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OrangeKnight
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Posted: 15 May, 2012
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Joined: 02 Mar, 2007 Posts: 9004 Location: Ninja Editing Your Post from a Canadian IPhone
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Sorry for being so quiet lately, I've been dealing with issues concerning work and such.....while Hawk's been having a heck of a time setting up a fish tank! xD Anyways.... Thaflya wrote: -the T4 Seraphim experimental Lambda/Point Defense feels totally underpowered. I tested it with a friend and this thing had big problems to stop even few T2/T3 tanks. Maybe improve the shooting frequenz. Pretty much it's like Achronus said, on it's own it isn't very good, but combine it with a few other defenses/units and the whole group becomes much more survivable and/or effective thanks to the Lambda field. Thaflya wrote: -T4 Quantum Gate is compared to what it costs a bit useless. For this price you are able to build much more punch. We are going to be working on redoing the whole thing, we got Kirves working on a new unit for the revamped gate to warp in, but more on that later once we spend more time on it. Thaflya wrote: There are some more thinks but its a bit late for me, i will post some more thinks the next days. I know it's been awhile, but we'd like to hear your other thoughts, never sucha thing as too much good feedback! Nightmurderer03 wrote: Been a lurker for a very long time, i just wanted to say that i love Black Ops and that i appreciate all the time and effort you guys put in the mod, it has improved our fa experience immensely.
And on a related note i LOVE the basilisk, really that unit is a piece of art its pure poetry :P
Cant wait for the spec weap updates please keep up the good work Yeah, the Special Weapons update should give some great new toys to help balance out the UEF focus it's had until now(Not that UEF is being left out either with the new Noxav System.....) Right now I'm just working on the unit to replace the Hydra, still super early in the design process thought so there isn't much to show yet, but we're planning a neat weapon for it! Mike
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MrTBSC
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Posted: 18 May, 2012
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Joined: 31 Oct, 2011 Posts: 17
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hallo guys, tested the cybranfaction of your mod and have some stuff to talk about:
1. hydra- random bot : nice idea in itself but quite problematic if you have quite bigger squads of 25 + it can easily happen that the flamehydras get blown up by the bazookahydras ... my suggestion would be to just use one type of bot ... in that case the flamebots for the front or the bazookabots ... beam and gatling seems bit redundant due to havin the hunter and mantis - 2. anti teleport: doesn´t make much sense may be only against Aeon? do you guys intend to modify the quantumgates of each faction so one can build and teleport units with it?
3. bazilisk and nuke explosion: can u add that to the ACU and a smaller version to the SCU too?
4.(not cybran) Aeon EX siegebot and satelite: siegebot definitively needs a better look and the lasercolor for both should be changed either into a greentone or phasonpurpletone
5. cybran t3 transporter: does not move it´s legs when starting/landing
well those are my complains and suggestions so far of course how far you change the stuff i said is completely up to you ... however keep up the good work ...
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Lt_hawkeye
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Posted: 18 May, 2012
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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Thanks for the feedback.
1) Hydra- yea we are replacing the hydra with something else, something a lot less random and a bit more useful, more details once mike feels like posting pictures of the WIP.
2) all factions get the anti-teleport towers, main reason is because the Aeon t3 transport can teleport around the map, being able to unload an entire army directly into a base bypassing defenses is a power tool, thus the anti-teleport gives some defense against getting telebombed.
3) no, i want to keep the standard ACU explosions to keep the visuals different from the new ones. Nothing wrong with the SCU explosion so im not planning to touch that.
4) sat- it took a lot of work to get those effects how i liked them. plus i felt like giving the Aeon a unique weapon look other than the standar green/phason look.
5) minor issue- purely asthetic, i'll see what i can do.
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MrTBSC
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Posted: 18 May, 2012
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Joined: 31 Oct, 2011 Posts: 17
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Thanks for the feedback. - your welcome ^^
1) Hydra - ah ok...
2) main reason is because the Aeon t3 transport can teleport around the map - i see
3) hmmm ok then
4) it took a lot of work to get those effects how i liked them. plus i felt like giving the Aeon a unique weapon look other than the standard green/phason look. - uhhh hmmmm ok ... though i realy think it doesn´t quite fit into the aeon weaponcolor sheme ... but well whatever ...
