View unanswered posts | View active topics It is currently Thu Apr 25, 2024 3:23 pm



Reply to topic  [ 108 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 8  Next
 Melee Master Arms (v0.02b 2:53 5/8/09 GMT) 
Author Message
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Ah yes, bows we need for the horses!


Thu May 07, 2009 5:35 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
I really like this mod.
The actors seem to die very easily, also, tone down the reload on bows, it doesn't take that long to reload one.
Its really cool though, I love it.


Thu May 07, 2009 5:37 pm
Profile WWW
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Roon3 wrote:
I really like this mod.
The actors seem to die very easily, also, tone down the reload on bows, it doesn't take that long to reload one.
Its really cool though, I love it.


The rangers really are fragile, but the knights are not. With their shields and helmets they can take more than a half clip of a coalition minigun to kill one. They stand up pretty well against vanilla stuff and on par with many other mods.

And the crossbow, It depends what type of crossbow it is. Some does take some 20 seconds to reload. But this is CC so it's up to the author for these minor balance.


Thu May 07, 2009 5:52 pm
Profile
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Crossbows are not weaker and faster, they are stronger and slower.


Thu May 07, 2009 5:54 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Wow. I think I did something right here. 150-some downloads in less than 24 hours.

Flammablezombie wrote:
I think the rangers would look better with hoods

I thought about that, and I was going to, but then I thought that WizCorp already has the hoods thing down. I might make an extension of the rangers for hoods, but not right now.

Ok, so consensus is that the bows are not quite balanced right. I'll take a look at them now.
Also, no horse actors for me, at least not right now. I've never been able to get walkpaths and offsets right for AHumans, much less ACrabs. If someone makes one, I will include it, but it has to be up to par.
Jump-packs: I don't think so. Castles have towers, and towers don't agree with jump packs too well... Even with the ladders, I have rangers fall off and burst apart on the floor.
If anyone noticed, knight jetpacks are limited by the weight of their armor, so they can't get very far off the ground (without jettapping, that is).

If you people want grenades, I can make grenades. I'm thinking incendiary, basic explosive black powder, and chainshot (read, lots of fast MOSRots).


Thu May 07, 2009 7:25 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Put the horse together and I'll make it walk. (No promises though)
Also, by bows I meant the recurve bows, they take to damn long to reload.


Thu May 07, 2009 7:37 pm
Profile WWW
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Make a version of the klonecannon that fires cannonballs. Only it fires in a straight line and at huge velocity, like a cannon. And sprite it to BE a cannon.


Thu May 07, 2009 7:56 pm
Profile
User avatar

Joined: Sat May 05, 2007 6:04 pm
Posts: 2901
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Flammablezombie wrote:
Make a version of the klonecannon that fires cannonballs. Only it fires in a straight line and at huge velocity, like a cannon. And sprite it to BE a cannon.

The uh... klonecannon fires whatever you throw into it.
And cannonballs are included in the pack.

He could make a cannon TURRET though, basically an actor with no legs.


Thu May 07, 2009 8:00 pm
Profile
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Yeah, that would be epic. A defensive turret with a low aimangle!


Thu May 07, 2009 8:01 pm
Profile
User avatar

Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
These guys vs the wanderers. right here, right now.
pics and results in a second


Fri May 08, 2009 12:36 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
Updated to v0.02. I tried rebalancing the bows a bit, see how they handle.


Fri May 08, 2009 12:39 am
Profile
User avatar

Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
Reply with quote
Post Re: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
the wanderers firepower at close range is superior, but your superior archers pick them off 1 by one, that is, if they dont have sheilds.


Fri May 08, 2009 12:49 am
Profile
User avatar

Joined: Thu Feb 12, 2009 1:47 am
Posts: 1182
Reply with quote
Post Re: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
Uhh... The actors just keep moving foreward for no reason.


Fri May 08, 2009 1:10 am
Profile
User avatar

Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
Reply with quote
Post Re: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
3POK_PHALE wrote:
Uhh... The actors just keep moving foreward for no reason.

The AI versions do, the normal ones dont


Fri May 08, 2009 1:12 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Melee Master Arms (v0.02 23:38 5/7/09 GMT)
They don't like standing still. Actually, that's because their standpath is copied from their walkpath. It's to help them get into range when they try to stand still and fire their weapon.


Fri May 08, 2009 1:12 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 108 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 8  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.139s | 15 Queries | GZIP : Off ]