The Pelian Army *Update: Jun. 22nd '12*
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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, totally forgot that i could change that variable... >.> So maybe i could make it just a little less brutal than it is now.
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Tue Nov 25, 2008 4:27 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*
2 seconds in death seems fitting, leave it.
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Wed Nov 26, 2008 12:15 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*
... What. It's 8 seconds at Death, and 20 at Easy.
HOWEVER, ladies and gentlemen, it is possible that i might further balance out this pack so they're just somewhat above the vanilla content, and not like miles above. The reason? Playing against them with vanilla content really isn't that fun, as you get bastardized pretty badly if you don't carry heavy weapons. It's not as extensive a change as you might think though, it's mostly just nerfing the structural integrity of their armor. Down to around Mega Metal strength. This way, even the Assault Robot can get hurt by weaker weapons, if they hit a thin spot. And it'll possibly even have a lightly damaging entry wound! As for the MARS... Well, it'll of course have a weaker material, but i'm not sure about the entry wound. It IS a huge-ass robot designed to attack fortified positions on its own after all. What's the general spirit for this?
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Wed Nov 26, 2008 8:33 pm |
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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*
You should start off by giving them the same wounds as vanilla units(pelians are still humans aren't they?). Also, I think you should make it slightly above mega metal(isn't that the point of using it instead of mega metal) and it should be the same for all actors.
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Wed Nov 26, 2008 8:36 pm |
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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*
CandleJack wrote: You should start off by giving them the same wounds as vanilla units(pelians are still humans aren't they?). They are, but they're still armored, and giving them a flesh wound wouldn't exactly make them look armored. Also, if i gave them vanilla wounds, i couldn't have those sweet sweet blood glows. The wounds on their heads should at least be the same as each others, now that i think of it. Apart from differences in armor, it's the same clones, and the same heads. Or else i could just say that the heavy dude is manly enough to resist 80% of the damage taken through headshots. Nah. It should be the same. As if their armor wasn't strong enough. CandleJack wrote: Also, I think you should make it slightly above mega metal(isn't that the point of using it instead of mega metal) and it should be the same for all actors. Well, it is already, more or less. See, the actors all have armor of different thickness. Though all the attached armor is made out of the same material, the limbs and torsos have to be made of a tougher/weaker material to convey the feeling of thicker/thinner armor, as attached armor would be rather impractical.
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Wed Nov 26, 2008 9:05 pm |
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Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
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Re: [WIP] The Pelian Army *Update: November 19th*
Please dont nerf the MARS. I Like having to kill it with some of the more powerful weapons. I think the issue is that we focus these mods on their activity balance during skirmish mode rather than by scenario since very few people actually make scenarios. A powerful thing like the Mars is more suited for scenarios that skirmishes when it comes down to just straight fighting and brain hunting. But there is something really nice about taking a Mars down with weaker units and weapons if you limit their spawn or only have a single Mars present as an enemy.
I dunno, lately there has been a lot of toning down for vanilla content which worked out very nicely for darkstorm and even worked out a bit for this mod with the assault robot. But sometimes I really do want to use a single assualt robot to protect my base, since it can still die if I get careless or get hit by debris or get shot by high penetration and leak energy....I guess the thing to ask is whats in the best interest?
If you want to do things more scenario oriented for actual custom scenes then leave them powerful. But if you're more skirmish oriented then go ahead and tone things down in the same vein as darkstorm so that we can use the units with other content in a more fair light. The MARS isn't really something people should be using in large amounts because of its power even if its toned down, but if its price is alright then that should be fine. Most mods for this game have been made with a toybox mindset since its a largely unfinished physics playground moreso than an actual game. But now that its getting somewhere and has some actual game segments outside of vs mode it seems people might want to consider making mods as though they were making official content.
My confliction comes from the fact that I like mods that just goof off and I even like entire factions that just goof off and follow their own rules regardless of vanilla content because its fun to just trash your enemies or blast through the zombie cave with overpowered weapons. But I also enjoy factions and mods that are catered towards vanilla content and have varied applications because they keep the game challenging but offer you new ways to tackle problems. The darkstorm chaff grenade is my favorite example of this because it has practical application but it keeps the game challenging and forces you to use some measure of skill when using it.
Having thought about this some more, I guess you should tone down everything to vanilla balance so that we can enjoy all of the hardwork you put into such a huge series of mods as a faction. Overpowered stuff is good for quick fun sometimes but it gets boring after a while. Balanced stuff with challenge is much more enjoyable in the long run. As long as the weapons are fun to use and have a lot of variety to them then it will work out.
I think as a modding community we should make recommendations to posts about whether or not the mod being posted is meant for balanced gameplay or plain old sillyness. I mean you cant force people to not use overpowered stuff most of the time in a skirmish or during missions, but if you paint a favorable aesthetic of challenge and variety with balanced modding by listing recommendations as to where and when the mod should be used for best results then these kinds of discussions wont be needed nearly as much. A lot of you guys already do this in varying degrees which is great. This game is so uniquely tied to its modding community more so than most games (except Oblivion) that it probably is better to have more mods that are balanced than a multitude of overpowered stuff all the time, especially since the game itself is coming along rather smooth now with missions and lua (magic).
