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 [B27] Kloveska Military Force v2.5.1 (Update: 6/13/12) 
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Joined: Fri Mar 23, 2007 2:05 pm
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Location: Tampere
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Post Re: Kloveska Military Force v2
No_0ne wrote:
Leevizer wrote:
I think he didnt expect a crazy kill everything thing, i think he wanted it to be able to take more damage. I have found out that the shield is too small to protect the oppressor enough (If it aims to a unit near it, the shield lowers anf the head is easy to shoot, even with an ak 47. With that cost, i could take 5-7 Light clones, depending on weaponry, and they could survive for more time. 800 OZ is not very easy to pay for a unit that dies very soon, IF you are playing about an AI in death mode, and because we all know that AI cant dig. It is too weak for a big, killy war machine.

PS: The shield doesnt cover the BACK of him, making it very easy to kill, except you have some "Backup" behind it


Have you people ever heard of the term "weak spot"


It Costs a fudging 800 OZ! It is not an easy cost to pay for a actor that dies from getting shot from a fudging shotgun! It is not supposed to have a weak spot and die, especially when the weak spot seems to be the whole body, except for the shield! WAAAGH!


Mon Apr 21, 2008 1:03 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Kloveska Military Force v2
I find 800 easy too get... THOUGH ITS WAY TOO WEAK!!!

I dont care if its back is the weak point (in fact I like that) BUT it is way too weak...

Also agreed that the AAL are over powered... (remembers horrible event of AAL Pilot-VS-Oppressor)


Mon Apr 21, 2008 9:14 pm
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Post Re: Kloveska Military Force v2
Oh shut up.
You guys try using this mod against vanilla actors.

If you don't kill at least twenty before dying then you seriously need to get more skilled at this game and stop depending on uberweapons.
We've all grown so used to super-actors, that balanced mods seem weak.


Mon Apr 21, 2008 9:31 pm
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Post Re: Kloveska Military Force v2
Actually I was agreeing it was too weak... Though I have yet to fight the vanilla with the oppressor... IM GONNA TRY THAT =3 (Now if only I had a GOOD video capturing program) The basilisk is my favourite of the Kloveska =3


Mon Apr 21, 2008 9:41 pm
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Post Re: Kloveska Military Force v2
NO YOU DIDN'T READ MY POST.

IT'S NO TOO WEAK.
IT'S FINE.

GRR.

...

Seriously that's... quite annoying. I do wish that you had actually tried to understand my words.


Mon Apr 21, 2008 9:46 pm
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Post Re: Kloveska Military Force v2
ok ok calm down... the last thing we need is a flame war...

I heard what you said and I DONT like uber weapons... ill use'em sometimes but they arnt my 1st option... (I just dont want the oppressor to die against an AK...


Tue Apr 22, 2008 1:16 am
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Post Re: Kloveska Military Force v2
I just tested how many shots from an AK the Oppressor could take in the back before dying.

330 rounds.

If you think that's somehow weak, then your standards are really screwed up.
Now all of you hush up about it being too weak and not worth the price.


Tue Apr 22, 2008 1:35 am
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Post Re: Kloveska Military Force v2
I think all the units in this are balanced and FEEL as strong as they should be.Personally I HATE overpowered mods.BTW good job on this mod No one


Tue Apr 22, 2008 1:57 am
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Post Re: Kloveska Military Force v2
metal chao wrote:
Oh shut up.
You guys try using this mod against vanilla actors.


Yeah, first time playing. It survived 20 seconds. A dropship motor fell on it's head.

330 AK rounds? Wtf? It dies a lot easily with my cc if u do that... Weird...


Tue Apr 22, 2008 6:11 am
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Post Re: Kloveska Military Force v2
Leevizer wrote:
metal chao wrote:
Oh shut up.
You guys try using this mod against vanilla actors.


Yeah, first time playing. It survived 20 seconds. A dropship motor fell on it's head.

330 AK rounds? Wtf? It dies a lot easily with my cc if u do that (About 200 shots or 3-5 clips from a shotgun)... Weird... And it dies very easily against a dropship.

800 oz to buy versus 120 oz to kill it.

Atleast make it withstand the damage of a dropship.


Tue Apr 22, 2008 6:20 am
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Post Re: Kloveska Military Force v2
We all know that using craft as projectiles is insane.
Perhaps it could have a slightly higher GibWoundLimit, and a tougher head.

I honestly only looked at it once, I don't particularly like big robots.


Tue Apr 22, 2008 8:36 am
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Post Re: Kloveska Military Force v2
No_0ne wrote:
I just tested how many shots from an AK the Oppressor could take in the back before dying.

330 rounds.

If you think that's somehow weak, then your standards are really screwed up.
Now all of you hush up about it being too weak and not worth the price.


(Wierd last time I fought my friend and chased him he shot me 5 times... and BOOM... BOOM... hmm damnit lemme check that again k)

Sorry But im gonna ask my friend how he actually killed me...

REVIEWED MY OWN POINT EDIT:... Turns out he planted 3 experimental mines a friend of mine made... and they were uber mines with not visual explosion.... SOOOO thats why he died in 5 ak shots...

All in all im sorry... and this is still my favourite mod (Just gotta make sure to check things 1st)


Tue Apr 22, 2008 12:07 pm
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Post Re: Kloveska Military Force v2
I shot oppressors back with a frigging normal shotgun, and oppressor exploded. 330 rounds? I don't believe that. But, I said "This is a good mod, except the oppressor". So the mod is okay, except for the oppressor. And I won't talk anymore about the oppressor.


Tue Apr 22, 2008 12:52 pm
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Post Re: Kloveska Military Force v2
Zero94 wrote:
I shot oppressors back with a frigging normal shotgun, and oppressor exploded. 330 rounds? I don't believe that. But, I said "This is a good mod, except the oppressor". So the mod is okay, except for the oppressor. And I won't talk anymore about the oppressor.


Ill test out the Oppressor after school and see how many shots till he dies by each individual weapon... (Vanilla weapon that is)


Tue Apr 22, 2008 1:18 pm
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Post Re: Kloveska Military Force v2
Ok, I just tried everything out again.
The Oppressor really is good enough, it took like 30 AK rounds to the head to kill it, but only 1 flak cannon shell, but that's why it's got a shield.

You should probably make a delivery system for the thing, drop pods get it stuck in the ground, and everything else looks weird.


Tue Apr 22, 2008 2:16 pm
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