5) minor issue- purely asthetic, i'll see what i can do. - cool
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Exavier Macbeth
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Posted: 18 May, 2012
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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lol hawk you forgot to also mention the anti-tele towers where added also to fend of teleporting units from our other projects. For example the BO:ACU teleport backpacks that have a heck of a lot faster charge (and cheaper energy cost) than default, and the Faithbreaker telebot in BO:SpecWep 
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OrangeKnight
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Posted: 18 May, 2012
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Joined: 02 Mar, 2007 Posts: 9004 Location: Ninja Editing Your Post from a Canadian IPhone
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Ex you Ninja'd me! ;p MrTBSC wrote: 1. hydra- random bot : nice idea in itself but quite problematic if you have quite bigger squads of 25 + it can easily happen that the flamehydras get blown up by the bazookahydras ... my suggestion would be to just use one type of bot ... in that case the flamebots for the front or the bazookabots ... beam and gatling seems bit redundant due to havin the hunter and mantis I'm working on a new unit to replace the Hydra, which goes way back to the days of the original Basilisk, origianlly the Basilisk was supposed to build the Hydra's, but making moving units also build other units is buggy and just doesn't actually work properly, so we downgraded it to T1, this is also when the Hydra got it's random weapon. To replace the Hydra I'm working on this, the Halobate!  I won't tell you any more about it other than the name, cause I'm curious to see what you guys think it is ;p MrTBSC wrote: 2. anti teleport: doesn´t make much sense may be only against Aeon? do you guys intend to modify the quantumgates of each faction so one can build and teleport units with it? As Hawk said, it's mainly for use Against Aeon, as they have the Teleporting T3 Transport AND the T3 Teleporting Bot in BlackOps: Special Weapons mod, also if you're using the BlackOps: Advanced Command Units Mod, the ACUs can get very, VERY powerful, and they can get teleporters as well, plus you never know what other mods have or what new units we'll come up with. MrTBSC wrote: 3. bazilisk and nuke explosion: can u add that to the ACU and a smaller version to the SCU too? The Basilisk is powered by a much bigger, and more powerful Reactor, so it gets a special death blast, on top of that we do still like the Stock explosions too ;p MrTBSC wrote: 4.(not cybran) Aeon EX siegebot and satelite: siegebot definitively needs a better look and the lasercolor for both should be changed either into a greentone or phasonpurpletone can you be a bit more particular about what you don't like? I think the Inquisitor in particular fits in well with the T3 Bot designs, long lanky legs connecting to a central pod, only real difference is that the Inquisitor's weapon is contained within the Pod. The Artemis is actually a little off beat, but I like the Revamped version a bit more with it's spinning rings and new effects. Speaking of the effects, frankly there is no reason they shouldn't be yellow, frankly they aren't really like the other Aeon beam weapons(GC and BO:ACU Aeon ACU are just plain Jane Beam weapons) while the Artemis' beam....isn't really a weapon, it's a path for the easily destabilized Artemis Bolt. Did you know the Artemis and Inquisitor actually fire the same projectile? the reason the Inquisitor Projectile doe a lot less damage is two-fold, obviously becuase it fires a bunch of shots each shot isn't as large as with the Artemis', but its the lack of the Beam path to stabilize the projectile that greatly reduces it's effectiveness, that and the fact the projectile is teleported to a high altitude and allowing gravity handle the rest.
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d0m0a
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Posted: 18 May, 2012
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Joined: 08 Nov, 2011 Posts: 62
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wow, Orange, that unit is very good, but, why call it Halobate when replacing the Hydra by this. Why don't call it Hydra 2.0, and you made that is a attempt of made the Hydra more effective in fight taking away the system that put in it a random weapon, and puts in it a main weapon of two laser guns (The odd things of the shoulder) and a lesser flametower (less damage that the beams but continuous) for the enemy units that are so near of it.
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OrangeKnight
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Posted: 18 May, 2012
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Joined: 02 Mar, 2007 Posts: 9004 Location: Ninja Editing Your Post from a Canadian IPhone
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It's called the Halobate because it isn't a Hydra Revamp, its a new unit to replace the Hydra which we are removing ;p
Mike
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MrTBSC
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Posted: 18 May, 2012
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Joined: 31 Oct, 2011 Posts: 17
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"can you be a bit more particular about what you don't like? I think the Inquisitor in particular fits in well with the T3 Bot designs, long lanky legs connecting to a central pod, only real difference is that the Inquisitor's weapon is contained within the Pod. The Artemis is actually a little off beat, but I like the Revamped version a bit more with it's spinning rings and new effects." - simply put it´s like a t3 articanon on legs ... while the attack itself looks cool and intimidating the unit itself simply does not ... ________________________________________________
"The Basilisk is powered by a much bigger, and more powerful Reactor, so it gets a special death blast, on top of that we do still like the Stock explosions too ;p" - i don´t know ... aeon is ok ..uef is ... well standart BOOM ... but the cybran one definitively needs a boomsphere or 1 0r 2 shockwaves ... or BOTH xD _________________________________________________
"Speaking of the effects, frankly there is no reason they shouldn't be yellow"
-_- .... *is not impressed* ... imo aeon: green-lightpurple-lightblue, cybran: red beams and yellow protoncannons, UEF: mostly blue and yellow/orange , seraphim:dark purple ...