Sorry for the long and somewhat hypocritical post. I typed as I thought rather than think first and type later. I'm too half awake right now to collect my thoughts properly.
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Wed Nov 26, 2008 9:12 pm |
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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*
Phatmonkey wrote: I typed as I thought rather than think first and type later. I do that most of the time. :0 ... Well, now to think of how to reply to a long and deliberate post... ... I've already kind of made the changes to material strength and such, and i dare say, it's actually a lot better now. Weapons with low stopping power like the Nailer or Hellfire aren't as useless any more, though they still need to be tweaked a little. My goal is to pretty much eliminate the bullets bouncing off, except for the very weakest weapons, so the gib limits of the armor wouldn't be as superfluous. As it is right now with the currently available version, it is incredibly rare that you get to kill anything above the Light Soldier with wounds, as most of the kills are dismemberments due to brute force. Or that's how i'm experiencing it, don't know about you others. The gib wound limits also need to be adjusted somewhat, because right now, you could empty 60 bullets into the face of a Heavy Soldier and he wouldn't take a scratch. His faceplate would break, but he would still have full health, and could blast you to hell quite easily. One shouldn't get the impression that he's too easy to kill either though, so i'll have to strike that golden middlepoint. Also, as said, i'm not entirely sure about what to do with the MARS, but i'm probably going to make it so that every entry would causes 0.1 damage. Nothing excessive (Hell, it's hardly minor!), but if you REALLY wanted to take it down, you could. You'd just have to pump it so full of lead that it'd sink through to the core of the planet. And speaking of sinking, i really need to fix that sinking into dirt when standing on it. Very impractical. However, i still have the original version saved, just in case.
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Wed Nov 26, 2008 10:34 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: [WIP] The Pelian Army *Update: November 19th*
This mod is dead ???
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Fri Dec 05, 2008 9:06 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: [WIP] The Pelian Army *Update: November 19th*
Calm down, it's only been a week and a half.
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Fri Dec 05, 2008 9:22 pm |
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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*
Have you thought about making something that beams actors back into space?
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Fri Dec 05, 2008 9:38 pm |
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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*
@Duh102: My words exactly.
@grenade: I'm just waiting for my lazy busy-with-life beta tester to irradiate me with beta info. But already now i can say that i really should increase the damage from bleeding, as they can bleed out like, three times their body weight in blood and take next to no damage from it.
@CandleJack: No, and i'm not going to either. And besides, women on Pelik get an average of 7 children clones are expendable, it's not like they're wasting the actual persons on the battlefield. 'course, after their DNA is stored, it really doesn't matter, but y'know, always a good idea to keep the original.
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Fri Dec 05, 2008 9:44 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: [WIP] The Pelian Army *Update: November 19th*
Eh, a reverse of the teleporter could be easy.
It could be a pinned craft that sucks in an actor then does the teleport beam, which really launches a null craft into space containing the actor.
Just... how would you transfer them into the null craft?
Hmm.
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Sun Dec 07, 2008 2:46 am |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: [WIP] The Pelian Army *Update: November 19th*
PA reminds me of Gyan styling.
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Sun Dec 07, 2008 3:42 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*
@Fredrick: Whoopsie! :3 I'm sure there is some way of doing it, but honestly, it's more me lacking interest in the idea. Besides, the teleporter is a big, big machine, which requires the probes to designate where to teleport the things to. Throwing down the whole machine just to teleport one bloke back up would be pretty stupid. @C-Tron: ... What? Also, news on the coming update... I've received beta info back, and have adressed the problems (amongst them softening up the guns' materials) etc etc. I've also done a few extra things, like making MARS' guns gibbable (they blow up >.>), and an attempt to make bleeding hurt more. The latter didn't actually work, and i really don't know why. The emission damage is higher than that of the vanilla content, and the rate of emission is also higher, and yet they take no damage at all. I'll try to fix it, but if i can't... Well, i can't. I also tried having the weapons collide with actors and each other, but that was very impractical, as it was quite hard to pick up any weapons without stepping them into the ground and breaking them. Looking at the code of the vanilla content, i see that those guns doesn't collide with each other anyways. >.> Edit: Oh ♥♥♥♥ yes, bleeding hurts now! Next step is to make it hurt a little less... A Hammer shot in the leg meant that my Heavy Soldier lost health at the rate of 2 HP per second or so. On the other hand, the Hammer does cause an awful lot of wounds... Of course, i could just blame high blood pressure on them bleeding as much as they do. :0
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Sun Dec 07, 2008 2:15 pm |
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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: December 7th*
IT IS UPDATED. Next step: Make a midget grenade, so you can toss sum midgetz. (Not actually going to happen from me, but you have to admit, the idea is good)
Edit: Oh right, forgot new features: - Everything nerfed a lot, so you can beat these guys with vanilla content now. (Yes, guns are breakable now!) - MARS guns gibbable. - Bleeding hurts. - Conflagrator added, and i forgot to add description and gif. - Various small tweaks here and there.
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Sun Dec 07, 2008 5:51 pm |
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