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 The (Coalition) Punisher - Heavy brain robot (v1.5.1) 5/2012 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Words cannot describe how awesome this is.
This ♥♥♥♥ makes the dummy behemoth pale in comparison both in style and functionality. I just came back after a series of long and short games playing with the dummy, oppressor and this dude.

I must say this is the best mech/robot ever done so far. 8)

The weapons are amazing, you were not kidding when you said they are fun.
The rocket fist was smashing good, the palm laser and the flamer were great fun in their own fields of use, the shotgun and crush fist was also satisfying to use as well as the drone launcher was interesting, but the Justice Cannon took the cake and made me cry MANLY TEARS. Best laser cannon ever made. :D

ITS BEAUTIFUL MAN. BEAUTIFUL. :')



Theres always room for improvement:
-Make the char height bigger by 10-20+, the health value is a bit too close to the head.
-Triple the area of crush fist's grabbing, I tested it and it worked much better.
-Reduce the reload time and spin up time on the drone launcher just a bit.
-Try to keep the maximum HP of any unit always at 100. You can always tweak the wound values to achieve the right amount of damage needed to take this guy down.
-Add a CopyOf the robot and have it be in the "brains" group.
-Make the drone 2 unbuyable. Just for less clutter since theres no much difference.
-Add a Lua script on the robot to prevent it from crouching when the AI is controlling it in sentry mode. Its fairly simple to do.


Wed Feb 03, 2010 12:27 am
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Joined: Sat Nov 18, 2006 8:11 pm
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
numgun wrote:
Words cannot describe how awesome this is.
This ♥♥♥♥ makes the dummy behemoth pale in comparison both in style and functionality. I just came back after a series of long and short games playing with the dummy, oppressor and this dude.

I must say this is the best mech/robot ever done so far. 8)

The weapons are amazing, you were not kidding when you said they are fun.
The rocket fist was smashing good, the palm laser and the flamer were great fun in their own fields of use, the shotgun and crush fist was also satisfying to use as well as the drone launcher was interesting, but the Justice Cannon took the cake and made me cry MANLY TEARS. Best laser cannon ever made. :D

ITS BEAUTIFUL MAN. BEAUTIFUL. :')



Theres always room for improvement:
-Make the char height bigger by 10-20+, the health value is a bit too close to the head.
-Triple the area of crush fist's grabbing, I tested it and it worked much better.
-Reduce the reload time and spin up time on the drone launcher just a bit.
-Try to keep the maximum HP of any unit always at 100. You can always tweak the wound values to achieve the right amount of damage needed to take this guy down.
-Add a CopyOf the robot and have it be in the "brains" group.
-Make the drone 2 unbuyable. Just for less clutter since theres no much difference.
-Add a Lua script on the robot to prevent it from crouching when the AI is controlling it in sentry mode. Its fairly simple to do.


Hah, wow man, thanks! :D
I'm speechless, that means a lot to me. I'm glad you like it.

And thanks for the improvement ideas, very good ones at that. I could have sworn I made the Drone 2 not buyable, but I guess not. I did finish the mod around 2 am so I guess I missed that... as well as the character height, I should have changed that too. That's what happens when you work six hours straight on a mod into the early morning! :P

And yes, how embarrassing... I did forget to add an actual brain version, didn't I.

I'll implement every suggestion, thanks again. But as for the health, yes, I realize that raising the health multiplies the cost. I can try to tweak it, I never spent too much time doing so in the past. It just always seemed to work better with 200 health. The cost multiplier never seemed like a big enough problem to go through the trouble. I'll see what I can do though. I'm sure I'll be able to maintain the same survivability if I do it right.

Cavecricket already created a no-crouching script for me :P
I have enough improvements now for a meaningful update. I'll try to get a new version out sometime tonight, possibly tomorrow.


EDIT: Been doing some playtesting with AI controlled Punishers. The AI tends to fire at the legs of enemies, I know, but this is especially obvious when the Punisher uses the Justice. For some reason, the AI wants to aim WAY too low when using it. Is there any way around the poor aiming?
All the other weapons suffer from this too, but no more than you'd expect.


Wed Feb 03, 2010 12:46 am
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Joined: Sun Jul 19, 2009 12:34 pm
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
finally i have something to back up my coalition soldiers will post pics soon.


Wed Feb 03, 2010 2:08 am
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
So how about we add this to tartarus?

This boss is going to be almost unbeatable...


Wed Feb 03, 2010 2:22 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
here is my Punisher with some troops Image


and here is him being bad Image


Wed Feb 03, 2010 2:48 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
MaximDude wrote:
LFoW, I must say, I lost all respect to you for that, you just keep going on an on. Get over the fact that nobody truly cares. Or maybe you're just jealous because it is better then your so called 'original' behemoth.


Fortunately for us both, I don't mod for respect. I don't mod to one-up anyone. And I definitely don't mod by ripping off of someone else shamelessly.

