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 thesoupiest's Combined Forces - R.I.P. 
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
i have i mean like sprite changes and whats the reconstructer


Sat May 28, 2011 1:48 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
The Light Trooper having a weak jetpack is not something I had an issue with. Perhaps there was some sort of inconsistency between the two jetpacks... It'll get fixed in the next release!
The way the Troopers work is that they take little damage from minor wounds, and take long-term damage-over-time from the minor wound's bleedings. I think, overall, I've extended the lifespan of the Heavy Trooper and also lowered its cost. Future tweaks may reduce minor-wound bleeding damage. Major wounds, such as headshots and lost limbs, are more serious injuries, and gush blood like a fountain, taking away their health rapidly over a much shorter period than a light wound. By vastly increasing the amount of wounds that can be taken before a part of the Trooper dies, each Trooper will most likely not die from too many wounds killing him, but rather from the damage he suffered from the bleeding. This not only realistically drops a full corpse on death, but also allows you to keep your men alive through the use of the Reconstructor. It is worth it to buy a Reconstructor if only to keep your more valuable investments, like Heavy Troopers, alive. This new wound and damage system will be applied to the other actors over the course of future releases.

To answer your question, wooden, the Reconstructor is a tool which heals actors. It can heal an actor to 95 health, but cannot heal an actor with less than 10 health, after which point the actor is too damaged to save.


Sat May 28, 2011 3:35 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
I found some things that might need fixing.
Firstly, the AutoGun does no damage to anything even within a 6 pixel radius. Secondly, the Light and Heavy troopers backpacks need some more power to them. I also noticed the Goliath has some trouble walking sometimes, you might wanna change the walkpaths a bit.


Sat May 28, 2011 3:57 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Finally!

Awesome.
Thanks dude.


Sat May 28, 2011 6:49 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
So the Auto Gun needs a buff, the Troopers need a jetpack buff, and the Goliath needs a walking buff?


Sat May 28, 2011 11:09 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
also is there any way to make it so i can see the tracers if the bullets im not sure wether the guns are underpowered or if im just not hitting them


Sat May 28, 2011 11:25 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
I don't quite understand what you mean.

In other news, I'm planning to have some of the much larger units have self-healing capabilities. For example, a unit that is hurt will regenerate over time. This self-healer will be a destroyable module attached to the unit, so it can be shot off and thus disable the healing capabilities.

EDIT: I've been playing with the Troopers' jetpacks. Both will now have a 5-second jetpack with good power. The Heavy Trooper can perform a very powerful kinetic tackle by pressing either horizontal directional key (A or D) in conjunction with S and W simultaneously. This leans the Heavy Trooper forward due to the forward-move-crouch command issued by S and A or D, and also fires off the jetpack with W. It rockets the Heavy Trooper headfirst into the enemy, and has about 100 pixels of range. It's capable of bringing down most actors outright.


Sat May 28, 2011 11:37 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
That's called Brain Wrestling. It's been done before, unless you have a lua script that guarantees a 100 pixel range.


Sun May 29, 2011 12:13 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
[Insert Name Here] wrote:
That's called Brain Wrestling. It's been done before, unless you have a lua script that guarantees a 100 pixel range.
I suppose it's nothing original, but it's a neat function of the Heavy Trooper and is a very reliable lethal strike.


Sun May 29, 2011 12:42 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
The Light Trooper walks on the air, and the jetpack does zilch. Heavy Trooper is fine for me. I really, really think that the weapons need to have visible bullets, but I think you said somewhere that this isn't going to happen. It would just make using the LMG and Burst Rifle easier (at least for me. Anyone else?)


Sun May 29, 2011 12:51 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
KravenDanger wrote:
The Light Trooper walks on the air, and the jetpack does zilch. Heavy Trooper is fine for me. I really, really think that the weapons need to have visible bullets, but I think you said somewhere that this isn't going to happen. It would just make using the LMG and Burst Rifle easier (at least for me. Anyone else?)
I have not found any solution to the Light Trooper's air-walking bug. I don't know how to fix it.

Also, I've decided to make a survey which I will use to develop the mod more to the interests of the fans. It will be placed on the first post.


Last edited by thesoupiest on Sun May 29, 2011 4:45 pm, edited 2 times in total.



Sun May 29, 2011 1:53 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Is it my idea, or the HMG and LMG are weaker? And I mean a lot weaker.


Sun May 29, 2011 2:29 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Asklar wrote:
Is it my idea, or the HMG and LMG are weaker? And I mean a lot weaker.
They received a significant nerf.

The survey has been updated with many new questions. I ask that if you have already taken it, please re-take the new version.


Sun May 29, 2011 3:05 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Yeah, the tracer rounds of the HMG bounced off from a zombie head.


Sun May 29, 2011 3:17 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
with the tracer thing i mean like being able to see the bullets in flight
it kinda bugs me not seeing what im shooting


Sun May 29, 2011 3:26 am
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