UniTec (1.0.0 - CC1.0) - DISCONTINUED
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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_1.2.3)
numgun wrote: Besides that you should eat moar soap drink more bleach to clean up that filthy mouth of yours. Fixed. @Gotcha!: Have fun on your break, then, but a quick question; do you want us to end up making full-fledged missions or scenes as well, like pre-built bunkers and whatnot?
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Mon Jul 13, 2009 12:28 am |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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Re: UniTec (B23_1.2.3)
Ok so here is my critque
The only problem I have is the mechs.
1. They are a little too sensitive and by that I mean that everytime I get hit by something it rotates out of control 2. Its too weak. It randomly explodes because of something hitting it 3. It can't crouch. 4. Walkpaths need to be perfected 5. Could you maybe make the weapons a little cooler and bigger and actually look like arms?
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Tue Jul 14, 2009 3:12 am |
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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_1.2.3)
duo9ace wrote: Ok so here is my critque
The only problem I have is the mechs.
1. They are a little too sensitive and by that I mean that everytime I get hit by something it rotates out of control 2. Its too weak. It randomly explodes because of something hitting it 3. It can't crouch. 4. Walkpaths need to be perfected 5. Could you maybe make the weapons a little cooler and bigger and actually look like arms? 1. Lots of stuff does that. 2. What hits it? 3. He did that on purpose 4. I think they're OK. 5. That would make it a Mech a, not a Mech.
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Tue Jul 14, 2009 3:41 am |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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Re: UniTec (B23_1.2.3)
2. It either slams into the ground (not very fast or hard) and explodes, Anything hitting the mech at/above a certain speed will make it explode instead of taking down HP or creating wounds.
1. About the senstivity, I am going to explain what I mean. first, whenever something hits it (anything) it will spin wildly out of control. I don't know much about modding but I think if you made it heavier then it wouldn't "Move/bend/twirl" around as much. It just doesn't feel "heavy"
Also, have you thought about making people eject out of the mechs or are these mechs beta? Also, possible more gibs and explosions?
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Tue Jul 14, 2009 4:14 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_1.2.3)
1. They are a little too sensitive and by that I mean that everytime I get hit by something it rotates out of controlThe only thing that would solve that is making the thing extremely heavy, but that's a no-go, since it'd leave a crater at every step, or even sink away. Sorry, you'll have to live with it I'm afraid. 2. Its too weak. It randomly explodes because of something hitting itSome grenades are currently extremely overpowered. (Confirmed by a dev.) My mech is stronger than the MPAM on paper, but some grenades simply tear it apart. (Especially Impulse Grenades.) It can withstand most debris and sometimes even that train. But if the debris is heavy enough you're out of luck. (Like a dropship engine.) About the claim of falling damage: They don't take damage from falling. You probably dropped the mech in a grenade. Grenades sometimes don't explode and become deadly hidden boobytraps. 3. It can't crouch.Correct. 4. Walkpaths need to be perfectedThey seem fine by me, but if anyone wants to try to perfect them, please do. I am no wizard. 5. Could you maybe make the weapons a little cooler and bigger and actually look like arms?Absolutely not. Not my style. 6. Ejecting people.I'll think about it, but it'll probably not happen. Mostly because you can headshot the pilot to destroy the mech so it would be strange to see the pilot jump out.
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Tue Jul 14, 2009 6:58 am |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: UniTec (B23_1.2.3)
I have to say i really liked the new addition to unitec mechs are nice thing to add to the mod. the only thing i didnt like was the plasma weaponry on the last ageis mech, really unbalanced, and kinda hard to kill people with -.- . Liked the challenge of avoiding grenades, even tho everyone else doesnt like it.
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Tue Jul 14, 2009 7:04 am |
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asura
Joined: Mon Jul 13, 2009 11:05 am Posts: 10 Location: Republic of Moldova
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Re: UniTec (B23_1.2.3)
Cool mod. Already downloaded
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Thu Jul 16, 2009 8:52 am |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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Re: UniTec (B23_1.2.3)
Christ on a ♥♥♥♥ cracker the Zealots are overpowered. I fired that dropship-killer heavy weapon at one... direct hit, was left with 64 health.
I have to use MPAM weapons to ♥♥♥♥ scratch them.
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Tue Jul 21, 2009 4:13 am |
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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_1.2.3)
RaggedDruid wrote: Christ on a fudge cracker the Zealots are overpowered. I fired that dropship-killer heavy weapon at one... direct hit, was left with 64 health.
I have to use MPAM weapons to fudge scratch them. Which, dropship-killer heavy weapon exactly? There's a whole bunch of them already.
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Tue Jul 21, 2009 5:39 am |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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Re: UniTec (B23_1.2.3)
Is there any chance that in the next release, you can increase all the snipers ranges? It still seems a little short for me.
Also, the lazor turrets seem to rape the ground to pieces. I think its ok, but have you considered that it might be a TAD bit too anti-ground?
Also, for the Actor Mike and Cougar, could you make their face masks one piece? I would suggest increasing overall strength (harder to hit off) but in one piece. The actors look weird with mask off, wearing glasses.
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Tue Jul 21, 2009 5:54 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: UniTec (B23_1.2.3)
duo9ace wrote: Is there any chance that in the next release, you can increase all the snipers ranges? It still seems a little short for me.
Also, the lazor turrets seem to rape the ground to pieces. I think its ok, but have you considered that it might be a TAD bit too anti-ground?
Also, for the Actor Mike and Cougar, could you make their face masks one piece? I would suggest increasing overall strength (harder to hit off) but in one piece. The actors look weird with mask off, wearing glasses. See you in Stone age, I love the way of the LAS-R clean the terrain, my battlefield will be disgusting without this effect, and WHAT? delete masks? are you crazy! more layers = more realistic effects. I also find little strange the face of cougar when mask its drop or broke but try to imagine the reality, its enough cool for me
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Tue Jul 21, 2009 6:06 pm |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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Re: UniTec (B23_1.2.3)
The Decaying Soldat wrote: RaggedDruid wrote: Christ on a fudge cracker the Zealots are overpowered. I fired that dropship-killer heavy weapon at one... direct hit, was left with 64 health.
I have to use MPAM weapons to fudge scratch them. Which, dropship-killer heavy weapon exactly? There's a whole bunch of them already. The IC1 or whatever.
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Tue Jul 21, 2009 7:46 pm |
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Inuyashe
Joined: Sun Nov 30, 2008 4:56 pm Posts: 132
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Re: UniTec (B23_1.2.3)
Hey, I love the new mechs and all. But there's one thing that bugs me... the hats. I dunno, I just don't like 'em.
Is there a way to make them disappear?
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Wed Jul 22, 2009 12:59 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_1.2.3)
You'll have to look in Standard Actors.ini and remove all these things: Code: AddAttachable = Attachable CopyOf = <Hat name> ParentOffset = Vector X = ? Y = ?
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Wed Jul 22, 2009 4:40 pm |
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Inuyashe
Joined: Sun Nov 30, 2008 4:56 pm Posts: 132
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Re: UniTec (B23_1.2.3)
Okay, cowboy hats, byebye! Thanks, Gotcha.
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Wed Jul 22, 2009 5:02 pm |
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