"Did you know the Artemis and Inquisitor actually fire the same projectile"
uhhh well the kinda look similar ... actualy i was aware of that ... ___________________________________________________
"I won't tell you any more about it other than the name, cause I'm curious to see what you guys think it is ;p"
guess 1- missilebot guess 2- protoncanonbot guess 3- sort of tack bot?
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i yet have to lock up the special weapons ... i still have to check the main mod and yeah there is in fact one more thing .... cybran stealthgen and antitele t2 and 3 don´t show AoE ring when intendet to be build ... ____________________________________________________
will be back tomorow ....
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Lt_hawkeye
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Posted: 18 May, 2012
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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The Inquisitor was designed with something like that in mind, just have to imagine your self on the battle field, you see it coming towards you, the lack of an obvious weapon makes you think "WTF" and possibly ignore it, until **** starts raining from the sky and blowing up your base  . I know you stated you havn't really tried out the stuff for the other factions, i rec. you do so. I redid both the Aeon and Cybran SML silo nuke explosions, nuke subs have their original explosions as well as the ACUs, i probably won't be changing this anytime soon. The golden yellow for the artemis/inquisitor isn't going to change, i like it, i made it. you have your own opinion about that, great. i won't change those effects.
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MrTBSC
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Posted: 18 May, 2012
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Joined: 31 Oct, 2011 Posts: 17
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"The Inquisitor was designed with something like that in mind, just have to imagine your self on the battle field, you see it coming towards you, the lack of an obvious weapon makes you think "WTF" and possibly ignore it, until **** starts raining from the sky and blowing up your base" - ignoring a articannon on feet .... hmmm .... YEAH SURE !!! .... but seriously ..... TRIPOD !!!!?????? .... huh? HUH? ^^ i have no idea personaly i simply can´t befriend with it ... _____________________________________________________
"The golden yellow for the artemis/inquisitor isn't going to change, i like it, i made it. DEAL WITH IT!!!!"
*fixed* ... ... ... T___T ... no realy ... no big deal anyway ^^ ________________________________________________________
"nuke subs have their original explosions as well as the ACUs, i probably won't be changing this anytime soon." - no prob ...
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OrangeKnight
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Posted: 18 May, 2012
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Joined: 02 Mar, 2007 Posts: 9004 Location: Ninja Editing Your Post from a Canadian IPhone
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MrTBSC wrote: simply put it´s like a t3 articanon on legs ... while the attack itself looks cool and intimidating the unit itself simply does not ... Frankly then I think you have more of an issue with Aeon in geenral, because liek I said it fits in perfectly well with Aeon's design themes. MrTBSC wrote: ignoring a articannon on feet .... hmmm .... YEAH SURE !!! .... but seriously ..... TRIPOD !!!!?????? .... huh? HUH? ^^ i have no idea personaly i simply can´t befriend with it ... Technically it's not a tripod, it has 4 legs. MrTBSC wrote: i don´t know ... aeon is ok ..uef is ... well standart BOOM ... but the cybran one definitively needs a boomsphere or 1 0r 2 shockwaves ... or BOTH xD Not much to say here, honestly I see no issues with the current ACU Death Blast Effects, each are unique. MrTBSC wrote: ... imo aeon: green-lightpurple-lightblue, cybran: red beams and yellow protoncannons, UEF: mostly blue and yellow/orange , seraphim:dark purple ... That Hardly covers everything, you missed a bunch of weapons for Cybran, and seraphim are much more than purple, you're missing black, white and various blues and maybe some yellow if I recall correctly. Frankly We added new units, some of those have new weapons types we've added to help support and expand on Factional Diversity, for example for the Basilisk we added the blue Plasma Artillery, color doesn't denote faction when it comes to weapons, you need to me more concerned with weapon types then colors. MrTBSC wrote: guess 1- missilebot guess 2- protoncanonbot guess 3- sort of tack bot? Kinda but not really sorta close with 1, but yeah, not really.
