, the arms will gib at 25 or so, etc. I'll definitely make those pieces seen more.

In addition, I've finished most if not all of the gibs. Just the tedious process of adding them remains.


Sun Feb 14, 2010 1:54 am
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
You could probably make it go faster as it loses health by doing what you are trying to do but rebalancing the weight to make it lose significant amounts of mass as it loses armour.


Sun Feb 14, 2010 3:32 am
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Post Re: Armored Brain Units for Dummies NEW-V2.00 finally. 01-28-10
411570N3 wrote:
You could probably make it go faster as it loses health by doing what you are trying to do but rebalancing the weight to make it lose significant amounts of mass as it loses armour.


This is actually what happens currently. A behemoth with no chestplate, ribcage or arms can jump very fast/far.


Sun Feb 14, 2010 6:35 am
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