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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP] 
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Don't worry guys, this mech is going to be really fun. Trust me.


Thu Sep 01, 2011 4:53 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Yes, 2 months of work on this thing and even I am having a blast testing it (I've caught myself still in game playing with the damn thing for an extra 5 mins after testing things out.).


Thu Sep 01, 2011 6:26 am
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Post Re: S.A.W. *(26/05/2011) UPDATE: V10.0
LeonXross wrote:
Don't worry guys, this mech is going to be really fun. Trust me.

Face opens up (for some goofy reason) and fires a crazy laser? FACE OPENS UP AND FIRES A CRAZY LASER! :shock:
One can dream.


Thu Sep 01, 2011 1:46 pm
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Have fun.


Fri Sep 02, 2011 12:42 am
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Data Realms Elite
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
HOLY MOTHER OF JESUS, IT'S OUT FINALLY!

Edit:

Oh, the mech just feels so good!!!
And the new recoil and weapons not being usable by light soldiers and stuff is cool, it works good, specially making soldiers drop weapons if they get huge recoil.

And the multi-tool is great! Digs, heals, damages, attracts weapons. Really, the best multi-tool out there.


Fri Sep 02, 2011 12:44 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Um, are you absolutely SURE that this is Mac-compatible? Because I am having problems with some of the .wav files, such as the ones for the LMG.

if you can fix this, I would be VERY thankful!


Fri Sep 02, 2011 3:57 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
♥♥♥♥.

These sounds are haunting me.

I have them all in a mac friendly conversion but I need to copy them all over to the updated mod which would take a good few hours or so.

I'll try and get a proper conversion tonight, If I fail to do so then it will have to wait till the end of the weekend since I'm camping tomorrow.


Fri Sep 02, 2011 4:32 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Fun. Now only if I could afford that mech...


Fri Sep 02, 2011 1:50 pm
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Data Realms Elite
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
*Cof**Cof* MONEY CHEATS *Cof**Cof*

No, but actually it's very expensive. The only super-expensive unit I had ever met was the MPAM, and it costs like half of the RAAX.

Price tweaking could be used or, you could make the mech even stronger =P


Fri Sep 02, 2011 7:42 pm
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
It's a rare artifact of sorts so the price does make sense, even if it isn't all that great in the end. Oh, those more-than-lethal collectors items.
Plus the plethora of features. And the (voided) insurance.


Fri Sep 02, 2011 9:23 pm
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
The Transporter doesn't seem to work anymore, when the Commander throws them no Drone appears.

Other than that the mech is simply awesome.


Fri Sep 02, 2011 10:53 pm
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Coop, I want to turn off the shield on the mech. What would I have to do?

Also, actor limit to holding weapons?
Don't be a douche dude. Just. Hrnnnnng.
Also don't make The Bipedals gib when you have them equip.
Seriously man, why would you even do that.

However I do like the new legs on the heavy. Good job on that.


Fri Sep 02, 2011 11:17 pm
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
DarkStorm is going to use a recoil system as well. What's the problem with that?
If a unit can't even hold a weapon without losing all of their jetpack ability they probably shouldn't bother firing it either.
Some of AAL's weapons actually did that unintentionally. Try firing an AAL superweapon with a Coalition Light and *Splort* they're meat splattered across the landscape.

Equip how? Switching their weapons around? They don't gib. If you're trying to make it pick up weapons, then why? They're already armed.


Sat Sep 03, 2011 12:09 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Spoot Knight wrote:
DarkStorm is going to use a recoil system as well. What's the problem with that?
If a unit can't even hold a weapon without losing all of their jetpack ability they probably shouldn't bother firing it either.
Some of AAL's weapons actually did that unintentionally. Try firing an AAL superweapon with a Coalition Light and *Splort* they're meat splattered across the landscape.

Equip how? Switching their weapons around? They don't gib. If you're trying to make it pick up weapons, then why? They're already armed.


If you turn the mech's weapons into buyables they end up gibbing as you equip them.
You don't die, they just unequip and explode.


Sat Sep 03, 2011 12:39 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
stuff that is giving me trouble on mac:
LMGReloadStart.wav
THORload.wav
THORloadend.wav
DN-88/MuzzleFlash03000
couldn't mod my way past the muzzle flash errors
hopefully this will speed thing up on the mac conversion


Sat Sep 03, 2011 3:27 pm
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