-Alteisen Arsenal Labs- ))AAL Product [Under work]
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
I was expecting something more from the laser but its ok Awesome
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Wed Apr 02, 2008 1:15 am |
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Thanatos
Joined: Sat Jan 06, 2007 3:58 am Posts: 346 Location: Germany
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
I've made it my point to find the marine's weaknesses. DST pack works great.
My favorite weapon from that pack is the rocket launcher, which is insanely epic if you fight these guys with it.
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Wed Apr 02, 2008 2:30 am |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
I dislike the fact that you can no longer headshot the MPAM.
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Wed Apr 02, 2008 4:31 am |
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Ocular Bleeding
Joined: Thu Feb 14, 2008 9:05 am Posts: 124
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
The unshootable MPAM really isn't that big of a deal. Simply go into the .rte folder, open the MPAM.ini file and under attachables, set GetsHitByMOs = to 1 on the head and save it. Problem solved.
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Wed Apr 02, 2008 5:59 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: -Alteisen Arsenal Labs- ))AAL Product *V1.1
numgun can you make a folder where the hidden weapons are unloaded already because i cant figure out how to make them work
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Wed Apr 02, 2008 5:20 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
Ragdollmaster wrote: numgun can you make a folder where the hidden weapons are unloaded already because i cant figure out how to make them work What hidden weapons? I don't think there are any.
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Wed Apr 02, 2008 10:29 pm |
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Cighton
Joined: Mon Dec 17, 2007 10:16 pm Posts: 46
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
Cool looking marines. I love to head-butt people with them! The new MPAM looks good too. Cool Mod.
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Wed Apr 02, 2008 11:13 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
Yo, Reactor/numgun/Altesein there's a typo OP wrote: ... can be order in 3 variants ...
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Thu Apr 03, 2008 12:07 am |
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Twad
Joined: Sat Feb 16, 2008 5:35 pm Posts: 21
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
Nice mod. Nice content.. brutal weapons..Cool marines; hard to take down but they take some damage from light weaponry like SMGs, and are not killed by a random dropship gib. Most human sized weapons are good against heavy darklones. There isnt much lighter armored troops for AAL. I would be curious to see some. Awesome cruiser. Vast. I love the harvester, with it i just fly around making vast caves and collecting gold... effectively. I expected the mecha to be invincible.. its actually not that hard... but heavy weapons are needed. I like the way the mecha's weapons have armor plating on them.
The only things i did not like so far: - its the slug rifle bullet from the space marines; its shots looks like im shooting black smoke at people. Not nice. Otherwise, its a very sastisfying gun to use. Recoil effect, sound, flash and kick are all nice. When im shooting ennemies with it, they tumble around and take big damage. The bullet impact effect is also very sastisfying, i prefer it to piercing shots that makes lines everywhere. - the bullet casings from most guns are too hard; no digger can hope to dig past these things. That and their size, i often ended up with walls of solid spent bullets. (and i also use them to prevent my marines from going too far behind, due to weapon recoil)
The bunker bit, enforcer armor, is nearly indestructible. From my tests , trying all weapons i could, ( i crashed when using the AAL mecha gun that uses the sound of the AC-10 in mechwarrior.. its shots were bouncing off from one plating to the next.. making lag) ...
What works: - The phase beam (big constant laser) i think, can slowly eat away the armored bits.. not effective, but it does work. - The GA 04 VHSC. Or Big cannon of doom, is effective to punch in the enforcer armor at a range.( a bit of lag however.. dont know why yet) Its also a very cool piece of artillery. - The Eradicator energy blade eats the enforcer armor like a hot knife in butter. - incidents involving crashing dropships and space marines, or massive actor and crushed objet, tend to pass through enforcer armor.
What dont: Main CC game weapons (didnt test flak), All weapons from darklones (did not test bombs and grenades), all kloveska weapons (didnt try raptor gun), all human-sized weapons from AAL, didnt have time to test all the mecha weapons or big-looking guns.
--problems i had with AAL mod-- - The pilot control himself when ejecting, and is always on my team (player one... when i blew up player's 2 stuff, the pilot was mine!) - CC crashes on startup 2 times out of 3. (All the time, its constant, so i know that it wont crash the third time..), when loading the AAL mod. Im also using the latest Darklone mod, the only recent changes i made to CC, but i see the game crashing when its working on AAL. - the instagib and phase beam "lasers" have apparently two coponents; the image of a beam that goes through everything harmlessly, and the damaging particles that impact surfaces.. looks weird.
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Wed Apr 09, 2008 5:56 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
woah, above post is a good 'un, nice review and summary. Have to disagree on one point though, I'm pretty sure the DarKlone Battle Rifle can pass through AAl Armor. at least on the marines.
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Wed Apr 09, 2008 6:24 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
Twad wrote: I expected the mecha to be invincible.. its actually not that hard... but heavy weapons are needed. Invincible units are boring. That's the point. Twad wrote: The bunker bit, enforcer armor, is nearly indestructible. ...and? It's meant to be nearly indestructible. That's what it says on the description "This panel is nearly indestructible". Working a intended. Twad wrote: the instagib and phase beam "lasers" have apparently two coponents; the image of a beam that goes through everything harmlessly, and the damaging particles that impact surfaces.. looks weird. There's no other way to make lasers. Otherwise good post there, I agree with the other points.
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Wed Apr 09, 2008 9:59 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
How about a fast flying bullet that has a large trail, the same color as the bullet, same for MOSParticles!
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Sun Apr 13, 2008 7:29 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
One problem: Those look ♥♥♥♥.
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Sun Apr 13, 2008 8:08 am |
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Cevius
Joined: Tue May 08, 2007 7:02 am Posts: 5 Location: Earth
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
The AAL mod pack has always made Cortex Command that extra bit awesome, and now it looks like its been massively expanded since I last played it back in build 18! Good to see the bomb/weapon/actor packs all in one place now. Oh, and the new weapons sprites and actors look frakken fantastic! Keep up the good work
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Sun Apr 20, 2008 3:27 am |
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Leevizer
Joined: Fri Mar 23, 2007 2:05 pm Posts: 88 Location: Tampere
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Re: -Alteisen Arsenal Labs- ))AAL Product *V1.1
The awesomenest awesomeness since the awesome awesomeness that isnt as awesome thas awesome, which is this. (wtf?) THE MOST AWESOME MOD EVER! NUMGUN IS THE BEST MODDER EVER And, he is finnish. He rocks!
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Mon Apr 21, 2008 6:09 pm |
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