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 [B27] Kloveska Military Force v2.5.1 (Update: 6/13/12) 
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Joined: Tue May 27, 2008 2:28 am
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Post Re: Kloveska Military Force v2
Looks awesome! I may just buy CC to play this mod!


Tue Jun 24, 2008 11:15 pm
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Joined: Wed Feb 14, 2007 5:37 am
Posts: 350
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Post Re: Kloveska Military Force v2
GoreTaco wrote:
Looks awesome! I may just buy CC to play this mod!


No, you don't.
You can use mods with the demo version.


Tue Jun 24, 2008 11:31 pm
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Post Re: Kloveska Military Force v2
No_0ne wrote:
GoreTaco wrote:
Looks awesome! I may just buy CC to play this mod!


No, you don't.
You can use mods with the demo version.

Really? I thought the nag screen said that you can only use mods when you bought it. Whatever. :grin:

Edit:
It crashed, I got this message:

Image


Wed Jun 25, 2008 4:25 am
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: Kloveska Military Force v2
As per No_0ne's request.

The Giant mech costs 800oz and is incredibly week, I mean, a standard dreadnaught is tougher, and it costs 180oz.
Re-balance it?


Wed Jun 25, 2008 8:44 am
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Post Re: Kloveska Military Force v2
Exalion wrote:
As per No_0ne's request.

The Giant mech costs 800oz and is incredibly week, I mean, a standard dreadnaught is tougher, and it costs 180oz.
Re-balance it?



No it's not.

The Oppressor's GibWoundLimit is set at 120, and that's when you get past the attachable armor, each of which require 25 hits. And when doing that, you have to get past it's shield, which reflect most munitions and require 160 hits to destroy. All this while you'll have somehow dodge explosive rounds which gibs vanilla actor easily and destroy it. The only weak point is it's core, which is covered by several attachables, by destroying will cause it to explode into a vast and deadly vortex which gibs anything that can be gibbed. And most of that time when you're pumping lead into it, you'll be entirely vulnerable.

Compared to the standard dreadnought, which has about 4 attachables in total, each of which takes 10-20 hits to destroy each, and after that it takes 10 hits to destroy the main body. Not to mention that the dreadnought is almost laughably un-mobile and it's weapons pale in conparison to the oppressor's autocannon.

The only possible reason you could think that this is underpowered is that your idea of balance is horribly distorted.
You're probably just using a weapon so powerful that it kills both in only one shot.
It's like trying to measure centipedes in the nearest kilometer.

GoreTaco wrote:
Edit:
It crashed, I got this message:

Image


Open up the specified file and copy&paste it here.


Wed Jun 25, 2008 9:30 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Kloveska Military Force v2
No_0ne wrote:
The only weak point is it's core, which is covered by several attachables.....


The head. It takes one shot to the head from my barrett to make it die.
Even with all its attachables on it.
And it wont even blow up crazy like it would when you kill it via its core.

Now I've managed to take out the oppressor really easy with vanilla stuff too.
The AK-47 is all it takes. Just aim at the head and he'll collapse in no time and this mostly takes 1-2 magazines of the AK. I say it is weak, mostly because of its head that is incredibly weak.


Wed Jun 25, 2008 12:29 pm
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Joined: Sun May 18, 2008 5:02 pm
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Post Re: Kloveska Military Force v2
Wow numgun, that must've been a really powerful gun, or not. :lol:


Wed Jun 25, 2008 2:50 pm
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Post Re: Kloveska Military Force v2
Oh, and I also found them quite easy to kill. Although it wasn't an enemy, that reminds me, how do you change the enemy drop off units in skirmish?

EDIT: spelling corrections.


Wed Jun 25, 2008 2:57 pm
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Joined: Tue May 27, 2008 2:28 am
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Post Re: Kloveska Military Force v2
No_0ne wrote:
Open up the specified file and copy&paste it here.

