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 -Alteisen Arsenal Labs- ))AAL Product [Under work] 
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Joined: Wed May 02, 2007 10:27 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Exalion wrote:
I agree, Neoseekers pics are so ugly it's offputting.

Also, the MPAM being powered isn't necessarily a good thing grenade, oh member-of-stupid-comments.


First off: I agree with just about everyone when it comes to an opinion on Neoseeker's ugly ass pictures....

Next; Does it really matter if the MPAM is overpowered, buy and play with if you want, or just don't. People want to complain about mods being unbalanced when it really doesn't matter because you don't have to download them! Its not like the game is online, then it would be viable to complain about such a thing, but when the fact is entirely optional, ignore it. Its like getting all pissy that your burger can come with pickles when you can just ask for them to be removed...


Anyway; Numgun, how is the faction overhaul coming?


Tue Sep 23, 2008 9:34 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
AlphaCommando wrote:
Exalion wrote:
I agree, Neoseekers pics are so ugly it's offputting.

Also, the MPAM being powered isn't necessarily a good thing grenade, oh member-of-stupid-comments.


First off: I agree with just about everyone when it comes to an opinion on Neoseeker's ugly ass pictures....

Next; Does it really matter if the MPAM is overpowered, buy and play with if you want, or just don't. People want to complain about mods being unbalanced when it really doesn't matter because you don't have to download them! Its not like the game is online, then it would be viable to complain about such a thing, but when the fact is entirely optional, ignore it. Its like getting all pissy that your burger can come with pickles when you can just ask for them to be removed...

Anyway; Numgun, how is the faction overhaul coming?

I'll sign the "neoseeker's avatar is not at all fun to see" petition. I was complaining about this on IRC...

As far as balancing goes... Numgun has a bunch of actors and weapons that look, sound, and feel just plain awesome. Because of this, people want to use them when playing regularly. Problem is, if you use them while playing regularly, you pretty much have to play as them and AGAINST them (set up activities to span AAL stuff only) in order to get any kind of challenge. Basically, getting AAL involved means you can ONLY have AAL involved, either if you want a challenge when you're playing as them, or if you want to even stand a chance if you're playing against them.

It just seems sort of unfair that AAL pretty much ruins the use of both vanilla stuff and every other faction in existance, when a lot of us would love to use them more often due to their visual and functional appeal ALONG WITH vanilla stuff and other mods and factions.


Tue Sep 23, 2008 3:29 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
The AAL Mecha MPAM is only one thing that can stand against DS mod.These 2 supercharged mod are in balance.


Tue Sep 23, 2008 3:41 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Wouldn't really say so. Let's see, the most powerful AAL weapon. Ypsilon, right? Rapes everything.

Most powerful DSTech weapon? The Judgment cannon. It's a hand held Ypsilon cannon, even works the same way.


In other news, I have recently started playing Marines vs. Marines. The enemies are quite easy to defeat, even though they manage to drill holes to the bottom of the lever by falling into pits and rolling around.
Also I gave every enemy the sniper rifle, now they will oneshot me :D

More challenge is always more fun.


Tue Sep 23, 2008 6:34 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Yeah you are right , but when i play deathmatch with my friends , one dude takes MPAM with GA SMG and starts evil laught like "you all will die , muhahah" and to stay against him , i take Imperator with MRL for 1000oz.This kind of battles are clearing map.


Tue Sep 23, 2008 7:22 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Kallemort wrote:
Wouldn't really say so. Let's see, the most powerful AAL weapon. Ypsilon, right? Rapes everything.

Most powerful DSTech weapon? The Judgment cannon. It's a hand held Ypsilon cannon, even works the same way.


Handheld stage one, mebbe. I remember the first time I made the mistake of assuming the big beam was the only part of the Ypsilion blast.

Many DarKlones died on that day ._.


But a mod doesn't have to be balanced to be fun, and in fact, the MPAM can be destroyed with vanilla content. A VERY effective way of disrupting the advance of an MPAM is to use a flak cannon and get it to the point where the weapon sight / aim line is just a few pixels away from the target; all the force will rip off armor, send it spinning, and sometimes instantly kill it.


Tue Sep 23, 2008 10:09 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Hey kallemort, can you post your activities for the marines, I'd like to try that. Also, one with a couple MPAM's would be very cool, added to the marines of couse.


Wed Sep 24, 2008 12:56 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
I have to agree that AAL makes things seem... cheaper, in comparison. I'd love to see some AAL cannon-fodder troops; a GM like throw-800-million-of-these-at-them-and-maybe-we-won't-die mech, perhaps? It gets somewhat boring with only machines capable of wiping out most of the planet.


Wed Sep 24, 2008 1:09 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
A lite version of the MPAM would be awesome. Strip off the armor maybe, make it weigh less, and be easier to kill than a regular MPAM, but harder than maybe, a Marine.


