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 Untitled Tech 2.5 (B31) [26th April 2015] 
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Post Re: Untitled Tech 1.9 [UPDATE]
4zK wrote:
AI is now fixed! Yay!


Eh, the tachikoma sort of gave me some ideas for a mech, but I'm not entirely sure if I can squeeze in all those features. :lol:

I like the idea of a crab using grappling hooks, though. :D



if you made a mech with a quarter of those features you'd probably be the proud creator of one of the few class A mechs for CC.


Fri Nov 30, 2012 8:56 pm
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Post Re: Untitled Tech 1.9.1 [AI FIX]
I did a quick mockup. Something like this, maybe?

Image

The canister on the back could either contain a brain case or, perhaps, flamer fuel?


Fri Nov 30, 2012 11:14 pm
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Post Re: Untitled Tech 1.9.1 [AI FIX]
I like it but i think that thing might be a little small for what the others were picturing, what you drew I think would suit better as another assault crab perhaps. like the "heavy assault crab" Variant, with more armor then the other little ones.


Fri Nov 30, 2012 11:21 pm
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Data Realms Elite
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Post Re: Untitled Tech 1.9.1 [AI FIX]
I think flamer fuel would be better. Who needs braincrabs? They're pretty much useless and outclassed by brainbots in every way.


Fri Nov 30, 2012 11:38 pm
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Post Re: Untitled Tech 1.9.1 [AI FIX]
4zK wrote:
Image



♥♥♥♥ perfect. really. honestly i think you've got the vision, man.

i agree it shouldn't be a brain unit specifically and only though.
one idea would be that you could have a variant with that sprite that's the combat mech and a variant with an armored brain tank on the back instead of the ammunition canister.

also you've probably thought of this but to make this guy a force to be reckoned with, in addition to that main turret a secondary weapon that functions like a machine gun would round it out nicely. be it laser, lead or some other light damage high RoF weapon like that. i picture a plasma or gauss cannon with a Laser RCW mounted on the chin of the chassis underneath the plasma/gauss/whatever turret.


regardless of what i say though i'm most excited to see what you'll do with the concept. i don't wanna be an idea guy, just a fan of your mod with suggestions.


Roy the Cuttlefish wrote:
I like it but i think that thing might be a little small for what the others were picturing, what you drew I think would suit better as another assault crab perhaps. like the "heavy assault crab" Variant, with more armor then the other little ones.


the tachikoma are around that size to scale. what he drew was perfect size imo.


Fri Nov 30, 2012 11:57 pm
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Post Re: Untitled Tech 1.9.1 [AI FIX]
I like it! Maybe a bit longer and beefier legs? Like more like a real life spider in terms of scale than the CC acrabs with their puny legs? Also, does it have jump jets?

Also I saw this pic and thought the general styling and brown-metal styling fits in with your general palatte and design if you strip off the steampunk elements and add in some details on your actors

Image


Sat Dec 01, 2012 2:04 am
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Post Re: Untitled Tech 1.9.1 [AI FIX]
one thing actually to remember about crabs and jumpjets is that they don't mix very well..


Sat Dec 01, 2012 2:08 am
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Post Re: Untitled Tech 1.9.1 [AI FIX]
As mentioned before a grappling gun sort of deal would probably be the coolest thing for this. Either ripping the script from the base one or making your own version would work pretty well, especially if combined with a jump of some sort.


Sat Dec 01, 2012 3:42 am
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Post Re: Untitled Tech 1.9.1 [AI FIX]
Add small aimable nozzles (a really, really tiny turret or arm) that fire a string type of "hook" that sticks to walls, etc? Following the Tachikoma scheme anyway...


Sat Dec 01, 2012 6:02 am
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Post Re: Untitled Tech 1.9.1 [AI FIX]
Humm...I'm finding the laser weapons really weak against mechanical units/armoured things lately. Feels like they are glancing instead of penetrating :(

1.05 AI seems to really aim high with the plasma gun too.


Mon Dec 17, 2012 6:10 am
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Post Re: Untitled Tech 1.9.1 [AI FIX]
i believe the 9mm SMG in Fallout New Vegas has a stock that curves backwards, instead of inward. Noticed it when looking at the list.


Mon Dec 17, 2012 6:27 am
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Post Re: Untitled Tech 1.9.1 [AI FIX]
Svendice wrote:
i believe the 9mm SMG in Fallout New Vegas has a stock that curves backwards, instead of inward. Noticed it when looking at the list.


4zK has stated like, a billion of times, that this mod isn't a Fallout one. It began with a similar art, but now it's different.


tankmayvin wrote:
Humm...I'm finding the laser weapons really weak against mechanical units/armoured things lately. Feels like they are glancing instead of penetrating :(

1.05 AI seems to really aim high with the plasma gun too.


Yeah, the laser weapons look like they do glancing hits, but they aren't as weak as they look. Part of its visual effects makes it look like the round "bounces" off, but it actually does some solid damage.


Mon Dec 17, 2012 6:53 am
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Post Re: Untitled Tech 1.9.1 [AI FIX]
Asklar wrote:
Svendice wrote:
Yeah, the laser weapons look like they do glancing hits, but they aren't as weak as they look. Part of its visual effects makes it look like the round "bounces" off, but it actually does some solid damage.


Doesn't that cause issues with wound generation/gibbing?

For whatever reason, I had trouble holding off an imperatus wave that was more or less entering a choked tunnel using 4x laser drone, 3x capacitor rifles and 1x gattling laser. Actors were only dropping in 1-2 at a time so they really should have been slaughtered.


Mon Dec 17, 2012 8:24 am
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Post Re: Untitled Tech 1.9.1 [AI FIX]
Hm, I don't fight metallic targets often, except from crafts, but it can deal some good pain to un-armored flesh.

But well, I dunno. Aim to the head? Laser weapons doesn't generate much wounds, so make wounds where they hurt.


Mon Dec 17, 2012 8:32 am
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Post Re: Untitled Tech 1.9.1 [AI FIX]
Wonder if it would help if they penetrated through actors instead?


Tue Dec 18, 2012 11:32 pm
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