The UNSC, a HALO mod! v4.0
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
After I make the Pelican gibs! Then I think its good for release (and hopefully you guys catch on to little messy stuff that I missed)
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Tue Mar 05, 2013 11:15 pm |
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Merf Avenger
Joined: Mon Sep 24, 2012 8:47 pm Posts: 49
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
Make dem gibs epic. I want spirally thrusters, shattered chassis, splatters of pilot across windscreens!
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Tue Mar 05, 2013 11:22 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
(x_x) lol im glad you guys are still hopeful for my mod lol. The thrusters do actually spiral (i think), and fine i'll make it burn in two pieces (though to be honest the pelican is actually a very sturdy thing and I haven't seen a wreck where it was ever not in one piece, idk) but no gore, if you really want it you can leave a guy inside and he'll do it for you for a cheap additional cost of 50 bucks.
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Wed Mar 06, 2013 3:17 am |
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Merf Avenger
Joined: Mon Sep 24, 2012 8:47 pm Posts: 49
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
I was semi joking actually :L I like the wholesome body of the transport from AS. Whatever you do is fine Although actually - pelicans have a habit of allowing their thrusters to fall off while flying and landing, and there IS only one instance of a sturdy peli splitting up, on the map Highlands in Halo Reach on multiplayer, it has split into the cockpit section, the body and the tail are all in seperate bits.
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Wed Mar 06, 2013 9:05 am |
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Cravitus
Joined: Sat Oct 20, 2012 8:48 am Posts: 8 Location: Derelict Dropship on LV-426
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
Merf Avenger wrote: -instance of a sturdy peli splitting up, on the map Highlands in Halo Reach on multiplayer, it has split into the cockpit section, the body and the tail are all in seperate bits. A little fun-fact, that's the Pelican that carried Fred's group of S-IIs in the books to Reach, before Halo Reach sorta retconned/changed up the story Eric Nylund wrote.
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Thu Mar 07, 2013 2:32 am |
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Merf Avenger
Joined: Mon Sep 24, 2012 8:47 pm Posts: 49
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Re: The UNSC, a HALO mod! (WiP) v3.9 (Updated 11/7/12)
Oh? I don't remember that happening in any of the books. Which one was that?
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Thu Mar 07, 2013 10:15 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WiP) v3.99 (Updated 3/7/13)
Sorry to interrupt that evolving conversation about crashed pelicans but heyho a wild update has appeared! Check the first page
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Thu Mar 07, 2013 10:41 pm |
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Merf Avenger
Joined: Mon Sep 24, 2012 8:47 pm Posts: 49
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Re: The UNSC, a HALO mod! (WiP) v3.99 (Updated 3/7/13)
OMGOMGOMGOMGOMG *explodes into flames* Thanks man! DDDD
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Thu Mar 07, 2013 10:46 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WiP) v3.99 (Updated 3/7/13)
Thank you guys for your persistent faith in me! Feedback and bug reports are encouraged as always!
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Thu Mar 07, 2013 10:48 pm |
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Merf Avenger
Joined: Mon Sep 24, 2012 8:47 pm Posts: 49
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Re: The UNSC, a HALO mod! (WiP) v3.99 (Updated 3/7/13)
The pelican is ACE but...it's very bouncy. The slightest hit from anything semi solid sends the poor thing spinning into the ground. I.e. dummy assault, the first flak cannon sent it flying straight, nose down into the ground leaving a massive crater and the SII inside going "WTF?!". Cargo survives. Peli doesn't. Also, Imo, it turns a little too quickly. And the turn around thing is a little too sensitive. Overall. Awesome. Love the saw, maybe a little OP but not sure how you can fix that. Shotty seems too weak though. Flamethrower = sexy.
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Thu Mar 07, 2013 11:15 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WiP) v3.99 (Updated 3/7/13)
Wow that was fast The shotgun should still be able to one shot a lot of people at the right range. Will check everything you've said however (especially the anti-aircraft weapons out there lol)
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Thu Mar 07, 2013 11:41 pm |
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burningsky25
Joined: Fri Jul 20, 2012 5:31 am Posts: 67 Location: petting Schrodingers cat.
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Re: The UNSC, a HALO mod! (WiP) v3.99 (Updated 3/7/13)
Love it! It's nice having a high end assault rifle for the Spartan's as opposed to having AR's like everyone else, been lookin forward to that. Merf Avenger wrote: Love the saw, maybe a little OP but not sure how you can fix that. Shotty seems too weak though. Flamethrower = sexy. I would have to disagree with you on the SAW there actually, I thought it was a little underpowered, just because the recoil affects it's precision at mid-range. Not OP in my mind at least, because the M60 is 20 oz less, has 100 bullets not 76, and is far more accurate at any sort of sizeable distance. In fact I would love it if there was less recoil on the SAW, not that that isn't realistic, but when put next to the regular weapons it becomes very hard to actually aim decently well whatsoever on targets who aren't arms length away. Still a great weapon, I would just love if it was a little more accurate. I dunno if this is implemented or if it can be, but it would be cool if there was significantly less recoil for the Spartan's, seeing as they're a lot bigger, and practically weapon masters. I'd have to agree with you about the shotgun though. I know it's supposed to be a short range weapon, but if it's restricted as much as it is I feel like the reload should be snappier. I just tend not to use it very much right now. And of course, the Pelican. Love it, very nice to have a real dropship for the UNSC. Didn't use it extensively, but when I did fly it there were some times I would be holding down the down button, but it would continue to rise. In fact on a few occassions I had difficulty keeping it from returning because of that, not sure what I'm doing wrong though. It's certainly different from any other dropship, that's forsure. Nice work on that though. As for the Railgun, I felt you really hit the nail on the head there. Looks great, reloads at a speed applicable for it's caliber of weapon, and is a lot of fun to use.
