Author |
Message |
s0me_guy
Joined: Sun Dec 10, 2006 6:00 am Posts: 93 Location: ENFOLD!
|
Re: Crobotech Mod Beta 2
I've got no clue why, but pitting the CRobos against eachother makes me want to play Mechwarrior...
|
Thu May 15, 2008 11:24 pm |
|
|
VladDracul
Joined: Tue Apr 22, 2008 4:46 am Posts: 39 Location: A Gallikers MyTea
|
Re: Crobotech Mod Beta 2
capnbubs wrote: Work in progress - Beta 2Contains: Actors: Clone Heavy Tech Trooper Craft: Telepod Weapons: Energy Rifle Energy Pistol + offhand Assault Rifle Machine Gun Pistol + offhand Laser Rifle Shotgun Rocket Launcher Grenade Grenade Launcher Please be aware that the content of this mod is unfinished and all sounds, sprites etc. are still subject to change and may not be my intended finished assets. Still by all means feel free to speak your mind if you think something can be improved in any way! Prices of everything in the mod are random and unbalanced at the moment because I haven't bothered to change them, I figured it was better to just get them out there for you guys to play with. If you want to play against the Crobos just back up your activities .ini and then delete the last section. There is an activities .ini that loads with the Crobos that will replace the last game type so that they spawn in skirmish mode. I---, wow. You've not only reinspired me just now to play CC to give those epically lovely Crobos a run (Good god, those troopers could very well make those AAL's fudge their pants), but you've also made me shed a tear of joy. Without second thought or even slight hesitation, totally DLed.
|
Fri May 16, 2008 5:43 am |
|
|
Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
|
Re: Crobotech Mod Beta 2
The rocket launcher is too weak in my opinion. It takes about a clip to take out one of them.
|
Fri May 16, 2008 5:45 am |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Crobotech Mod Beta 2
Sixteen wrote: The rocket launcher is too weak in my opinion. It takes about a clip to take out one of them. Unless you get them in the vital points. Clones = Lower Face, Lower Torso, Jetpack Heavies = Lower Torso, Jetpack Techies = [ Same as Troopers except the Lower Torso hole is Slightly Bigger ] Trooper = Jetpack, Lower Torso ( After you shot the Jet pack, and it's tiny, really tiny )They're so fun to get in the VITAL POINTS!!! and there is no hidden message!?! >_> o_o <_<
|
Fri May 16, 2008 6:39 am |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
Re: Crobotech Mod Beta 2
Sixteen wrote: The rocket launcher is too weak in my opinion. It takes about a clip to take out one of them. are you kidding? it takes about 3 seconds to empty your 4 rocket clip into your target, and one clip is enough to take out an AAL Marine! That's tremendoes firepower! It's brilliant.
|
Fri May 16, 2008 7:27 am |
|
|
Tealord
Joined: Sun Jun 03, 2007 10:12 am Posts: 86 Location: Finland
|
Re: Crobotech Mod Beta 2
This mod is damn good, one of the best I have ever tested on CC. But I did like it far more when Crobos did bleed like humans, like in Metal Gear Solid 4, where those huge robots bleed and have flesh. AskANinja said about robots, theyre boring to kill because they just *pzzzzzz zap* after stabbing them with a blade and that he likes more juicy enemies : DDD
Ah so, im sure some people like it like that and some people dont, so would it be too much work if they were made in two versions? Pzzzzz zap -version and flesh -version : )
|
Fri May 16, 2008 1:05 pm |
|
|
wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
|
Re: Crobotech Mod Beta 2
Yeah and they could have special attribute associated with their type. Fleshies could run faster and be more mobile at the expense of weaker defenses, and robo-ish crobos could be slower but more resilient to attack.
|
Fri May 16, 2008 4:25 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: Crobotech Mod Beta 2
I just played a long and lengthy survival game using crobos only (both me and AI used crobos) and I loved it. The new weapons really are something fun and balanced and the sprites are awesome and I dont see anything that I would tweak in them.
The effects rock, although just like in my soldat mod, the explosion and other bright and large effects tend to cover and hide the area they are in making it difficult to see at first "did my rocket kill that bastard or no?". But it adds a certain style to it. Th explosive weapons eat the terrain well, but not too much in the end, so I like that. You can blow up a bunker or clear a block in a shaft pretty smoothly with the explosive weapons.
The armor and the toughness of these guys is quite perfect and yet they are still fun to frag with all the detailed gibs and glowy blood/shield effects.
Just a small suggestion though on the shield wound effects though: The small particles that fly of should have a smaller trail or no trail at all, fly slower and have a shorter lifetime aswell imo.
Awesome 9001/10
|
Fri May 16, 2008 5:04 pm |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: Crobotech Mod Beta 2
This is easily the best overall mod around, if not just for the visual style. I'd be lying if I said that crobotech didn't serve as an inspiration, even before this later build version started getting released.
And it continues to do so. It spurs me onward to revamp my own mod time and time again. Your slim lineup makes me wonder if I couldn't cut some corners on my own weapons.
|
Fri May 16, 2008 5:24 pm |
|
|
Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
|
Re: Crobotech Mod Beta 2
Blowing off these guy's heads is fun. Then there's a fountain of blood spewing out, disappearing in half a second. How do you do that? Low lifetime variable?
|
Fri May 16, 2008 10:41 pm |
|
|
digitalstick
Joined: Tue Jan 29, 2008 3:59 pm Posts: 24
|
Re: Crobotech Mod Beta 2
question to the maker
do u play/have kknd2 because the sounds come from the robots or w/e force of that
|
Fri May 16, 2008 10:46 pm |
|
|
capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
|
Re: Crobotech Mod Beta 2
Erm... if your refering to the voices I recorded my own voice and used a very fast delay to make it sound robotic
[edit] in answer to your question I played the demo of KKND 2 when it was first released. Seemed like a cool game, I remember I found a mech that fired glowing technocolour jellybeans.
|
Fri May 16, 2008 11:48 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: Crobotech Mod Beta 2
Darlos9D wrote: Your slim lineup makes me wonder if I couldn't cut some corners on my own weapons. His lineup is slim now, but this is just a beta, Beta 2c specifically. Who knows how many weapons Capnbubs will have made for the finished product.
|
Sat May 17, 2008 1:43 am |
|
|
Funtastic
Joined: Mon Dec 10, 2007 7:39 am Posts: 86 Location: Where you aren't
|
Re: Crobotech Mod Beta 2
Sixteen wrote: Blowing off these guy's heads is fun. Then there's a fountain of blood spewing out, disappearing in half a second. How do you do that? Low lifetime variable? I think there is a REASON that extra-terrestrial life doesn't even TRY to contact us. And I'm happy to see the Crobos making a new, improved comeback!
|
Sat May 17, 2008 1:58 am |
|
|
capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
|
Re: Crobotech Mod Beta 2
Sixteen wrote: Blowing off these guy's heads is fun. Then there's a fountain of blood spewing out, disappearing in half a second. How do you do that? Low lifetime variable? The fountain of blood is actually an animated particle like the smoke effects. So it looks like a lot more than it actually is. Then it just has a low lifetime variable yea.
|
Sat May 17, 2008 2:16 am |
|
|
|