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 Crobotech Beta 3.2 
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Joined: Thu May 03, 2007 3:02 am
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Location: Canada, BC
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Post Re: Crobotech Beta 3.2
alphagamer774 wrote:
The Decaying Soldat wrote:
Mataro wrote:
*made minigun much stronger*


I agree that the minigun is underpowered, it even has slight trouble penetrating scrap. But wouldn't it become overpowered when given real-life specifications?


Well, IMO, they should be super-weapons, equivalents of the RPC launcher and the Uber-Cannon.

I mean, It's a Gatling Cannon. It should be good.


Speaking of which.. Did you try the modifications anyhow? If you actually did, I'd be happy to hear what you thought of them. Incidentally (as obvious as this should be) I'm with Alphagamer774 on this. It really should be an expensive, ridiculously powerful weapon. And I made it just that. Under the right circumstances, it is an insanely powerful gun. But at times, you simply can not fire it up fast enough or hose down tougher enemies quite quick enough, and you're liable to take a hit or two here and there. And it only takes one good shotgun blast to turn your head to paste.


Sat May 22, 2010 11:48 am
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Joined: Wed Feb 10, 2010 4:06 am
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Location: Comox, BC, Canada
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Post Re: Crobotech Beta 3.2
I tweaked the SpinupSpeed a little higher to balance it, but other than that I think this is good.


Sat May 22, 2010 11:52 pm
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Post Re: Crobotech Beta 3.2
alphagamer774 wrote:
I tweaked the SpinupSpeed a little higher to balance it, but other than that I think this is good.


I actually thought of doing that myself but haven't gotten to it. I always want to crank down the spray when not sharp aiming. The idea was that it would hard to keep on target while moving but it wouldn't be *that* hard, as the overall heft of the weapon compensates for the bulk of the insane recoil that would be generated. That is, you wouldn't be nimble, but you could keep it steady.

Incidentally, it's a metric shitload of fun to use with the turret stand mod. :X


Sat May 29, 2010 12:03 pm
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Post Re: Crobotech Beta 3.2
Oops, derpness.


Thu Jun 03, 2010 3:43 am
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Data Realms Elite
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Joined: Mon Jul 12, 2010 5:39 am
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Post Re: Crobotech Beta 3.2
Whoa! This is great! The sprites are very well done, the robots themselves are very interesting, and overall, this is a VERY nice mod! Good job! I can't wait to see more! (IF you finish it that is...)


Mon Jul 19, 2010 11:17 pm
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Joined: Tue Jul 20, 2010 4:28 am
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Post Re: Crobotech Beta 3.2
I've got to say i've instant download and that i found it ... AWESOME! some things to say, tough...
The Giant Mech Bug my game alot. i don't if you guys got the same problem... anyway, i also found that the giant mech can shot waytoo far... i got sometimes lost... ;(

Anyway, Really good mod in general!


Tue Jul 20, 2010 4:39 pm
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Post Re: Crobotech Beta 3.2
What? You mean the Artillery tank?


Tue Jul 20, 2010 7:16 pm
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Post Re: Crobotech Beta 3.2
Great faction! Easily makes it to the top of my personal best-faction-list alongside with UniTec and Darkstorm in no particular order.
Actors are very nearly perfect, so polished that it hurts my eyes (a bit too heavy but just for my play-style). Weapons are very good too, maybe except for sniper rifle because it's beam sometimes just pass through target without hurting it.
Thank you capnbubs. I hope that someday there will be a third actor, lite and agile designed for SpecOps.


Thu Jul 22, 2010 7:03 am
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Post Re: Crobotech Beta 3.2
any chance of a re-up?


Thu Apr 07, 2011 10:58 pm
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Post Re: Crobotech Beta 3.2
I *think* I haven't modified this in any way.


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Crobotech.rte.rar [5.58 MiB]
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Thu Apr 07, 2011 11:04 pm
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Post Re: Crobotech Beta 3.2
Woot! thank you! great mod!


Sun Apr 17, 2011 1:35 pm
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