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 Untitled Tech 2.5 (B31) [26th April 2015] 
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Joined: Tue Jul 24, 2007 1:13 am
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Post Re: Untitled Tech 1.8 [UPDATE]
probs my favorite mod faction right now

Nvm...

for some reason i never knew the shattergun wasn't a traditional shotgun...


Sat Oct 13, 2012 10:17 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
NeoSeeker wrote:
for some reason i never knew the shattergun wasn't a traditional shotgun...

It has two modes, 12-round shotgun or 6-round shrapnel. I changed the default magazine into the shrapnel one for CPU challenge. Then again, now that I think of it, the standard shotgun would be more effective for the AI.


Sun Oct 14, 2012 12:14 pm
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Data Realms Elite
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Post Re: Untitled Tech 1.8 [UPDATE]
So I finally got around to properly trying this mod, and here's some of my thoughts.

It's very well balanced. I'm having a hard time taking anything other than Ronin down with the weapons, but the mercs are quite tough and can withstand a few hits.
The plasma guns don't really feel satisfying to use. With the really good looking effects, I'd expect a bit more of a punch.
The laser guns, however, are extremely satisfying to use. Especially the capacitor.
The scattergun is perhaps my favourite weapon of the bunch. It's simply horrifiyingly powerful in close quarters with the shrapnel shots.

The sprites and effects in this mod are simply wonderful. This is probably the best-looking mod I've played in the recent times. Seriously, just... wonderful.

Overall, this is, in my opinion, one of the best mods floating around at the moment, and I'm eagerly awaiting for future updates.


Sun Oct 14, 2012 2:18 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
the plasma weapons can one shot pretty much any standard actor.
though the velocity on them is so laughable they aren't realistically usable unless it's tunnel or something.
right now they serve the purpose of a shotgun as a deadly close quarter's weapon. the shattergun's shotgun mode isn't that great at all either.


Sun Oct 14, 2012 8:27 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
I agree with the laughable velocity of the plazma guns, but from my experience the guns have never one shot killed another actor, for me, especially when shooting things like Techion bots, it hardly does 15 damage.


Sun Oct 14, 2012 8:45 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
The laser weapons are supposed to top the plasma weapons in accuracy, and lose in damage. The plasma shots are very slow on purpose, which makes them harder to use.

NeoSeeker wrote:
the shattergun's shotgun mode isn't that great at all

There's a reason why I the shrapnel shot as the default mag.


Sun Oct 14, 2012 8:57 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
I love this mod with a blinding, fiery passion. All the guns have a nice power:price ratio, the actors can actually move around without dying but still take damage if you smash them into cliff faces, their jetpacks are tough enough to support a heavy weapon or a couple of light weapons so they're versatile as ♥♥♥♥. Despite this, they're also fallible and die just like a browncoat, which is fantastic.

The weapons are interesting and will hold my interest so long as you kinda migrate away from the 'fallout clone' aesthetic. I actually loved this mod a lot more before someone pointed out the similarity. Despite this, it's a fantastic mod and I implore you to keep working on it.

As for growth - Ballistics have gone just about as far as they should for an 'energy-centric' faction like this. Focus on the laser/plasma weapons now.


Sun Oct 14, 2012 9:00 pm
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Data Realms Elite
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Post Re: Untitled Tech 1.8 [UPDATE]
From my experience, the plasma guns feel very powerless. The shots usually don't seem to do any damage to even Coalition troops.


Sun Oct 14, 2012 9:28 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
The laser crabs are really strong for their cost. They are tough enough to survive random shots and they do enough damage to kill most opponents before the opponent can get close. They are also cheap enough to mass easily. You might want to change up their gun, as it stands they are all you need to both guard your brain on landing and to assault bunkers.


Sun Oct 14, 2012 11:30 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
Natti wrote:
From my experience, the plasma guns feel very powerless. The shots usually don't seem to do any damage to even Coalition troops.


Yeah, I remember buying some plasma weapons to test their awesomeness, but they aren't strong enough. I don't know, they can at times kill easily non-armored targets (as in Ronin), but they are pretty much useless against Coalition Heavies (sometimes even the light ones) and Browncoats.

Laser weapons tend to work better.

Also, shattergun <3


Mon Oct 15, 2012 12:07 am
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Post Re: Untitled Tech 1.8 [UPDATE]
the plasma guns just need an increase in projectile velocity.

i did that myself and it's probably why i can one shot most things with it. so you're probably going to have to nerf damage if you want the plasma gun to actually be useful.


