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liveordie
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Posted: 06 Sep, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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IceXuick
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Posted: 07 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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liveordie
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Posted: 07 Sep, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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Volgun
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Posted: 07 Sep, 2010
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Joined: 20 Jul, 2010 Posts: 114 Location: Millhouse green, England
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just watched that video and those new experimentals look like they do a lot of damage compared to the old ones too bad it didn't show the aeon ones.
its hard too see the normal units though but i guess that wont be a problem in game and that big UEF tank has problems hitting small targets in first base attack it shot at a pd (i think) and missed every shot.
btw i dont have this mod but that video is tempting me to reinstall supcom2 and get it
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Loony Liberator
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Posted: 08 Sep, 2010
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Joined: 08 Jun, 2007 Posts: 5 Location: Western Australia, Perth
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Hey Volgun, just replying to say that compaired to the normal game the lesser experimentals are quite damaging but compaired to the big guns (Kryptor,Rex,Colossus) they are only effective in groups larger than 5, which taking mass and energy costs to consideration, are still even.
But to explain their weapon damage;
1UEF Devastator: its more of a crowd control weapon with a fair areaofaffect both on its cannon and missile.
2Cybran Cyrax: is more of a unit that focuses on one thing to take down quick, which is why i have its damage higher than the Devastator.
3Aeon Cresendo: I got the idea from the Starwars Deathstar weapon, delivers an impressive hit (at a single unit) but as the log says it takes 10 seconds to fire again. I did this so a good tactic to take it out would be to use a group of small units to distract from larger targets which would suffer alot of damage compaired to a few small units getting annihilated.
Also one last thing, I had read a comment on the Cresendo taking out a commander in one hit, my reply is that the commander when fully upgraded should be compairable (with full use of abilities) to one on one of the big experimentals, so in the mod its not a one hit.
Hope this clarifies some of my reasonings for these units.
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IceXuick
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Posted: 08 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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I have more video material ready to be uploaded, with the new KingKriptor, which really deals a lot of damage. It can take down a huge army of basic units and even 5 Cybran Cyraxes.
I forgot to set one AI to Aeon, so no video material yet on the Cresendo. I'll upload a second video today, and hopefully can play and capture a new match with also the Aeon faction.
@Volgun, you really should try it, because this mod really changes the way you play the game, and gives a lot more epic feeling. Also the (much) higher researchpointcosts you need for the experimentals (which also are much more powerfull) make them more rewarding!
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IceXuick
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Posted: 08 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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Here is the second video of the second half of the match! In this one you will see more Experimental battles, and the MAJOR KingKriptor, which now really is Epic (slaughters an entire army). http://www.youtube.com/watch?v=vnvc6GSKZrgHave fun!
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IceXuick
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Posted: 08 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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Video 3 is coming, and material for the 4th is already there. In these video's you'll see a new match witch the AEON faction, and all of it's new units! Check out the first half of this match soon. I'll post the link as soon as it's uploaded.
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IceXuick
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Posted: 08 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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Video 3 is here! Check it out! http://www.youtube.com/watch?v=vf7tQSZWHigOne thing: The AEON Crescendo is hunting enemy units down, and won't stay to it's position, which is rather awkward, because of it's slow turret-turning. It needs constant attention, not to wander off out into the danger zones. Plz fix in version 1.02 
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liveordie
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Posted: 09 Sep, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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IceXuick
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Posted: 09 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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w00t!! You on a tight schedule!!! Nice to hear you planning and working for future improvements. I'll try the hold ground thing, that will hopefully do the trick! Video 4 of your mod is now rendering (as i type, and will be uploaded afterwards). Probably will take about 2 hours before it's available on youtube. And after that i will also put my last video material in video 5. This one will have the biggest nuke/mass destruction you've ever seen!! A major blob of land units and experimentals, ALL gone after the flash BTW i really love the crescendo  PS. when will the DLC units be out?
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redmoth
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Posted: 09 Sep, 2010
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Joined: 28 Aug, 2010 Posts: 951
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Guys, hit me up if you want to play the mod with me.
Steam: ben_ouimet
_________________
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IceXuick
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Posted: 09 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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is there a way to slow down all explosion animation, to make them more epic. Slow-mo explosions look really sweet, but in actual gameplay, there are (too) fast. Maybe there is an global setting for this, like exp-animation-duration x2 or x3 or x4?
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IceXuick
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Posted: 09 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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liveordie
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Posted: 09 Sep, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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gsusfrk
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Posted: 09 Sep, 2010
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Joined: 21 Feb, 2007 Posts: 502
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That Aeon Experimental is insane! A beam the size of the width of a Collosus!
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IceXuick
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Posted: 10 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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Volgun
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Posted: 10 Sep, 2010
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Joined: 20 Jul, 2010 Posts: 114 Location: Millhouse green, England
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ok downloading this now since ive just finished downloading supcom2
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liveordie
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Posted: 11 Sep, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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liveordie
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Posted: 16 Sep, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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liveordie
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Posted: 19 Sep, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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IceXuick
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Posted: 20 Sep, 2010
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Joined: 10 May, 2007 Posts: 87 Location: Netherlands
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ahh.. i hope it still looks good. (haven't played it yet)
Those artillery and explosion effects were just so cool in your older version. Sometimes maybe a bit too much, but overal so cool and epic. Hopefully they are still big.
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liveordie
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Posted: 20 Sep, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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dangel
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Posted: 28 Sep, 2010
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Joined: 28 Sep, 2010 Posts: 11
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liveordie
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Posted: 28 Sep, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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