First submission, and so far my experience with the forum interface hasn't been a magical one, so please excuse my hair thin patience in rewriting this.
The world of Quantum is a science fiction one in which a large war has broke out between the expanded planets settled by mankind and those of the machines. Large losses and disagreements have fragmented armies and approaches used by man to fight the machines, but the machines remain unified and unrelenting. The CC adaptation features 3 human militias and the machine factions, and the machines are by far the most powerful. Play these in any mix you want, vs who you want, as who you want. I generall do "All" factions as a combination of the 3 human techs vs Nuts! covenant AI with infinite money inbetween, for truely epic battles.
Unconventional mod alert: This mod is extremely OP compared to vanilla. Only play as vanilla if you want one HECK of a challenge, but otherwise challenge can be gained by vsing machines. Moreover, most of the art style is intentionally designed to be cartoony, meaning "shading" is not the conventional checkerboarding and similar patterns, but a smooth pattern with specific shifts in tone for entire sections. Not really CC matching, but I'd be lying if I said it isn't just how I enjoy looking at my own works across many mediums... You were warned.
Includes 4 factions, here are some quick pastings about them:
-Covenant: Machine menace bent on wiping out humanity from its multiple galactic settlements. Ruthless and efficient.
-Ferris Corp: Marketing team in charge of a large militia of mercenaries. Augmentations not present, but their selection of light arms is unrivaled.
-Norse Company: Elite band of heavy mercenaries. Most firepower of most factions, including augmented weaponry built into their soldiers.
-Purifier Division: A religious militia with high-intensity energy weapons bent on defending man from the machine menace.
As of V1.2, here's some universe background I have been a real holdout for not giving along with the mod.
The year is incomparable to our own. After mankind's greatest strife in the midst of an energy crisis, it gained adept control over the fundamental forces of physics by sheer necessity. While initially a plan for a big boom weapon, fusion tech payed off greatly and has only grown in power since. With a ticket to virtually unlimited energy, mankind spread out and developed the means to explore deep space, spreading out amongst the stars over time. In this utopia where all can be gained and little was worth fighting for, humanity became void of weaponry on many worlds, save for combating environmental factors and wildlife. This situation became highly normalized with the advent of technology that is able to transmute freely between energy and matter. Truly, a land where every man can have most everything he'd ever wanted, save for the human and digital realms.
Sadly, this utopia came crumbling down once ventures into a truly general artificial intelligence spiraled out of control, the machines producing an army of many millions to attack an unaware opponent. Hellbent on wiping out all "heretical" life, the guardians of the Covenant, or simply Covenant are the definition of war itself. They do not negotiate. They do not spare lives. They do not even hesitate before pulling the trigger. Their sheer efficiency combined with their sprawling factory worlds they've reverse terraformed pose a never ending threat to all life in the galaxy. The only thing standing between them and their goal are mankind's hastily assembled, and often fragmented, militias. Unable to agree on what makes up an effective weapon, whether or not augmentations are moral, or even whether the armageddon at hand is of religious nature or not, the only thing man's factions share in common with another is the infamous suit of Universal Combat Armor.
Now, with the stakes and powers of warfare set to a level higher than ever before, the charred, bloodstained battlegrounds that follow suit may decide the fate of everything. The question is not if you shall stand to fight. Rather, I ask thee... For what cause shall you fight? There are no wrong answers.
EDIT: Now updated to V1.1. What's changed? Shotguns.
-All shotguns now fire X emitters with Y shakerange instead of 1 emitter than emits X projectiles with Y spread. This makes them much more random and fun again. -Many shotguns have had spreads tightened and velocities slightly increased. -Bear Claw acc tightened a 2nd point. -Grizzly bear clip size nerfed to 12 vs 14. It's deadlier than ever per shot, so this was necessary to limit its suppressive fire capabilities.