Mon Oct 15, 2012 1:52 am
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Post Re: Untitled Tech 1.8 [UPDATE]
Cerevox wrote:
The laser crabs are really strong for their cost. They are tough enough to survive random shots and they do enough damage to kill most opponents before the opponent can get close. They are also cheap enough to mass easily. You might want to change up their gun, as it stands they are all you need to both guard your brain on landing and to assault bunkers.



They actually die quite easily, they just tend to avoid being hit because of their size, if you put a gun right on one, it will usually break in just a few shots. Like he said, their strong in numbers. They might be more powerful then say the average untitled troop, In terms of firepower, but you have to consider the extreme decrease in mobility, try marching a few of these across a map with really high hills, or a gorge. A very slight price increase might be right, considering their basically like mini Gatling drones with lazer weapons. maybe bump it up to 110 or something, and maybe require a charge time for it to fire? (like with the Gatling guns)


Mon Oct 15, 2012 7:32 am
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Post Re: Untitled Tech 1.8 [UPDATE]
Let's see here

Troops are sexy
Bombs are sexy
Dropship ain't bad
Weapons are SUPER ♥♥♥♥' SEXY!

Keep up the good work on the mod!


Mon Oct 15, 2012 8:51 am
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Post Re: Untitled Tech 1.8 [UPDATE]
Thanks for the feedback!

(Insult) wrote:
I love this mod

Thank you c: I'm glad everything feels balanced, that is exactly what I want them to be.

Consider the Fallout aesthetics as a slight reference of the fictional weaponry of post-apocalyptic Earth. Or don't. As long as it's enjoyable. Now that I think of it, I don't do so myself.

I agree with you with the ballistics, I'm trying to come up with new energy weapon ideas that don't repeat themselves too much.

Cerevox wrote:
The laser crabs are really strong for their cost.

Huh, I don't order those too often. I'll try to play with them and see for myself. They tend to be a nuisance on the enemy's side, though.

Asklar wrote:
Also, shattergun <3

carnage <3

Everyone wrote:
Plasma guns are too weak.

I'l look into making the shots' velocity faster. I think they're quite powerful, just hard to use.

painbringer1998 wrote:
Dropship ain't bad

I'll work on it!

--------

EDIT: Teaser time! New weapon coming!1

Image


Last edited by 4zK on Mon Oct 15, 2012 6:52 pm, edited 1 time in total.



Mon Oct 15, 2012 1:20 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
Roy the Cuttlefish wrote:
Cerevox wrote:
The laser crabs are really strong for their cost. They are tough enough to survive random shots and they do enough damage to kill most opponents before the opponent can get close. They are also cheap enough to mass easily. You might want to change up their gun, as it stands they are all you need to both guard your brain on landing and to assault bunkers.



They actually die quite easily, they just tend to avoid being hit because of their size, if you put a gun right on one, it will usually break in just a few shots. Like he said, their strong in numbers. They might be more powerful then say the average untitled troop, In terms of firepower, but you have to consider the extreme decrease in mobility, try marching a few of these across a map with really high hills, or a gorge. A very slight price increase might be right, considering their basically like mini Gatling drones with lazer weapons. maybe bump it up to 110 or something, and maybe require a charge time for it to fire? (like with the Gatling guns)


Most things die in a couple hits if you stick a gun in their face and unload. They have enough armor to survive several light hits from a soldier with some kind of auto-rifle or SMG that is spamming at range. Their gun is brutal, both accurate and long range. A single laser crab can take a single light coalition with an assault rifle, typically without taking more than a hit or two, often with no damage at all.

Mobility is their weakness, but it is almost irrelevant. Drop a set near your brain's landing site to guard it, and you won't want them to move anyway. Drop another set on the enemy bunker, and all they really need to do is walk on concrete floors and fall down tunnels, and even a crab walker can manage that.

I will admit, I do have the AI mod that makes units attack at range instead of waiting till you poke them before firing, and I play in full screen on a 1920*1080 moniter, so the laser crabs can actually take advantage of their weapons long range accuracy. That might contribute some. However, I have seized bunkers in campaign from the browncoats by dropping 8 of these on the bunker and just telling them to go-to the hostile brain location and that is all close in fighting. 800 oz to take a browncoat bunker is pretty cheap.


Mon Oct 15, 2012 6:50 pm
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