Code:
DataModule
   IncludeFile = Kloveska.rte/Weapons/Weapons.ini
   IncludeFile = Kloveska.rte/Actors/Actors.ini
   IncludeFile = Kloveska.rte/Craft/Craft.ini
   IncludeFile = Kloveska.rte/Defense/Defenses.ini
//   IncludeFile = Kloveska.rte/Activities - Easy.ini
//   IncludeFile = Kloveska.rte/Activities - Normal.ini
   IncludeFile = Kloveska.rte/Activities - Hard.ini


Wed Jun 25, 2008 3:39 pm
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Post Re: Kloveska Military Force v2
Imo, the oppressor is easy to take down. Fire at the head or saturate one area with fire, and he's down in a few seconds. Dreadnaughts are much more annoying with their bullet-spraying SMG and armor when their vital point is a small robot crab at the bottom. Anything besides the pistol and blunderbuzz (whatever the heck it's called, haven't bothered to look at it) can take it down, as far as vanilla weapons go.


Wed Jun 25, 2008 4:38 pm
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Post Re: Kloveska Military Force v2
numgun wrote:
The head. It takes one shot to the head from my barrett to make it die.
Even with all its attachables on it.
And it wont even blow up crazy like it would when you kill it via its core.

Now I've managed to take out the oppressor really easy with vanilla stuff too.
The AK-47 is all it takes. Just aim at the head and he'll collapse in no time and this mostly takes 1-2 magazines of the AK. I say it is weak, mostly because of its head that is incredibly weak.


That shouldn't be possible, the head's GibWouldLimit was set to infinite.

Also, you are all talking about the Oppressors on the AI's, which I would expect to be alot simplier to kill. I'm talking about the one you can purchase. The one that would be incredibly more effective, the one you're purchasing. Park two of these outside of you're base and I guarantee that they'll hold up until Hell freezes over.


Last edited by No_0ne on Wed Jun 25, 2008 8:26 pm, edited 1 time in total.



Wed Jun 25, 2008 8:22 pm
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Post Re: Kloveska Military Force v2
No_0ne wrote:
numgun wrote:
The head. It takes one shot to the head from my barrett to make it die.
Even with all its attachables on it.
And it wont even blow up crazy like it would when you kill it via its core.

Now I've managed to take out the oppressor really easy with vanilla stuff too.
The AK-47 is all it takes. Just aim at the head and he'll collapse in no time and this mostly takes 1-2 magazines of the AK. I say it is weak, mostly because of its head that is incredibly weak.


That shouldn't be possible, the head's GibWouldLimit was set to infinite.


Why not set the head's GetHitByMOS to 0?


Wed Jun 25, 2008 8:24 pm
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Post Re: Kloveska Military Force v2
Roy-G-Biv wrote:
Why not set the head's GetHitByMOS to 0?


Because I thought that setting the GibWoundLimit would be sufficient.


Wed Jun 25, 2008 8:28 pm
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Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: Kloveska Military Force v2
Why would bullets pass through the head anyways? I think you guys just have a problem with faction to faction balancing.

If you want a truly balanced fight, I recommend fighting a faction with same-faction units because that's how No_one (darlos, dstek, numgun, capnbubs) balanced their weapons. I guarantee you'll have a harder time fighting an oppressor with the innacurate machine-gun or minutely underpowered rifle from the KMF forces mod.


Wed Jun 25, 2008 9:33 pm
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Post Re: Kloveska Military Force v2
The AI's oppressor had a different head? Never even though of that. :p

But now I tried with normal self-ordered oppressor and suprisingly, I took him down with 1 AK-47 clip by shooting him in the head. The oppressor was a fresh one and all I did is just time my -30 shots(I did not reload) on his head and it killed the big boy.

His head seems to have a more effective wound than rest of his body that allows me to kill it, it just requires steady aim. So basicly the AI and Real oppressor dont have much difference and Im able to kill both with an AK-47 as long as I aim well.

I guess he's balanced enough to be mass produced unit, but his stats arent really anything that would make him a rare, super unit.

If you really want him to be super unit, make it so that the only way to kill him is via gibbing his core. And make the HP amount and the wounds sync with the wound limits.


Thu Jun 26, 2008 2:32 pm
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