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 Crobotech Mod Beta 2 
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
Post Re: Crobotech Mod Beta 1
Ragdollmaster wrote:
Since we're undecided on CRobo nationality, CLEARLY they had one British parent and one Russian parent. Darklones do look Japanese. Now we need an African pack and a Middle Eastern / Arabian pack. (It would be awesome to see a camel and elephant with a clone riding them. Amirite?)

When I talked about nationalities, I wasn't meaning that people would be riding animals. Thats not very futuristic, now is it?

Unless they're weird bio-mechanical... oh nevermind, this is hardly on topic.


Wed Apr 02, 2008 3:14 pm
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Joined: Wed Mar 28, 2007 9:02 pm
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Post Re: Crobotech Mod Beta 1
As much as the african thing was a joke, I just got a picture of a clone with a metallic turban thing on..

Hm..

Or a safari hat..

Anyway- Back to russia.. Britain.. Brissia.. CRobo land.. Yeah.

I noticed a slight lack of a PA-150 (or was it 180? Something like that. The big grenade launcher thing). Which was my fav weapon in the old pack.

I know it's just a beta, but I miss my 150. :(


Wed Apr 02, 2008 3:32 pm
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
Post Re: Crobotech Mod Beta 1
3 solid wrote:
As much as the african thing was a joke, I just got a picture of a clone with a metallic turban thing on..

Hm..

Or a safari hat..

Anyway- Back to russia.. Britain.. Brissia.. CRobo land.. Yeah.

I noticed a slight lack of a PA-150 (or was it 180? Something like that. The big grenade launcher thing). Which was my fav weapon in the old pack.

I know it's just a beta, but I miss my 150. :(

Me too, I want the PA 150 to come back in my hands and blow people up again, also it was one my main weapons!


Wed Apr 02, 2008 3:34 pm
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Joined: Mon Mar 26, 2007 1:15 am
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Location: UK
Post Re: Crobotech Mod Beta 1
the plasma rifle will be back in eventually.

Also here is a pic of a couple of the unfinished actors, they still need a lot of sound effects, wounds and balancing.

Image

There you can see the tech (guy with a load of glows) and the new Storm Trooper carrying the rocket launcher I'm working on (kind of a mk3 replacement)


Wed Apr 02, 2008 5:03 pm
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Joined: Tue Jan 01, 2008 5:56 am
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Location: Behind a DarKlone, trying to pierce its fudging armor!
Post Re: Crobotech Mod Beta 1
I'm all about tech, what's the rifle he's carrying?


Wed Apr 02, 2008 5:16 pm
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Post Re: Crobotech Mod Beta 1
ppiksmada wrote:
I'm all about tech, what's the rifle he's carrying?


That's the laser rifle. I haven't been able to decide on a special feature for the Tech yet. Suggestions welcome :)


Wed Apr 02, 2008 5:25 pm
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Joined: Fri Mar 30, 2007 9:07 pm
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Post Re: Crobotech Mod Beta 1
A Tesla gun ?


Wed Apr 02, 2008 5:30 pm
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Post Re: Crobotech Mod Beta 1
Well I need a special feature for the actor himself regardless of the weapon he's carrying.


Wed Apr 02, 2008 5:31 pm
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Joined: Fri Mar 30, 2007 9:07 pm
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Post Re: Crobotech Mod Beta 1
Tesla jet-pack ?

Or a laser sight who come from the helmet itself, regardless of the weapon.
It think it can improve the aiming greatly.
Because the three little yellow dot are difficult to see when everyone is shooting ^^.


Wed Apr 02, 2008 5:32 pm
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Post Re: Crobotech Mod Beta 1
Haskeer wrote:
Tesla jet-pack ?

Or a laser sight who come from the helmet itself, regardless of the weapon.
It think it can improve the aiming greatly.
Because the three little yellow dot are difficult to see when everyone is shooting ^^.


Yeah, that'd be a good idea.

Maybe, also, make the wounds be electric 'n ♥♥♥♥. You know, emit short-lived invisible sharp particles.


Wed Apr 02, 2008 6:37 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Crobotech Mod Beta 1
capnbubs wrote:
Well I need a special feature for the actor himself regardless of the weapon he's carrying.


Give him a door hax. A constant, rare-ish emitter that pops out an invisble actor from the other team for a few seconds that would presumably open an enemy base door if standing next to one with that emitter online.

Otherwise some shield deploying gun that leaves a solid vertical energy shield for a small time. Or a mine launcher.


Wed Apr 02, 2008 7:38 pm
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Post Re: Crobotech Mod Beta 1
I love the glowwy bullet casings and the jet pack.


Wed Apr 02, 2008 8:03 pm
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Joined: Sat Sep 22, 2007 7:28 pm
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Post Re: Crobotech Mod Beta 1
Wait- is the Tech guy supposed to be an Engineer-type class or just someone with a bunch of experimental weaponary?


Wed Apr 02, 2008 8:26 pm
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Joined: Tue Jan 01, 2008 5:56 am
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Location: Behind a DarKlone, trying to pierce its fudging armor!
Post Re: Crobotech Mod Beta 1
As for the door opening thing, I think that's a good idea. I rarely use team2 actor doors except for the map I'm trying to make completely out of bunkermodules.

Another Idea might be some sort of shield emitter that can be activated for a few second, and either deflects or blocks about 50% of the bullets passing through about waist-height to above the actor's head.

capnbubz wrote:
That's the laser rifle.

And... yea I knew that, I was just testing you.


Wed Apr 02, 2008 8:29 pm
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Post Re: Crobotech Mod Beta 1
I like the emitter idea from numgun but I think that the tech guy should have a few turret deployment bombs or something along the lines of a gun that shoots at an enemy actor gibs them and then turns into an abomb with a heavy crobo inside giving the illusion that he transformed.


Wed Apr 02, 2008 8:59 pm
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