Mkay, lads. I'm working on the Commander unit now:
I tried to make them as similar to the ones in the spinoff comic as I could.
This is the current info about them in the game:
-They are something in between Soldier and Heavy in term of damage resistance. All of his limbs are more resistant to gibbing.
-The hat and the trenchcoat he's wearing over his torso part offer almost no damage protection but are extremely resistant to gibbing. Bullets will often go thru them but will block a bullet completely in rare cases.
-As a "Brain" unit, he's really proficient at spotting enemies and scoring headshots.
I'm currently making the Commanders for the rest of the factions. I'm not sure what else I could add to them so I will probably release the next update soon, which also includes other changes and fixes.
Mod updated, lads. The changes are:
-Added a new soldier class, Commander. This is the brain unit for each faction. They are good fighters but as vulnerable as any soldier.
-Flamers and Heavies now display a destroyed version of their backpacks/fueltanks when gibbed.
-Increased the damage output for Blues pistols.
-Reds and Blues sniper rifles fire in a less arched and more accurate manner.
-Yellows sniper rifles can hold 8 rounds instead of 10 and do a bit less damage now.
-Made some stat and visual effect adjustments to most soldier bodyparts.
-Heavies are a bit taller and their armor/limbs are more resistant to damage and gibbing.
-Reduced the damage resistance of Snipers a bit more.
New mod update. The changes are:
-Flamethrowers fire a better looking flame now.
-Flamethrowers, Grenade Launchers and Rocket Launchers explode when gibbed now.
-Greens guns have small chances to jam and will force users to reload them.
-Greens weapons have slightly less knockback effect.
-Greens Rocket Launcher will sometimes gib the user when fired.
-Removed the Greens Grenade Launcher since it was too similar to the Rocket Launcher.
-Greens grenades are more volatile and weak to damage. All Greens Soldiers carry them now.
-Yellows pistol fire a more noticeable round.
-Added A new Weapon, Yellows Shotgun. It's a fully automatic shotgun.
-Reds, Blues and Greens Shotguns has been rebalanced.
-All helmets now display sparks when hit.
Aaaaand a new Mod update. The changes are:
-Added a new unit type, Medics. They are slightly faster than the other classes but they are also weak and have reduced aiming range.
-Increased the walking speed for normal Soldiers. They are almost as fast as Medics.
-Added a new piece of clothing, Poncho. It provides very little protection but it's really resistant to gibbing. It's mostly for looks.
-Medics always spawn with a Poncho. Soldiers and Snipers have low chances to get them and they don't keep the collar as up as Medics do. Greens Flamers might also wear Ponchos.
-The Trenchcoat with high collar used by Commanders now cover all the torso instead of just the front part.
-Snipers have reduced hearing detection but their aiming range has been increased.
-Reduced the knockback in Greens Rocket Launchers, which also decreases the amount of accidents with them.
-Reduced the knockback in Greens Heavy Machine Guns. It's no longer possible to fly by shooting downwards.
-All Greens but their Commander are capable of limited friendly fire, which allows them to harm the player controlled soldier only.
-All Greens but their Commander can harm themselves with flamethrowers or ricochet but only if controlled by the player.
-The player controlled Greens soldier can collide with other Greens and even stomp or bodyslam them.
-Fixed Yellows Auto Shotguns not dropping their magazines when reloading.
-Blues Sniper Rifles are almost identical to Reds ones but they fire in a less arched manner and need less attacks in order to fire their more powerful ones.
I'm working on a new soldier class, Drone:
These are based on the bots from the GWTB 404 spinoff comic. Info about them right now:
-Their small size and shorter legs makes it take longer to cover more ground by walking but also makes them smaller targets.
-Their body is really heavy so their jetpacks are less useful.
-They have limited aiming capabilities and cannot crouch or crawl.
-They are really resistant to damage but they have a weakspot located on their jetpacks.
-If their back weakspot or their exterior body is gibbed, they will slowly lose health and die, most of the time.
-Their arms cannot be damaged so they won't ever lose them.
-They have an instakill weakspot but it's located in the middle of their head area but it's only exposed when their exterior body is destroyed and it's really hard to hit.
These bots are more useful as base guards but they are useful at attacking bunkers too. Due to their limited movement and aiming they are the worse choice in hills or non flat surfaces.