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OrangeKnight
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Posted: 19 May, 2012
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Joined: 02 Mar, 2007 Posts: 9004 Location: Ninja Editing Your Post from a Canadian IPhone
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Alright, so I finished the modeling on the Halobate, so here it is in all it's awkward glory;  Now like I said, it's pretty awkward looking, and that's kinda by design....sorta. See I chose the name Halobate very carefully, because if you look it up on Wikipedia, you'd see they're from the Water Strider family, a group of insects that spend a lot of time on top of the water, the Halobates in particular tend to be Costal, but there are a few species that live out on the open ocean! And well, I couldn't have picked that name without reason so here we go;  That's right, it's a Reverse Salem, Available to Cybran at T1 from the Land Factory. Current plans are for something a little slow on land, armed with shorter range Arc Cannons(still working the weapon specifics, I'll let you know if anything comes up) but once it enters the water it'll have access to a medium ranged Rocket Launcher as well as a better speed than while on land. As a side note I really like the Boat mode, but that makes sense, I decided making a boat transform into a Bot would be easier than a Bot into a Boat, thus why I like the Boat mode more, but the Bot mode does have it's own awkward charm to it xD Mike
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Achronus
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Posted: 19 May, 2012
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Joined: 27 Aug, 2009 Posts: 245
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A Salem lite? Grants superior tactical power Gives lvl 1 water attack power Gives land produced ocean control
- Cybran approved
(Looks cool too!)
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
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Nightmurderer03
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Posted: 19 May, 2012
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Joined: 11 May, 2012 Posts: 11
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Wow that looks sweet Nice to see more amphibious units for cybran that actually transform, really unit modders tend to ignore this sweet thing from cybrans or maybe its too problematic to make. But the point is you didn't forget it and that rules!!!, but i expected no less from a fellow cybran can't wait for the updates please keep up the good work many people appreciate it i assure you.
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Krapougnak
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Posted: 20 May, 2012
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Joined: 21 May, 2008 Posts: 706
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Great idea, great concept, great unit !
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Tenshi07
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Posted: 21 May, 2012
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Joined: 25 Jan, 2011 Posts: 49
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Is it possible you guys could remodel the UEF Experimental Tank Fortress? Something a lil more formidable looking, and yet, still fits the theme look of the UEF. I do like the look that GPG gave it in sup com 2, but uh the current model for FAF, hmm...
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OrangeKnight
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Posted: 21 May, 2012
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Joined: 02 Mar, 2007 Posts: 9004 Location: Ninja Editing Your Post from a Canadian IPhone
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Tenshi07 wrote: Is it possible you guys could remodel the UEF Experimental Tank Fortress? Something a lil more formidable looking, and yet, still fits the theme look of the UEF. I do like the look that GPG gave it in sup com 2, but uh the current model for FAF, hmm... What are you talking about? There isn't anything wrong with the FA Fatboy..... Mike
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Thaflya
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Posted: 23 May, 2012
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Joined: 15 Mar, 2007 Posts: 14
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Im happy that i get a reply from the developers, i first thought this thing is totally dead.
Btw. the Aeon sattelite Weapon Color is fine and unique as it is.
As i started playing Vanilla Supcom (i played it on the release day <3 ) i choosed the Aeon cause i loved this great Sacred Assault Bot: Galactic Colossus. Back in Vanilla SC it was the strongest and most expensive land Experimental, it was not imbalanced strong (if anything it was too slow and expensive to be realy good) but i loved it. Nowadays the GC is a joke compared to this Super Mega T4 Bots from UEF and Cybran. One way would be to make a new comparable strong T4 bot for Aeon, but this need much work and effort. My idea too give the GC back a bit uniqueness and power without spending too much time in it is to make him upgradeable. Leave him as it is when u first build him, but then u can choose a few upgrades, like this ones ACU´s and SCU´s have. Some Examples for upgrades: -A shield too upgrade his durability, maybe u can choose between a personal shield an a bubble shield. -An upgrade of the phason laser in his head or give him another bad evil gun he can shoot out of the hole in his chest (as i saw the first pictures of this unit i thought this is a weapon). -Upgrades for his Arm weapons So when u want to build all upgrades it need much time and money but in the end the GC is matchable in price and power with the other 2 Super T4´s.
I personally would love to see this, and i think it won´t be very hard for the developers to implement. What do you think about this ?
Again sorry for my bad english.
