Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Ah yes, bows we need for the horses!
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Thu May 07, 2009 5:35 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
I really like this mod. The actors seem to die very easily, also, tone down the reload on bows, it doesn't take that long to reload one. Its really cool though, I love it.
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Thu May 07, 2009 5:37 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Roon3 wrote: I really like this mod. The actors seem to die very easily, also, tone down the reload on bows, it doesn't take that long to reload one. Its really cool though, I love it. The rangers really are fragile, but the knights are not. With their shields and helmets they can take more than a half clip of a coalition minigun to kill one. They stand up pretty well against vanilla stuff and on par with many other mods. And the crossbow, It depends what type of crossbow it is. Some does take some 20 seconds to reload. But this is CC so it's up to the author for these minor balance.
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Thu May 07, 2009 5:52 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Crossbows are not weaker and faster, they are stronger and slower.
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Thu May 07, 2009 5:54 pm |
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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: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Wow. I think I did something right here. 150-some downloads in less than 24 hours. Flammablezombie wrote: I think the rangers would look better with hoods I thought about that, and I was going to, but then I thought that WizCorp already has the hoods thing down. I might make an extension of the rangers for hoods, but not right now. Ok, so consensus is that the bows are not quite balanced right. I'll take a look at them now. Also, no horse actors for me, at least not right now. I've never been able to get walkpaths and offsets right for AHumans, much less ACrabs. If someone makes one, I will include it, but it has to be up to par. Jump-packs: I don't think so. Castles have towers, and towers don't agree with jump packs too well... Even with the ladders, I have rangers fall off and burst apart on the floor. If anyone noticed, knight jetpacks are limited by the weight of their armor, so they can't get very far off the ground (without jettapping, that is). If you people want grenades, I can make grenades. I'm thinking incendiary, basic explosive black powder, and chainshot (read, lots of fast MOSRots).
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Thu May 07, 2009 7:25 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Put the horse together and I'll make it walk. (No promises though) Also, by bows I meant the recurve bows, they take to damn long to reload.
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Thu May 07, 2009 7:37 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Make a version of the klonecannon that fires cannonballs. Only it fires in a straight line and at huge velocity, like a cannon. And sprite it to BE a cannon.
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Thu May 07, 2009 7:56 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Flammablezombie wrote: Make a version of the klonecannon that fires cannonballs. Only it fires in a straight line and at huge velocity, like a cannon. And sprite it to BE a cannon. The uh... klonecannon fires whatever you throw into it. And cannonballs are included in the pack. He could make a cannon TURRET though, basically an actor with no legs.
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Thu May 07, 2009 8:00 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Yeah, that would be epic. A defensive turret with a low aimangle!
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Thu May 07, 2009 8:01 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
These guys vs the wanderers. right here, right now. pics and results in a second
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Fri May 08, 2009 12:36 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: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
Updated to v0.02. I tried rebalancing the bows a bit, see how they handle.
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Fri May 08, 2009 12:39 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
the wanderers firepower at close range is superior, but your superior archers pick them off 1 by one, that is, if they dont have sheilds.
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Fri May 08, 2009 12:49 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
Uhh... The actors just keep moving foreward for no reason.
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Fri May 08, 2009 1:10 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
3POK_PHALE wrote: Uhh... The actors just keep moving foreward for no reason. The AI versions do, the normal ones dont
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Fri May 08, 2009 1:12 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: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
They don't like standing still. Actually, that's because their standpath is copied from their walkpath. It's to help them get into range when they try to stand still and fire their weapon.
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Fri May 08, 2009 1:12 am |
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