[B27] Kloveska Military Force v2.5.1 (Update: 6/13/12)
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Qjet
Joined: Thu May 29, 2008 12:21 am Posts: 11
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Re: Kloveska Military Force v2
exhibit A
Attachments:
File comment: and all this for 100 oz
Overpower.gif [1.87 MiB]
Downloaded 105 times
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Thu May 29, 2008 12:45 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Kloveska Military Force v2
Uh... Its a commander type? What side doesn't give their commanders the best armor and guns... And its less powerful then my mod, which is too overpowered... At least his HP goes down from the dreadnought machine gun.
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Thu May 29, 2008 12:52 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: Kloveska Military Force v2
It's supposed to be a brain unit, but I can't limit it to only being purchased during the BYOB phase. The bullets are very low piercing, you wouldn't have been able to get past that door.
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Thu May 29, 2008 1:44 am |
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Qjet
Joined: Thu May 29, 2008 12:21 am Posts: 11
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Re: Kloveska Military Force v2
uh the side that is the default in cortex command? Namely the weakest most vulnerable unit in the whole game... THE BRAIN.
anyway my point is that this unit mowed through easily 500 oz of unit, barely scratched.
you think it's unique to this unit? I can make another one if you like .3
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Thu May 29, 2008 1:52 am |
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alaifain
Joined: Sat Feb 09, 2008 7:44 pm Posts: 230 Location: Vancouver, BC
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Re: Kloveska Military Force v2
who the hell are you? and why are you picking on the KMF? try any other faction mod on the forums and you'll get the same result.
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Thu May 29, 2008 2:05 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Kloveska Military Force v2
alaifain wrote: who the hell are you? and why are you picking on the KMF? try any other faction mod on the forums and you'll get the same result. Agreed, I mean even (if I made it) my factions would end up being just like this with their Commanders... Think about it in real life then (If real life had our brains floating in jars we'd OVER protect them then)
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Thu May 29, 2008 2:29 am |
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Qjet
Joined: Thu May 29, 2008 12:21 am Posts: 11
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Re: Kloveska Military Force v2
i was actually intending to do just that, it somewhat bothers me that cortex command mods have this annoying tendency to be uber. seriously uber, even the ones that say they arnt uber are uber. i picked this one first because quiet simply if it didn't have uberness in it i'd replace the base file with it .) i'm not saying this mod is bad, i'm saying balancing at some point should be thrown in. also if it was in real life the commanders would likely be older, battle experienced, but wounded overall, soldiers would be in their 20's - 35's, (considering our medical technology, let's roleplay though and call it 25-45 years of age). where i'm going with this, is that the commanders might have steady aim and be a good shot, but they wouldn't be equipped very heavily because they arn't that strong any more or let's consider a squad mentality, then the squad leader is the brain. more often then not, squads in the real army consist of general load outs, SL included, with a few units carrying support equipment like medical, or anti-tank weapons. equipping the primary character with the best weapon tends to outline a very "Last boss" mentality, someone is special or unique, therefore he MUST be stronger right? no. Infact the reason the general infantry is GENERAL is because they are equipped with the most efficient gear to make them the efficient in combat. Hasn't it ever struck you as odd playing another game, like an RPG, that when you select a commanding character wielding a pistol, he is somehow able to inflict more damage then a general soldier wielding an assault rifle of some kind? tl;dr this is not out of spite i like this mod i find lack of balancing to common you are NOT the only mod I'm looking at. It's just a good starting point
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Thu May 29, 2008 2:44 am |
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ZyreX
Joined: Tue Jul 10, 2007 1:05 pm Posts: 104 Location: manila, philippines
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Re: Kloveska Military Force v2
I do hope no one cares about your "Commander/ Military Mentalities" or realism, because this mod ain't base on any army of the real word, nor is it real, so what ever goes in it, such has commanders being heavily armed, then it goes like that. So stop posting crap like that.