List of V1.2 changes:
Universal: -Rebound pie slices for multi mode weapons to be next to another. -Made loadouts work with new B31 setup, allowing for better painting with factions than ever. -Helmets buffed for all human factions in direct response to heads being made of glass. Still don't expect the covenant to be pushovers, nor would I expect to do serious damage against them using vanilla factions. Just a heads up on that note I never quite stated fully.
Machines: -Added overseer minigun to Covenant weaponry, giving them a more burst damage/capacity oriented automatic weapon, although not explicitly either. -Added Elites to Covenant faction. Although a bit cheese by using 150HP, they are more bleed and damage resistant, in addition to being a bit more agile. You can identify elites by their green visor. They're known to carry crude explosives, so don't expect clean kills to work as planned in CQC.
Norse Company: -Norse company no longer carries the wonky as heck melee weapons. It just wasn't going to physically work on a battle set to 11 out of 10 in power scale. -Grizzly bear increased in reload speed by 1 second less wait. -Added specialty "Stormbreaker" units with heavier armor, poorer mobility, and a natural spawn of dual eviscerator revolvers. These guys are bad news for most anything at close range, if only for a brief moment.
Ferris Corp: -Added new Vanguard units. Vanguards spawn with a reinforced titanium riot shield and a DuoRev. While their shields are meant to take serious beatings, the sheer kinetic force involved with many weapons may just outright defeat the vanguard by smacking his shield out of his hands (cough cough, explosives)
Purifier Division: -Rebalanced Grid Rifle overclock to be extremely handy. Instead of 1 sharp projectile with immense kinetic force, an overclock cell now holds 2 shots of very blunt acting projectiles with immense kinetic force. Overclocked grid rifles CANNOT pierce geometry due to the sharpness 0 hack used to better transfer force. They can, however, blow a goon to dust with a nice and solid whack.
EDIT: Now updated to V1.3, because net improvements.
List of V1.3 changes:
Loadouts: -Purifier division now sends in using purely dropships. Ferris corp uses a mix, and Norse Company is all rockets due to what appears to be a lack of custom craft support in loadouts. Triple checked the reference to rooster, yet no dice. Heck. -Elimination sniper properly assigned in Covenant loadouts. "Just give him an issue, he'll snipe them all to death". ~Things that aren't true
Universal: -Universal? Know what else is universal? A 50% shotgun buff across the board. This may very well be overkill, but at the least shotguns are fierce at short to medium range. Bear claw was buffed less than 50% being a freebie.
Improved mode selector v2 notes: -Added select fire between auto and semi for Grizzly Bear auto shotgun, Pulverizer machine pistol (now it's totally different than the sander, I swear) and Vaporizer shotgun. -Siege Carbine/Purge Cannon now has proper accuracy rating when swapping between modes. It also now has a much higher potential ROF for purge cannon mode, but operates on semi during purge mode. This thing is now a force of nature, watch out world! -Added modular dialing to Purifier Division Incinerator Rifle. It can be dialed anywhere between 300 and 2000 rate of fire, giving it great flexibility and simply devastating cap firepower. However, it operates at extremely high recoil force at max fire, so use at your own risk, unless you want to become neil armstrong on the moon.
-Added more spoilers to make forum post more legible. AWESOME. -Thought I'd toss in a sidenote that you can use any of the LUA code contained in this mod. LUA is a pain to work with given its highly specific nature, so suffice to say I'm proud of the incredibly simple semiauto code I painstakingly jotted up and some other things, such as the "dialing" feature. If you have any questions on using the code, feel free to ask. Thanks to Unitec.rte and its creator for teaching me that weapons had a sharpness setting you can tamper with and read for variable settings. Boy is that a good hack.
Attachments:
File comment: QuantumPack V1.3 for CC B31! QuantumPack v1.3.zip [956.97 KiB]
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Last edited by WCCC on Thu Jan 26, 2017 4:41 am, edited 6 times in total.
