The Pelian Army *Update: Jun. 22nd '12*
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [WIP] The Pelian Army *Update: November 19th*
I don't think Darlos was the one who figured it out, but I can't find the topic where it was posted.
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Fri Nov 21, 2008 9:52 pm |
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Zatharon
Joined: Fri Jan 19, 2007 3:27 am Posts: 5
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Re: [WIP] The Pelian Army *Update: November 19th*
You need to tone down the armor on these guys, I was playing a skrimish with the pelians attacking me, and jeus I had a KMF specops guy (with the "Hammer" sniper") empty 5 clips point blank into one of your robots who took practically no damage at all, plus with almost any other weapon I use, all the bullets just seam to bounce of these guys armor.
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Sun Nov 23, 2008 11:00 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: [WIP] The Pelian Army *Update: November 19th*
Shook wrote: Darlos uses negative bounciness, you say? Sweet. Looks like there might be another name in the credits list, if it works. TO THE CODING BOARD!... But first, some liquorice is in place. I need ammonium-chloride if i am to code properly. I should also look before i test. someone suggested in to darlos, he didnt just magically come about it. its in some thread somewhere, blah blah. just so you dont credit the wrong man
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Mon Nov 24, 2008 2:25 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: November 19th*
Oh, right. Also, it works pretty well, but it's not like a 100% success rate. @Zatharon: Well, yes, they are very tough, but that's kind of the whole point. They're supposed to be like walking/flying humanoid tanks, that eat bullets for breakfast. Sufficient shots in the head by weapons like the Hammer and Decapitator will pop it though. Also, Abolisher and Exterminator often kills them instantly, and Vaporizer can easily cause heavy damage. If none of those are available, SUMO smash. Or just run. So if anything, they'd just need to take like, 0.1 damage per entry wound, else they'd be too squishy. Also, i can announce a new coming weapon... The Conflagrator. It uses some chemicals to create a strongly exothermal reaction to fire a slowly moving jet of superheated air and such. While it doesn't react with the atmosphere itself, it does react explosively to any physical contact, resulting in severe burns etc. Oh yes, and i've been fiddling a little with the MARS' walkpaths, to make it a little less... Idiotic. So far not any real results, but i'll get there eventually.
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Mon Nov 24, 2008 11:04 pm |
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Zatharon
Joined: Fri Jan 19, 2007 3:27 am Posts: 5
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Re: [WIP] The Pelian Army *Update: November 19th*
I understand what your saying about them and fully support it, it's just that these guys COMPLETELY smash ANY other faction and are almost completely resistant to all weapons (except for ones in this mod) which would be fine and dandy even if with the included Activities.ini they spawned less frequently, I really like the mod, it's just I get a tad frustrated when my base and all my units get torn to shreds in .5 seconds because 5 heavy soldiers just beamed in around the base all armed with miniguns.
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Mon Nov 24, 2008 11:25 pm |
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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: [WIP] The Pelian Army *Update: November 19th*
Everyone's factions are being worked on independently, so you can't really expect them to be perfectly (for you) balanced with everyone else. Maybe someday when there are enough established faction mods, we can all think about standardizing some stuff but I highly doubt that'll happen. Just get used to editing them until they are vulnerable enough for you, that's all you can do right now. Me, I like to try building different strong bases and trying (in vain) to defend them with vanilla content against these guys and other mod factions. It's a nice challenge. I think it's impossible, though.
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Mon Nov 24, 2008 11:47 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: [WIP] The Pelian Army *Update: November 19th*
Under: There is a nice weakness to all units. I've found one that is very common- getting CRUSHED under a larger unit. This applies to all units, including super robots (I've used a dropship to pummel them into the ground.) They are more vulnerable then you think. Still, it would help if you converted some of their materials to vanilla content. IE, the weapons are REALLY tough
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Tue Nov 25, 2008 12:02 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [WIP] The Pelian Army *Update: November 19th*
undertech wrote: Everyone's factions are being worked on independently, so you can't really expect them to be perfectly (for you) balanced with everyone else. Maybe someday when there are enough established faction mods, we can all think about standardizing some stuff but I highly doubt that'll happen. Just get used to editing them until they are vulnerable enough for you, that's all you can do right now. Me, I like to try building different strong bases and trying (in vain) to defend them with vanilla content against these guys and other mod factions. It's a nice challenge. I think it's impossible, though. You're basically saying that there isn't any content in Cortex Command to begin with, and that it is all user created.
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Tue Nov 25, 2008 12:12 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: [WIP] The Pelian Army *Update: November 19th*
no he isnt, he's saying not all modders can be assed balancing their mods. that or balance is not the point of the mod (think AAL and DSTeck). in any case, revolver and autocannons work fine
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Tue Nov 25, 2008 12:32 am |
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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: [WIP] The Pelian Army *Update: November 19th*
^^^ Precisely.
Right now the balance between vanilla vs. most mod factions = colonial marines vs. aliens/predator
IMHO
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Tue Nov 25, 2008 1:29 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: [WIP] The Pelian Army *Update: November 19th*
darklones are very balanced though. heck, you can kill one with one clip of uzi bullets. in any case, ever thought about making some bunkermodule traps for these guys? or just epic defences.
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Tue Nov 25, 2008 1:46 am |
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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: [WIP] The Pelian Army *Update: November 19th*
A bottomless moat is always good Although, I noticed that the AI is pretty good about jumping over simple pits nowadays. I always try to intelligently design bases (funnels and such), but since I can only control one guy at a time, this rarely produces lasting results. One of the main issues is the AI for the defenders. I really wish the sentry AI was better - as it is they get overwhelmed by attackers pretty much 90% of the time, unless they get a lot of time to get a bead on them (only possible in the most advantageous situations). Turrets are nice and effective but I feel something's missing by relying too much on them. It feels kind of empty in a sense. (It is cutting you out of the equation somewhat) Hopefully we'll eventually get some effort in making things not just pretty and powerful, but also plausible in the context of CC's concept (unique but generally evenly matched forces (otherwise there wouldn't really be a struggle) - this is my interpretation).
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Tue Nov 25, 2008 5:46 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: [WIP] The Pelian Army *Update: November 19th*
Zatharon wrote: I understand what your saying about them and fully support it, it's just that these guys COMPLETELY smash ANY other faction and are almost completely resistant to all weapons (except for ones in this mod) which would be fine and dandy even if with the included Activities.ini they spawned less frequently, I really like the mod, it's just I get a tad frustrated when my base and all my units get torn to shreds in .5 seconds because 5 heavy soldiers just beamed in around the base all armed with miniguns. I see what you mean. But unfortunately, i can't do anything about the spawn rate. You could just turn down the difficulty though, as that makes the interval between spawns longer. Or else i could make the gentlemen less terminator and more tuffguy. >.> (Though some of DSTechs weapons seem to take them down like flies) @Geti: Currently not, but one never knows...! :0
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Tue Nov 25, 2008 3:54 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: [WIP] The Pelian Army *Update: November 19th*
Shook wrote: But unfortunately, i can't do anything about the spawn rate. I think you can: Code: SpawnIntervalEasiest = 20000 SpawnIntervalHardest = 8000
These control the spawn rate, not sure how though.
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Tue Nov 25, 2008 4:10 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: [WIP] The Pelian Army *Update: November 19th*
I believe it keeps a timer going, and every time is passes an interval where it is divisible by that # (or it just counts down and resets) an enemy spawns.
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Tue Nov 25, 2008 4:16 pm |
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