UniTec (1.0.0 - CC1.0) - DISCONTINUED
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: UniTec (B23_1.1.1)
I love prefabs, and that looks solid. On the other hand, I don't know what is with everyone's fascination with huge, expansive bunkers that half of which never get used.
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Fri Jul 03, 2009 3:40 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: UniTec (B23_1.1.1)
The Decaying Soldat wrote: Or is there an easy way to defend such kind of big base, I don't know. 1: You see that 'second' floor, with the little concrete barriers? The one where the maps are on? If that goes on ground level, the base is much easier to defend because you have the main offensively-capable areas on ground. The top floors could be useful for sniping, bottom for bullet spraying, and the roof for dropship killing. 2: I find having swarms of actors, even though it may replicate a real base, is very inconvenient. They tend to duck whenever a marshmallow flies through the window and cower on the floor for about a minute. It's hard to manage more than about three or four soldiers, maybe keep one by the brain, one inside the base, and one outside the base to handle incoming forces. 3: Buy one huge actor, cover the brain with a 20x20 space of Test, and go rampant.
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Fri Jul 03, 2009 3:52 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: UniTec (B23_1.1.1)
Ragdollmaster wrote: The Decaying Soldat wrote: Or is there an easy way to defend such kind of big base, I don't know. 1: You see that 'second' floor, with the little concrete barriers? The one where the maps are on? If that goes on ground level, the base is much easier to defend because you have the main offensively-capable areas on ground. The top floors could be useful for sniping, bottom for bullet spraying, and the roof for dropship killing. 2: I find having swarms of actors, even though it may replicate a real base, is very inconvenient. They tend to duck whenever a marshmallow flies through the window and cower on the floor for about a minute. It's hard to manage more than about three or four soldiers, maybe keep one by the brain, one inside the base, and one outside the base to handle incoming forces. 3: Buy one huge actor, cover the brain with a 20x20 space of Test, and go rampant. Once my Behemoth is ready...I'll be doing number 3 for a good long while.
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Fri Jul 03, 2009 3:56 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: UniTec (B23_1.1.1)
ProjektTHOR wrote: I love prefabs, and that looks solid. On the other hand, I don't know what is with everyone's fascination with huge, expansive bunkers that half of which never get used. They look impressive. That's it. Ragdollmaster wrote: 3: Buy one huge actor, cover the brain with a 20x20 space of Test, and go rampant. So you can have an impressive actor and an impressive base at the same time while still kickin' butt!
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Fri Jul 03, 2009 3:58 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: UniTec (B23_1.2.2)
Guys, better check the first page. Epic has just landed on the moon of awesome. The mechs handle very nicely and if youre a fan of mechwarrior, youre in for a treat!
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Fri Jul 03, 2009 9:06 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: UniTec (B23_1.2.2)
♥♥♥♥, just when CC loaded.
Also, Darlos has some sort of trick that allowed the torso to be invsible without being invicible(if I remebered right). That could be used for the torso, eliminating the need for the laggy collision detection system in place. EDIT: Oh, and the above statement was for shadow.
Last edited by mail2345 on Fri Jul 03, 2009 9:14 pm, edited 1 time in total.
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Fri Jul 03, 2009 9:10 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (B23_1.2.2)
Alrighty then. Major new stuff: - Mechs - thanks go to Piipu/Mail2345 for the lua scripts, Duh102 for supplying several crazy weapons, walkpath tip and feet atoms, NaXx for tweaking the feet sprites and various other people for testing/feedback. - More InstaBunkers, in various sizes. Minor stuff: - Hopefully the tank has improved somewhat. - Cowboy hats and baseball caps. - Turret price review. (They're mostly cheaper now.) A HUGE note about the mechs: - These things are far from immortal. Currently some grenades are being their worst nightmare, like impulse grenades. If a mech steps on one it'll get instakilled. Can't do much about it. It seems pretty sturdy otherwise. I managed to catch one of those trains with one and usually dropship gibs aren't a problem as well, unless you get buried underneath. I'd love to hear feedback about their durability. - They can take a lot of ordinary fire. Be careful if the cover is destroyed though. Major weakpoint underneath. - They can't crawl. This has been purposely done. (They lack arms anyway.) So they're mostly for outdoor fun. I hope you have fun with them.
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Fri Jul 03, 2009 9:13 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: UniTec (B23_1.2.2)
Gotcha! wrote: - Cowboy hats and baseball caps. What exactly does this do?
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Fri Jul 03, 2009 9:21 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (B23_1.2.2)
Absolutely nothing. (But I got tired of all the berets so I replaced some.) Another note by the way: I added the mechs to a new activity file, but right now it's pointless to use it, since the AI can't use their spin-up weapons. (E.g. they're easy targets.)
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Fri Jul 03, 2009 9:31 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: UniTec (B23_1.2.2)
Roy-G-Biv wrote: Gotcha! wrote: - Cowboy hats and baseball caps. What exactly does this do? The looks. You gotta look awesome when youre on the battlefield.
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Fri Jul 03, 2009 9:32 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: UniTec (B23_1.2.2)
numgun wrote: Roy-G-Biv wrote: Gotcha! wrote: - Cowboy hats and baseball caps. What exactly does this do? The looks. You gotta look awesome when youre on the battlefield. Crap. I thought you could put them on. Make the description less seem like that.
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Fri Jul 03, 2009 10:10 pm |
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W0w00t
Joined: Mon Jul 30, 2007 5:16 am Posts: 158
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Re: UniTec (B23_1.2.2)
How the ♥♥♥♥ do I get the standard actors to appear, because when I comment out the presets.ini the standard actors don't show up
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Fri Jul 03, 2009 10:44 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: UniTec (B23_1.2.2)
Tanya looks great with the baseball cap, cowboy hat doesn't fit with Gus though. The beret makes him looks more like a war veteran.
The mechs are great, works great, looks great, fights great. Though they have low mass, but I guess that's easier to handle. The plasma beam, when shot too near to your own feet, will cause the mech to explode, I laughed. Other than that they are very formidable, a bit too formidable maybe. EDIT: Ah yes. The mech's getting-hit sound, I know it's a distinctive UniTec thing but it gets annoying when you get shot 50 times without dying. It could be a low-pitched metal sound instead. I take back about the 'formidable' thing. Right now it's alright. Somehow it is very vulnerable to explosives, or attacks aimed at the legs. A small shockwave is enough to make it roll of fa few meters.
The tank still has big issues on getting upright, but I can see it's got better.
The huge base IS HUGE. I can't even see where the heck I'm placing it, a slight minus for me. However the big barrack is pretty, and actually useful. The new details(screens, paintings) in the bunkers are also nicely done.
UniTec is a very handy faction, it'll permanently stay in my CC folder.
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Sat Jul 04, 2009 4:38 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: UniTec (B23_1.2.2)
Mechs need more explosive gibs, and one of the gibs should be a craft that has the pilot.
Besides that, they are awesome.
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Sat Jul 04, 2009 5:42 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (B23_1.2.2)
@The Decaying Soldat: I'll give the beret back to the marine and fit the cowboy hat on Jack. It does seem to look better on him due to his body colour. About the hit-sound, well, I wanted to make the Aegis appear to be shielded, but I guess that was a failure. The huge base IS huge and I doubt I'd create an even bigger one. They would probably only appear in full when playing in 1024x768. I am not too bothered with it. There are smaller ones to choose from as well. I'll try to make some more gibs as well. Dunno if I'll make the pilot eject though, since one of the primary ways of destroying these mechs is shooting the pilot in the head. Anyway, all has been noted.
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Sat Jul 04, 2009 10:25 am |
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