BTW, its called "Fiction"
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Thu May 29, 2008 3:00 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Kloveska Military Force v2
*Aimlessly waves his hands*
Ah whatever, I spend most of my time playing CC just blowing stuff up. I'm much more worried about the commander surviving then it shooting stuff usually, aka doesn't die first (or fast).
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Thu May 29, 2008 3:09 am |
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Qjet
Joined: Thu May 29, 2008 12:21 am Posts: 11
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Re: Kloveska Military Force v2
FireBlizzard wrote: Agreed, I mean even (if I made it) my factions would end up being just like this with their Commanders...
Think about it in real life then (If real life had our brains floating in jars we'd OVER protect them then) ZyreX wrote: I do hope no one cares about your "Commander/ Military Mentalities" or realism, because this mod ain't base on any army of the real word, nor is it real, so what ever goes in it, such has commanders being heavily armed, then it goes like that. So stop posting crap like that.
BTW, its called "Fiction" the phrase " damned if you do damned if you don't" seems to pop up alot now adays... why is that? realism isn't something i was trying to bring up. however calling something fiction doesn't mean the author has free range for things to stop making sense. This is something that pisses me off the most about common novels and plot holes, the moment you point any of these out to an author, you can almost bet that he will say "stop being so serious, it's just fiction" this is another line of topic i really didn't want to go over. whether the mod is trying to be realistic, which it's not, which is FINEwhether the mod is being fictional, which it is, which is also BESIDE THE POINTI'm only pointing out that the much of this mod doesn't mesh with the rest of the game, or indeed itself. I'm not saying it's poorly made, i think it's cool! The sprite work and some of the particle effects arn't that good compared so some other works, that's fine. i like it for the most part. it's just some elements seem oddly powerful compared to their price. this need not go over like a fart in church.
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Thu May 29, 2008 3:27 am |
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ZyreX
Joined: Tue Jul 10, 2007 1:05 pm Posts: 104 Location: manila, philippines
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Re: Kloveska Military Force v2
Then be more clear next time, long post about stuff like that doesn't really make sense, you could have just send "More balance to the Commader please" than post a long post that.
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Thu May 29, 2008 3:35 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Kloveska Military Force v2
Most mods never mesh well with the official elements of CC. I think you'll like these: viewtopic.php?f=61&t=11129viewtopic.php?f=61&t=10857Thats strange... I can't seem to find (threads didn't survive the wipe): Coalition Dreadnought Coalition Dreadnought Cannon Should be in here: viewtopic.php?f=61&t=10259
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Thu May 29, 2008 3:42 am |
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Qjet
Joined: Thu May 29, 2008 12:21 am Posts: 11
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Re: Kloveska Military Force v2
ZyreX wrote: Then be more clear next time, long post about stuff like that doesn't really make sense, you could have just send "More balance to the Commader please" than post a long post that. I AGREE! do you mean something like this?: also i'm getting to those other ones, I'm starting here. I'm also leaving ones alone that arn't even implying balance or any sense of perspective relative to the default game.
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Thu May 29, 2008 5:16 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Kloveska Military Force v2
No_0ne wrote: It's supposed to be a brain unit, but I can't limit it to only being purchased during the BYOB phase. Bunker Modules can have have Child Objects. Bunker Modules can load Null.bmp as the FG, BG, and MAT. You can figure out where I'm going with this. Also good faction, lot's of content, although the spriting could use some work, and I don't much care for the red glow exhaust. The use of the glass-shooting sound is also misleading, I keep thinking my brain's being shot at. Nice thinking on the monoengine dropship concept too.
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Thu May 29, 2008 5:59 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Kloveska Military Force v2
Qjet wrote: anyway my point is that this unit mowed through easily 500 oz of unit, barely scratched. I've done that with standard CC units too. Granted, it was a little more than 100oz, like 110, but still. The AI is just so incompetent compared to a human controller that units with the same stats are much more cost-effective for the human.
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Thu May 29, 2008 10:59 am |
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