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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP] 
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Data Realms Elite
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
It will be a shield just like your Elite Unit's? It should have a mortar like weapon (Question, will the javelin missile thing be mortar-like?).

What else could it eventually do? Deploy mines maybe? Or some sort of barricade/wall/shield?


Sat Jul 09, 2011 12:17 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
I think mines would be difficult to do unless it can have a significant air time to drop them. Unless it would just poop them out while it walks.

Maybe it can build a barricade?

Also, maybe you can make a unit or a tool that can repair the mech too. I really like this idea...


Sat Jul 09, 2011 12:21 am
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Data Realms Elite
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Why don't you release the Mech for the Mod Contest?


Sat Jul 09, 2011 12:35 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
The Long Range Javelin Missiles are shot like mortars while the Dumb Rockets are more direct and act the the rocket launcher's rockets, just less powerful. I will have a targeting system for the LRJM's, as well as a toggle-able laser sight for the Dumb Rockets which attempt to home in on the designated laser sight. I"ll even add a choice between KME or Ballistic for both the LRJM's and DR's.

An Energy Laser seems unrealistic for SAW qualities, this will be something I would last consider, same with Mines and Barricades.

The Jetpack is the same as the Commander's, except it acts more as a Jump Jet since this thing is so heavy.

The shield will be extactly like the Elite's and Commander's but beefier and better, withstanding more bullets and impacts, but with a longer recharge time.

I've also been thinking about removing the held rocket launcher (It was just an amped up MLR-4) and replacing it with a sort of 'Kinetic Flamethrower', just without the flames and more KME particles.


Sat Jul 09, 2011 12:58 am
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Data Realms Elite
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
KME Sprayer? Sounds good. I'd like to see that in action.


Sat Jul 09, 2011 2:13 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
So the flamethrower would have the "flame damage" where it slowly eats away the hp like darlos'?

The thing is that that tends to create lag. Or that might be just something else.

I know the mines and barricades are a last consideration but maybe you could add a launcher that shoots out medium size metal X's which explode or act as barb wire. So the mech shoots it out in front of itself and any approaching enemy with either take damage and slow movement (barb wire) or explode (mine). It can even become a flame mine which explodes with fire damage.

The targeting system and Javelin missile seems like a very interesting feature. Maybe sprite a launch tube for it?

Wait, I'm not very familiar with a real Javelin missile but is it a single explosion or does it explode at a certain elevation and acts as a cluster bomb?


Sat Jul 09, 2011 2:22 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Theres no flame included at all, It's gonna be spitting out a constant wide stream of KME Particles instead of fire.

Also I think these ideas are locked in,

- Secondary Weapon Support (LRJM's and DR's, KME and Ballistic)
- Control Weak Spot
- Shock wave


Sat Jul 09, 2011 2:32 am
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Data Realms Elite
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
The control weak point seems damn interesting. Really, it sounds like adding a very unique and realistic characteristic to it.

Will it be fixable?


Sat Jul 09, 2011 2:34 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
No, These units are Unique, but expendable.

Also Expect a S.A.W. Skirmish next update.

Expect an update near the end of this month, maybe early next month (Depends, my birthday is soon.).


Sun Jul 10, 2011 7:42 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Keep up the work Coop.This mod has the best eye candy ever :grin: (reminds me of fire works,especially the kinetic weps).
It can cause a little lag as well :-( .


Mon Jul 11, 2011 3:48 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Coops9753 wrote:
Unique


Give them a script that gibs/makes useless the mechs if there is more than one in-game on one team.


Mon Jul 11, 2011 7:16 pm
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Not that unique, more like a Metal Gear Rex unique or some Guardian. Known as the only one but is possible to have another in existence.

Also these things will be god awful expensive.


Tue Jul 12, 2011 1:28 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Well I hope I just get my money's worth.

Do you think you can also make a custom dropship to deliver this beast?

Something like this:

http://www.mocpages.com/image_zoom.php? ... 2308466872

Although, on second thought, the mech might seem too...small to be given its own custom dropship. Although it would be nice too see the mech being carried in the dropship. Might want to get your hands on a spriter for it if you decide to use this idea.


Tue Jul 12, 2011 4:53 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
That was one of the first things that was planned for the mech, It will be another Drop pod but more fancy. What do you mean I need a Spriter? I am a Spriter.

Also Shockwave and DR's are finished (The Shockwave is too fun).


Tue Jul 12, 2011 10:36 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
You thought I wouldn't see this one Coop?


EXPLAIN, EXPLAIN!

Also, I read the ToDo for the Elite superjump.
Code:
directional-jump fix (Possibly Double Jump?)


I'd say no go Joe. Unless you'd love to put that in there, but the double jump in my preference, should be a small one.

I said it before in this thread I suppose, but I'll say it again, great mod, overall spriting is wonderful, not too overpowered but just enough to get the job done. Way to go.


Fri Jul 15, 2011 7:03 pm
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