Wed Sep 24, 2008 5:17 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Darlos hit it on the head. As much as I love this mod and the DStech mods, I had to removed them because when I'm playing with my brother, he'll buy it and either kill everything I put against him or crash the game. Or both.
It's not cool.
It's a shame too, because they're so pretty, and interesting.


Wed Sep 24, 2008 5:48 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Here ya go, they don't arrive in crafts though. Too messy.

Marine:
Attachment:
File comment: The Marine activities
ActivitiesMarines.rar [692 Bytes]
Downloaded 146 times


Marines + MPAM + StrikeRaven:
Attachment:
File comment: Mechas 'n' Marines
ActivitiesMPAM.rar [767 Bytes]
Downloaded 152 times

To install, place your activities of choice in AAL.rte.
Then, add the line
Code:
IncludeFile = AAL.rte/ActivitiesMarines.ini

OR
Code:
IncludeFile = AAL.rte/ActivitiesMPAM.ini

to your AAL.rte Index.ini. Next, go to Base.rte/Index.ini
Uncomment the line "IncludeFile = Base.rte/Activities.ini" so it should look like this
Code:
//   IncludeFile = Base.rte/Activities.ini


Congratulations, now you can play against AAL troops (Pilot not included).


Wed Sep 24, 2008 9:31 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
The Fat Sand Rat wrote:
I have to agree that AAL makes things seem... cheaper, in comparison. I'd love to see some AAL cannon-fodder troops; a GM like throw-800-million-of-these-at-them-and-maybe-we-won't-die mech, perhaps? It gets somewhat boring with only machines capable of wiping out most of the planet.
That doesn't really fit with the image numgun wants to create, in my opinion. I think he favors Hero characters over Zerg Rush kekekekeke.


Wed Sep 24, 2008 3:48 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
ProjektODIN wrote:
The Fat Sand Rat wrote:
I have to agree that AAL makes things seem... cheaper, in comparison. I'd love to see some AAL cannon-fodder troops; a GM like throw-800-million-of-these-at-them-and-maybe-we-won't-die mech, perhaps? It gets somewhat boring with only machines capable of wiping out most of the planet.
That doesn't really fit with the image numgun wants to create, in my opinion. I think he favors Hero characters over Zerg Rush kekekekeke.

This is where my argument stems from. Against an army of hero characters, the only thing that can stand is another army of hero characters. Making everything else unusable if you use AAL.

And hero characters in general probably aren't a good idea for CC. There's no way to restrict their purchase beyond cost... which isn't much of a restriction, really.

And even AS hero characters, AAL stuff is pretty over-the-top. An MPAM can effectively wipe out an entire enemy force. Thats just too much, regardless of the cost.


Wed Sep 24, 2008 7:20 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
My objection to the 'hero unit' is that ANYTHING is a powerful weapon against the AI. Using only dummies with shotguns, I bet that most people can obtain better than a 30-1 kill-death ratio before their brain explodes.
And I don't object to the powerful stuff; I just think that numgun's talent could be applied to a more conventional force.


Wed Sep 24, 2008 9:09 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Oh shut up all of you.

I know the overpowering in this faction(In its current, old status even) and while I was making it I never intended it to be weaker or fit in with the rest of the stuff back then. Probably not after the overhaul even. This faction was designed to be superior and I am going to continue making them powerful as much as I see it fit.
As Darlos put his point, that he stuff I make is enjoyable to play as, although imbalanced against anything else. But, what will be different, is that they will be a fun force to challenge against too. Mainly you can win AAL through each of the units character flaws that I will implement.

I have designed a layout that would enable every unit of this faction to be equally fun to play with. And the actual selection of the units, vehicles and defences will be rather tight, but vast in features. With the overhaul that will bring the new Strike Warrior (AAL Standard trooper, between the pilot and the marine) is currently being designed as the perfect CC soldier. He will be powerful unit with his own advantages and awesome features, but will lack certain aspects like the Marine or the Pilot. The Pilot will have the ability to drive vehicles and sneak into bases(Lua for piloting vehicles I hope), The marine has more armor that god would give and can stand in a shower of bullets for hours and has massive brutal firepower. He cant fit inside bunkers which limits his capabilities greatly. But then the SW will be a tactical soldier. His health can regenerate back to full power if gets shot in a fire fight. He might have a special variable thermal energy weapon if Lua allows it. But what it does, is still a secret. ; )

Btw I decided to issue the TER weapon I released a while ago to the pilot.
It seemed to fit really well.

But all that is mostly going to be a thing of the future. I'm currently working on a large mod that I really want in CC and is 100% possible minus a few features that would be great, but are not necesary. And I'm now officially working for DataRealms LLC on Cortex Command's first party content.

Now with all that, AAL will have to wait. I'm sorry if it seems to powerful now, because back then I repeat, it was ment to be a super faction of doom in the start, though this will be balanced to a certain extent later on, but all I can suggest now is that you modify this mod to suit your needs. You can also post your modified version of AAL here as well. I'll even provide mirror on the OP if its good enough.


Wed Sep 24, 2008 10:39 pm
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