The Behemoth to me is just another expression of my creativity derived from boredom. If I had wanted it to rape everything in it's path, only 3 or so numbers would've had to change to turn any of the weapons into complete level-erasers. I could've also turned it over to someone else weapon-wise, as Foogoo here originally wanted. Except I didn't.

I didn't turn him down because I found him inept, nor because I thought his ideas were stupid. On the contrary I found the Crush Fist (his first idea he threw to me) to be quite cool, and I'm glad it turned out as such. I turned him (and others) away because this was a project I decided to do on my own time, with my own direction, and with my own work and I'm damned proud of it.

I'll continue working on and revising the Behemoth, adding things as they come to mind, but you can be certain it won't be to out-do or get back at this mod, which, ironically enough, wouldn't exist had I not done what I have.




You're all welcome.


Wed Feb 03, 2010 3:47 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
LFOW requested that I change the hands, so I guess I'll put that in the next update. Expect an update tomorrow.


Wed Feb 03, 2010 3:48 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
You are my hero.
Many thanks for a wonderful mod!


Wed Feb 03, 2010 4:57 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
I hope you see this before the next update.

It's not quite Mac compatible.

All that needs to be done is fix the references for JetLoop.wav and CrashRubble.wav. (You need to use / instead of \ for filepaths. Windows will accept it, Mac OS will not)

Here's a fix for Mac users. I have not tested it, but it works in theory. Just unpack to CC directory like any mod.

EDIT: If the patch does not work, the filepaths to correct are in /Devices/Weapons/RocketFist/RocketFist.ini


Attachments:
File comment: FIxes RTE Aborted error (Referencing JetLoop or CrashRubble). Unpack to CC directory.
CoalitionPunisher_MacFix.rte.zip [7.86 KiB]
Downloaded 243 times


Last edited by Camalaio on Wed Feb 03, 2010 4:59 am, edited 1 time in total.

Wed Feb 03, 2010 4:57 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Camalaio wrote:
I hope you see this before the next update.

It's not quite Mac compatible.

All that needs to be done is fix the references for JetLoop.wav and CrashRubble.wav. (You need to use / instead of \ for filepaths. Windows will accept it, Mac OS will not)

Here's a fix for Mac users. I have not tested it, but it works in theory. Just unpack to CC directory like any mod.


Alright, thanks for the heads up. I'll look for any places that use the backward slash and change them.


Wed Feb 03, 2010 4:58 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Foogooman wrote:
Alright, thanks for the heads up. I'll look for any places that use the backward slash and change them.


Feel free to just use the patch I uploaded to fix it. It's only the two references in RocketFist.ini, and the patch only updates that .ini file. (Unless you changed it, then please don't use the patch!)


Wed Feb 03, 2010 5:01 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Camalaio wrote:
Foogooman wrote:
Alright, thanks for the heads up. I'll look for any places that use the backward slash and change them.


Feel free to just use the patch I uploaded to fix it. It's only the two references in RocketFist.ini, and the patch only updates that .ini file. (Unless you changed it, then please don't use the patch!)


Alright, great.


Other patch notes:
New siege digger, Eviction. Designed to quickly turn walls and small corridors into holes big enough for the Punisher to walk through.
Improved Drone AI
New hand sprites
Better Impulse grenade survivability. The arms/Crush Fist will no longer be destroyed when crushing actors containing impulse grenades. Legs slightly more resistant too, but not invincible.
No-crouch Punisher AI. He'll stop sending himself to the floor now
Various other small tweaks


Wed Feb 03, 2010 5:10 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
I would recommend a riot shield to go with the digger. After all, I hate seeing wounds all over this epic robot.


Wed Feb 03, 2010 5:13 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
This thing is quite different in it's own ways from the behemoth.

When I have them fight one on one, it is obvious that this one takes more damage from conventional weapons. Dummies with Ak47s can deal one damage per bullet, often, when it will barely scratch the behemoth. However, the Punisher has such massive weapons that it can scrap the Behemoth quickly. If the two had identical weapons, the Behemoth would probably win.

Still, I love the new weapons, so I'm not actually complaining. Just an observation.


Wed Feb 03, 2010 5:14 am
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Post Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Benpasko wrote:
I would recommend a riot shield to go with the digger. After all, I hate seeing wounds all over this epic robot.


Well, here's my train of thought. This digger rapes major terrain. For it not to be annoying to use, it has to. What's the point of having a digger if you're not using it to get into bases? Anything less would be too weak. The downside is that it doesn't affect actors, it won't kill them. So by using this massive rape digger, the tradeoff is that you are making yourself vulnerable.

The Egotist wrote:
This thing is quite different in it's own ways from the behemoth.

When I have them fight one on one, it is obvious that this one takes more damage from conventional weapons. Dummies with Ak47s can deal one damage per bullet, often, when it will barely scratch the behemoth. However, the Punisher has such massive weapons that it can scrap the Behemoth quickly. If the two had identical weapons, the Behemoth would probably win.

Still, I love the new weapons, so I'm not actually complaining. Just an observation.


If they both had the same weapons then they'd pull out the Justice and they'd both die regardless :P


Wed Feb 03, 2010 5:20 am
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