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Fri Mar 08, 2013 12:27 am |
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Merf Avenger
Joined: Mon Sep 24, 2012 8:47 pm Posts: 49
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Re: The UNSC, a HALO mod! (WiP) v3.99 (Updated 3/7/13)
burningsky25 wrote: Love it! It's nice having a high end assault rifle for the Spartan's as opposed to having AR's like everyone else, been lookin forward to that. Merf Avenger wrote: Love the saw, maybe a little OP but not sure how you can fix that. Shotty seems too weak though. Flamethrower = sexy. I would have to disagree with you on the SAW there actually, I thought it was a little underpowered, just because the recoil affects it's precision at mid-range. Not OP in my mind at least, because the M60 is 20 oz less, has 100 bullets not 76, and is far more accurate at any sort of sizeable distance. In fact I would love it if there was less recoil on the SAW, not that that isn't realistic, but when put next to the regular weapons it becomes very hard to actually aim decently well whatsoever on targets who aren't arms length away. Still a great weapon, I would just love if it was a little more accurate. I dunno if this is implemented or if it can be, but it would be cool if there was significantly less recoil for the Spartan's, seeing as they're a lot bigger, and practically weapon masters. I'd have to agree with you about the shotgun though. I know it's supposed to be a short range weapon, but if it's restricted as much as it is I feel like the reload should be snappier. I just tend not to use it very much right now. And of course, the Pelican. Love it, very nice to have a real dropship for the UNSC. Didn't use it extensively, but when I did fly it there were some times I would be holding down the down button, but it would continue to rise. In fact on a few occassions I had difficulty keeping it from returning because of that, not sure what I'm doing wrong though. It's certainly different from any other dropship, that's forsure. Nice work on that though. As for the Railgun, I felt you really hit the nail on the head there. Looks great, reloads at a speed applicable for it's caliber of weapon, and is a lot of fun to use. Agreeable statement is agreeable. Saw is pretty similar to how it is in the game though, and it is VERY effective at mowing zombies. Apreciate the peli very muchly.
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Fri Mar 08, 2013 12:55 am |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WiP) v3.99 (Updated 3/7/13)
great feedback. The Saw does have terrible accuracy, however I knew that if I made it accurate, it would then be OP and the AR would have no love, and i'm still advertising the theme of teamwork (making the SAW mainly for Suppression) I'll see what I might do to it, I haven't used it extensively and getting accuracy and recoil right for all of these weapons is hard (I also forgot to compare prices to the Meta guns, which i'll have to keep in mind) DO remember that I tried to make the recoil similar to the actual bloom in halo, pace your shots for a better spread! I will fix the Shotgun I guess, otherwise the flamethrower will just be way cooler to use and I do see your point. What kind of buff did you have in mind however? A range increase (with same damage) or higher damage over all (same distance but better at farther range, a bit) Here is how the pelican works: It constantly moves up, which is its thrust system, propelled by lua, not particles (like meta dropships) which is why you have to hold the down button The only times that it will be harder to hold down than a giant weather balloon is when its empty and going at a decent velocity upwards. Glad you like the Railgun hope it's as balanced as I hoped, and I hope nobody complains that they can't 1 shot dreadnaughts, because you can't 1 shot warthogs or scorpions either. (Buy a Splaser for that , which btw I hope has improved in balance and reliability, though I can't speak for the dropship double kill I landed)
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Fri Mar 08, 2013 1:31 am |
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burningsky25
Joined: Fri Jul 20, 2012 5:31 am Posts: 67 Location: petting Schrodingers cat.
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Re: The UNSC, a HALO mod! (WiP) v3.99 (Updated 3/7/13)
AndyChanglee wrote: :D great feedback. The Saw does have terrible accuracy, however I knew that if I made it accurate, it would then be OP and the AR would have no love, and i'm still advertising the theme of teamwork (making the SAW mainly for Suppression) I'll see what I might do to it, I haven't used it extensively and getting accuracy and recoil right for all of these weapons is hard (I also forgot to compare prices to the Meta guns, which i'll have to keep in mind) DO remember that I tried to make the recoil similar to the actual bloom in halo, pace your shots for a better spread! I will fix the Shotgun I guess, otherwise the flamethrower will just be way cooler to use and I do see your point. What kind of buff did you have in mind however? A range increase (with same damage) or higher damage over all (same distance but better at farther range, a bit) Ah, I understand now. Makes sense I suppose. It carves itself out more of a niche this way, as opposed to just having an insane assault rifle, and nullifying the AR unless your broke. As for the shotgun . . . I was thinking that just decreasing the reload might be enough, it does already have really good damage at close range. I don't really know if it should have more range for the sake of being true to the games, but on the other hand I don't mind if it deviates away from the exact game mechanics (of Halo) if it fits with the game (of CC) a little more. Seeing as the coalition shotgun and auto-shotgun both have a much larger effective range it might make sense to extend this one's some.
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Fri Mar 08, 2013 2:18 am |
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