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 thesoupiest's Combined Forces - R.I.P. 
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Joined: Thu Dec 16, 2010 11:06 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
piecewise wrote:
Image
You know, it's funny that you mention a big firework...

EDIT: I wonder what a second-generation Dummy would look like.
Hm.


Fri Feb 25, 2011 11:56 am
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Location: In heaven, everything is fine.
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
thesoupiest wrote:
I wonder what a second-generation Dummy would look like.
Hm.

A second generation Dummy, as in, the model that the Dummy controllers produce after gaining sentience? A production model streamlined for combat instead of labor and experiments?

Orange shock resistant polymer over combat class metal endoskeleton.


Fri Feb 25, 2011 2:54 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
The Decaying Soldat wrote:
thesoupiest wrote:
I wonder what a second-generation Dummy would look like.
Hm.

A second generation Dummy, as in, the model that the Dummy controllers produce after gaining sentience? A production model streamlined for combat instead of labor and experiments?

Orange shock resistant polymer over combat class metal endoskeleton.


What you really want is LowestFormOfWit's Dummy Behemoth. Or was that his? Just do a search.

Also awesome fireworks GIF.


Fri Feb 25, 2011 5:53 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
alphagamer774 wrote:
What you really want is LowestFormOfWit's Dummy Behemoth.

Oh yea, I totally forgot it's been done (yes, by LFOW), albeit a huge one.


Fri Feb 25, 2011 6:04 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Lowest also made a Heavy Dummy, which looks almost precisely like a second-generation dummy. It is also only slightly larger than the regular dummy, albeit noticeably beefier.


Sat Feb 26, 2011 1:32 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
I'd think that a second generation dummy would be created with fixing the problems the original dummy had, rather then just beefing it up. Some external armor for instance, that could be destroyed and reveal the real workings of the machine underneath.


Sat Mar 05, 2011 10:26 pm
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Data Realms Elite
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
piecewise wrote:
I'd think that a second generation dummy would be created with fixing the problems the original dummy had, rather then just beefing it up. Some external armor for instance, that could be destroyed and reveal the real workings of the machine underneath.

Ding, no need for a dummy version of the heavy coalition.

I'd like to see a wrecked dummy with a shattered chassis chase after you, with a mini destroyer cannon.


Sun Mar 06, 2011 1:30 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Maybe a dummy that bleed?

A new generation dummy should simply look more fighting like and be more resistant to bullets, because if it had more changes it would become less dummy like. In my opinion, of course.

Like adding armor or such, I don't think it would be necesary to create a war-type dummy.
Maybe some orange-camo themed sprites could give that feeling, or maybe making it a bit more beefed up (dummy arms and legs are very thin compared to other ones, if it could be almost like Ronin/Coalition's sized would fit, or maybe it's because of the standing walkpath that their legs look thin).
And probably the sprite of the face would need some changes too.
But that's aesthetics, which aren't the most important part of it all.

It should be somewhat more resistant to bullets, not much more, and it should be almost as agile as the clasic dummy, to keep that dummy part. Too heavy or inmobile would be like using a browncoat or a coalition heavy. Instead a less stronger, but faster heavy unit would be better for the variety.

And of course, the other thing the dummy expansion would need are definately kinetic-energy based guns.
That is very dummy fitting, for example, the grenades they have are dummy-proof, they are intended for pushing and stuff like that, and that is what you'd expect of a dummy, after all, they spent their whole life crashing at things.

And energy ones because they already made energy based weapons, and they fit because the other factions doesn't have energy weapons.


Sun Mar 06, 2011 8:39 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
So whats happening soupy? The fact that you used to have so many updates coupled with this sudden lack of them worries me.


Thu Mar 10, 2011 7:54 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
He did say that he will be updating less frequently, but more massively. It hasn't been quite a month since the last update, so I wouldn't worry yet.


Thu Mar 10, 2011 10:59 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
I'm getting a crash in OSX using build 24. If it's still the slash bug, which files do I need to change? Because the error message tells me it failed to load some digger file in base.rte, which is obviously not faulty since it came with the game.


Mon Mar 21, 2011 11:49 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Played all mod items. They were really cool except one thing is kinda pissing me off. The defence turret was 500 funds and I thought it was going to be good looking at the prices of some other guns and bodies, except the turret was destroyed very very easily.


Tue Mar 22, 2011 5:06 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
I shot the spine launcher and I exploded. I think it went through the map and hit me in the back of my head. Through three different mountains. Is it supposed to be that powerful?


Fri Apr 01, 2011 1:55 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
What actor were you using? Was the explosion immediate?


Fri Apr 01, 2011 6:31 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
From what I found with that gun it's just kinda buggy, I doubt it went through the mountains: it likely just exploded inside the gun.


Fri Apr 01, 2011 6:45 am
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