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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
I have to say this is my most fun and top mod pack in CC itll probably be my fav even when I make my own (But once again cant start yet =/) Either way refering to something ya said along time ago...
Could you add a medium sized turret in "a-to-come-update"
Perhaps adds a couple more "droids" (something small perhaps like a bomb on legs type thing as infiltration XD)
Just a random Idea XD (hope im not insulting you by saying this) =/
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Tue Nov 25, 2008 3:35 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Man, you know, this mod isn't spectacular, but its good. You know? The actors could use some shading, but they look nice enough. The sounds are good, the weapons and actors function well, and its generally well-balanced. Next to "zomg uber future weapons" and "traditional modern weapons" mods, this one is just nice and unassuming. And I tend to forget about it, which is a shame. Shame on me!
Keep up the good work.
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Tue Nov 25, 2008 5:01 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
The reason why I liked it originally was because it could be used against the vanilla actors perfectly (now im not sure if it can or not XD)
But its based on a defesive strategy and thats me =3
EDIT1: (And I agree its not an all mighty mod, but it suites my style and I like it)
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Tue Nov 25, 2008 12:15 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Finally doing something about the Oppressor not having a craft big enough to fit in, also I think my hands are cramped. It's a rocket btw Edit:Opening animation:
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Wed Nov 26, 2008 2:52 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Needs shock absorbers. Also, is mars dust mainly used as fuel source?
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Wed Nov 26, 2008 3:04 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
CandleJack wrote: Needs shock absorbers. Also, is mars dust mainly used as fuel source? It's landing gear to the right are the shock absorbers. Yes.
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Wed Nov 26, 2008 3:05 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Sorry, must not have seen them. Do they act like pistons?
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Wed Nov 26, 2008 3:07 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
CandleJack wrote: Sorry, must not have seen them. Do they act like pistons? Yep, and can also shield it's cargo while landing.
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Wed Nov 26, 2008 3:09 am |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
No_0ne, I'm almost finished with what I think will be a hacky RTE to have Oppressors old and new in one pack. Do you mind if I post it if it works? EDIT: Success! Okay, let me work out this attachment thing...
Attachments:
File comment: .zip chosen because of the flamewar in the DarkStorm thread. Deal with it
Kloveska.rte.zip [7.78 MiB]
Downloaded 224 times
Last edited by Fredrick on Wed Nov 26, 2008 5:21 am, edited 2 times in total.
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Wed Nov 26, 2008 4:57 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Fredrick wrote: No_0ne, I'm almost finished with what I think will be a hacky RTE to have Oppressors old and new in one pack. Do you mind if I post it if it works? Go ahead.
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Wed Nov 26, 2008 4:58 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
YAY, old Oppressor (I never crawl with the big guys anyways) XD
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Wed Nov 26, 2008 12:20 pm |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Whoa, just played around with the shotgun.
I've never seen bullets do that in CC before. How'd you do that? It's an awesome effect.
Also, I have to say, the Oppressor mk1's walkpaths are amazing.
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Wed Nov 26, 2008 6:47 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Fredrick wrote: Whoa, just played around with the shotgun.
I've never seen bullets do that in CC before. How'd you do that? It's an awesome effect.
Also, I have to say, the Oppressor mk1's walkpaths are amazing. AirResistance
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Wed Nov 26, 2008 8:19 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
I think it's stupid, because it wouldn't do that in real life.
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Wed Nov 26, 2008 8:27 pm |
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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Thank goodness the world of CC isn't a mirror of real life then!
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Wed Nov 26, 2008 8:48 pm |
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