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scottsman
Joined: Thu Dec 31, 2009 9:31 am Posts: 30
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Re: Crobotech Beta 3.1
Wait, there's a sniper rifle? 1) which gun is it? 2) This mod just gained another level in badass.
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Sat Feb 20, 2010 9:07 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Beta 3.1
scottsman wrote: Wait, there's a sniper rifle? 1) which gun is it? 2) This mod just gained another level in badass. I'm talking about the Particle Disruption Rifle But I am going to add an anti personnel sniper soon. Now I've finally got this thing released it feels like a lot less work to add little things to it.
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Sat Feb 20, 2010 9:29 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Crobotech Beta 3.1
Truly amazing, as always. Love the explosion effects, they definitely stand out.
Just a small suggestion though, give the tank a jumpjet, for extra maneuverability.
Otherwise everything is perfect.
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Sat Feb 20, 2010 10:23 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Crobotech Beta 3.1
hmm I only seem to have 2 actors. Aren't there supposed to be more?
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Sat Feb 20, 2010 10:32 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Crobotech Beta 3.1
Try equipping them with weapons.
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Sat Feb 20, 2010 10:37 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Crobotech Beta 3.1
right.
Hey is it just me or are these just incredibly weak?
I don't really feel like using these if they are just going to die in a couple of hits, they are even less powerful than the browncoats. Could you make them more powerful than the original so that they can at least stand up against dummies?
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Sat Feb 20, 2010 10:51 pm |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: Crobotech Beta 3.1
LeonXross wrote: right.
Hey is it just me or are these just incredibly weak?
I don't really feel like using these if they are just going to die in a couple of hits, they are even less powerful than the browncoats. Could you make them more powerful than the original so that they can at least stand up against dummies? Do you have them equipped with Crobotech guns? The guns add armor.
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Sat Feb 20, 2010 10:58 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Beta 3.1
I'm actually thinking I might rip out all the organic components and make them cybernetic again like the old school crobos.
Edit: I've decided I will make them robots again, the blood effects give them a feeling of vulnerability and take away from any badass feel. After looking through all the comments here I've got a list of changes and ideas I'm gonna get on with.
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Sun Feb 21, 2010 12:07 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Crobotech Beta 3.1
But I love the flesh-machine combination! It's what makes them badass in my opinion. Robots are just boring.
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Sun Feb 21, 2010 1:35 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Crobotech Beta 3.1
I personally find the fleshy aesthetic to be quite nice. I have no doubt, however, that you could do equally well either way - it is your decision at the end of the day.
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Sun Feb 21, 2010 1:41 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Crobotech Beta 3.1
I would prefer moving blood effects to exit wounds, but either way is fine.
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Sun Feb 21, 2010 1:58 am |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Crobotech Beta 3.1
If your going to make them robotic then make them bleed oil that sets people on fire
Also, the lazors and other guns seem way too weak too
And is the targeting for the crab for the mouse going to be fixed too?
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Sun Feb 21, 2010 2:13 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Beta 3.1
I'll keep the bloody exit wounds in the head because there are still organic parts up there.
I've finished editing all the wounds now and I've toughened them up considerably because they were dying far too easily compared to their price. It's a lot more fun to play as an actor that lasts a little while, they might be a pain in the ass to play against now though.
If you think the laser cannon is under powered you're certainly not using it correctly, it can kill even the toughest enemy with a well placed blast. The trick is to aim at a stationary enemy or in front of where an enemy is moving and try and get as much of the blast to explode inside them as possible.
I'll keep balancing the weapons as I see fit, I'm testing against vanilla content and balancing it to be fun for myself. I'm also toughening up the weapons a lot, the problem is that my weapon sprites are very big and tend to be hit instead of the actor a lot of the time.
Please remember I am making this mod primarily for myself, so please don't be offended if I ignore suggestions as I already know how I want the mod to be.
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Sun Feb 21, 2010 2:36 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Crobotech Beta 3.1
Hey uhh bubsy, I dunno if it's been mentioned at all in here cuz I'm not going to read through all the pages, but, activities is broken.
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Sun Feb 21, 2010 3:06 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Beta 3.1
whitty wrote: Hey uhh bubsy, I dunno if it's been mentioned at all in here cuz I'm not going to read through all the pages, but, activities is broken. Yea I know, that activities is really old, haven't made a new one yet. In fact I may just remove it and include a config file for the Mod Manager
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Sun Feb 21, 2010 3:08 am |
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