Sun Aug 17, 2014 1:07 am
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
Re: Quantum Release for B30
Yeah, be careful with that login, if you don't want to lose something write it offline and then copy/paste it.
Sun Aug 17, 2014 4:35 am
Silent00
Joined: Tue Oct 15, 2013 8:13 am Posts: 93
Re: Quantum Release for B30
I like these techs, especially the "Ferris Corp" is favorable design if polished in shading
My mod ACTA couldn't handled against by the Covenant though except ACTA's OP super-weapons and Psychic Variants (W.I.P.)
Sun Aug 17, 2014 5:32 am
WCCC
Joined: Thu Jul 24, 2014 9:26 pm Posts: 9
Re: Quantum Release for B30
Yeah. I copied whole post to clipboard and saved a draft on my profile for the 2nd, in case it was a persistent issue.
My advice for vsing covenant: Play on infinite money. I've never seen the AI run out of cash to date, and have experimented with skirmish defense only to find that they don't. To balance this, I usually set difficulty up to nuts and dig in with ambushes, well organized teams, constant reinforcements, and excellent micromanagament. I must admit that in mid-flight I am a surprisingly good shot. Heavy weaponry like RPG, RPC, remote GL, etc, all key along with snipers and using terrain in your favor. Those carbines love ripping people's heads off at good range... the AI's quick and excellent aim combined with robots' durable design and high precision weaponry is a lovely marriage of rolling armageddon. Glad to see people are getting a bit of a kick out of this.
Sun Aug 17, 2014 8:20 am
Silent00
Joined: Tue Oct 15, 2013 8:13 am Posts: 93
Re: Quantum Release for B30
Well I meant is, your techs are good sprited even without shading
and the part is, using a Dummy's Impulse Cannon it is only effective though. Except when you use ACTA or other 3 of my mods can be useful though except has they're own disadvantages
With disadvantages of the techs is makes it difference and unique to each other..
When you using the super-weapons of one of other's tech can be useful in one hit though like Psyclone's Wormhole Emitter, and other thing
Sun Aug 17, 2014 11:34 am
WCCC
Joined: Thu Jul 24, 2014 9:26 pm Posts: 9
Re: Quantum Release for B30
Just uploaded version 1.1 with a massive overhaul for shotguns. Since changing to emitters I had to restructure how pellet spreads are assumed, and this round I just utilized an epiphany to straighten them out perfectly and rebalance them a bit. They are now incredibly powerful, but not nearly as deadly at longer ranges.
On a side note: All weapons and actors, excluding goons and crawling terrors, are shaded. It may not be very discernable between my inexperience with super small pixel art and shading, limited 256 color palette choices and a couple of other factors. Their shading is poor, in many cases, but if you've ever seen unshaded weapon sprites in CC you'd see that especially those made of shades of gray disappear into the background regularly, a feature not shared by Quantum's weapons. A mini mod I did before Quantum didn't have shaded weapons or detaching magazines, and those are 2 points I've made a persistent effort to not repeat.
Mon Aug 18, 2014 3:35 am
scrdest
Joined: Sun Aug 28, 2011 1:47 pm Posts: 105
Re: Quantum Release V1.1 for B30
Like Silent said, this mod has a nice potential, but you really need to brush up the graphics. The style of the units itself looks good, but without some touch-ups, they look like they were done in MS Paint.
Wed Aug 20, 2014 11:07 am
Pumone
Joined: Wed Dec 28, 2011 4:18 pm Posts: 86
Re: Quantum Release V1.1 for B30
I really like the "old style" of this mod, I love to play with "paint style" soldiers.
So you did a really good job.
But I would like to see more personality in every faction, because they look very similar to each other, by the way, again good job!
Wed Aug 20, 2014 1:23 pm
WCCC
Joined: Thu Jul 24, 2014 9:26 pm Posts: 9
Re: Quantum Release V1.1 for B30
Just updated to B31 with some new rebalancing and items to boot! Bumping but once for people's potential enjoyment.
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