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OrangeKnight
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Posted: 23 May, 2012
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Joined: 02 Mar, 2007 Posts: 9004 Location: Ninja Editing Your Post from a Canadian IPhone
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Just finished the Texturing on the Halobate, it's gotta be some kind of personal record for me! xD  Please Note, in-game it'll look a bit different once all the texture effects(glows, team color ect ect) are applied, but this should give a good basis for it's final look thought. Me and Hawk have also talked about a few ideas for other units/stuffs, once we get a bit more time to flesh it out we'll share them here as well. Thaflya, Frankly I don't believe the Aeon need that kind of "Super unit", Aeon designs are always very specific as to what they are built to do(something we've worked to also do for our Aeon units as well) and as such tend to be very good at one thing for a decent cost. Making a unit capable of being upgraded to expand it's role just doesn't give with that philosophy. Now I must get to bed so I can get some sleep for my 3AM shift at work! Mike
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brandon007
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Posted: 23 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Those textures look familiar. Did you use the Loyalist Textures?
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Exavier Macbeth
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Posted: 23 May, 2012
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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@Thaflya: What knight said  Basically when the project was originally put together, heck dating back to vanilla when both Hawk & I had seperate projects (him still learning to code), we more or less decided on themes for each of the factions. It wasn't ever anything broken down and listed but more along the lines of if we where to give every faction the schematics for a T3 heavy tank how would their different mindsets, principles, theology, ideology, tactical doctrines, and general lore decide to interpret them. I think the biggest generalizations we could ever give where along the lines of the following (though even we disagree at times lol). UEF: Baseline, Versatility, Ballistics & Guided Missile Heavy, Technically the other 2 human factions where borne from them. Cybran: Beam & Rocket Heavy, Stealth focus, Rapid deployment Aeon: Precision Artillary, Front loaded weaponry, Advanced techs (getting most from seraphim origins) Seraphim: Weird!!!... Truthfully once the 4th race came in none of us had any ideas for them. We moved alot of the oddball techs from Vanilla Aeon over to them & improved on them. The biggest thing you will notice also in the mod is we don't like Game Enders... well maybe we enjoy designing them but I don't think any of us likes trying to balance them properly considering how little they get use (requiring quite long games to get usually) and how much work goes into them. Even the Aeon super sat that can decimate armies in the field was given counters to it. Technically the Bassy started out as a counterpart for the UEF T3 Heavy Tank... until someone wrote a fanfic about it showing up on the battlefield (page #1 post #3 of this thread), sparked imaginations, and turned it into our theme unit  Only recently did the other factions start getting things that matched its power level (newer revisions of the Goliath & the Aeon Sat weapon). EDIT: Heh I also think it helps that when we started out even before we all came together for Blackops we had a rather balanced team for ideas. I usually always played or generated ideas from a UEF standpoint. Hawk & Knight representing the Cybrans. And our primary beta tester Ultimentra representing the Aeon.
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DrNick
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Posted: 24 May, 2012
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Joined: 27 Jul, 2010 Posts: 89
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That Halobate model is pretty nice, though I might offer the humble suggestion that I think your first render looked much more Cybran-ish than your finished and textured render. Putting a full torso and "head" on the unit seems to give it too much of a mech-like appearance which is usually UEF's style.
Also, since it's come up, I was wondering if the advanced ACU BO mod has been fixed so that the build keybindings work? Last time we tried using it all the ACU's build keys were lost and we had to resort to clicking build icons with the (*GASP*) mouse. Kinda silly, but we stopped using it for that reason and it'd be nice to start playing with it again.
In any case, I'm loving the continued effort you guys put into BlackOps. Thanks!
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Exavier Macbeth
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Posted: 24 May, 2012
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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DrNick wrote: Also, since it's come up, I was wondering if the advanced ACU BO mod has been fixed so that the build keybindings work? Last time we tried using it all the ACU's build keys were lost and we had to resort to clicking build icons with the (*GASP*) mouse. Kinda silly, but we stopped using it for that reason and it'd be nice to start playing with it again. Unfortunately no. I know what needs to be done to correct this but I never got around to another update for the mod after it came up... well after it came up the last time and I finally wrote it down and researched it lol Basically the problem isn't that the keybindings are gone but rather that the ACUs are "new" units as far as the game is concerned. I never redirected the binding controls to link them to the custom units.  EDIT: If I think about it this weekend I will see if I can dig up the partial hotfix I was working on a while ago. Since BO:ACU is now on FAF 
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Lt_hawkeye
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Posted: 25 May, 2012
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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