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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Diemos Federation UPDATED: 12/10/08
Can you add a cybernetic exoskeleton and giant hammer?
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Thu Dec 11, 2008 2:24 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Diemos Federation UPDATED: 12/10/08
♥♥♥♥.
that's all i have to say candlejack, ♥♥♥♥.
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Thu Dec 11, 2008 4:08 am |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: Diemos Federation UPDATED: 12/10/08
This would be cool to use against the DSTech robots...
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Fri Dec 12, 2008 12:28 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Diemos Federation UPDATED: 12/10/08
You know, this mod isn't too bad. But if the guns are going to be as effective as they are, you might want to up the prices. That machine shotgun should probably be more expensive.
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Fri Dec 12, 2008 1:04 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: Diemos Federation UPDATED: 12/10/08
The actors are terribly wimpy in the face of almost any other actors--their guns are strong but I am frequently gibbed by Coalition forces from full health. I can't decide if that's good or bad.
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Fri Dec 12, 2008 1:10 am |
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purple
Joined: Sat Dec 02, 2006 4:00 am Posts: 343 Location: Devil's Advocate
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Re: Diemos Federation UPDATED: 12/10/08
This mod has dependencies on dsttech.rte
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Fri Dec 12, 2008 1:46 am |
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Heliopios
Joined: Mon Dec 01, 2008 2:42 pm Posts: 20
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Re: Diemos Federation UPDATED: 12/10/08
purple wrote: This mod has dependencies on dsttech.rte And is really, really bothersome.
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Fri Dec 12, 2008 3:56 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Diemos Federation UPDATED: 12/10/08
Bloody fixed... I FAIL.
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Fri Dec 12, 2008 4:50 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Diemos Federation UPDATED: 12/10/08
tut tut looking good, ill get back to you.. in the morning i think. its bloody late..
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Fri Dec 12, 2008 1:55 pm |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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Re: Diemos Federation UPDATED: 12/10/08
This has a very Jin-Roh feel to it. I like a lot.
Also, the laser sights on the eyes are ♥♥♥♥ sexy.
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Sat Dec 13, 2008 1:17 am |
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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: Diemos Federation UPDATED: 12/10/08
I can't wait for more stuff to be added, but at the same time, I'm afraid it'll mean progress on those awesome fudge-huge DS Tech Mechs will be delayed until the middle of '09.
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Sat Dec 13, 2008 1:37 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Diemos Federation UPDATED: 12/10/08
And I still find the Diemos mod like one of those really small lego sets? I'm currently reworking and slashing weapons in my main faction. I'm liking my FORCE all over again.
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Sat Dec 13, 2008 2:00 am |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: Diemos Federation UPDATED: 12/10/08
Emitters on eyes are great. For the LSS, I think making the bullets a bit weaker would be preferable. Grenade launcher is pretty cool also.
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Sat Dec 13, 2008 4:23 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Diemos Federation UPDATED: 12/10/08
This mod has potential, but it needs more interesting weapons. It's all a bit... boring. Machineguns, rocket launchers, whatever. We've seen it all before.
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Sat Dec 13, 2008 7:05 am |
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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: Diemos Federation UPDATED: 12/10/08
CandleJack wrote: Can you add a cybernetic exoskeleton and giant hammer? Just like mine ?
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Sat Dec 13, 2008 10:53 am |
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