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 PostPosted: 30 Mar, 2012 
 
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brandon007 wrote:
OrangeKnight wrote:
brandon007 wrote:
I think its safe to assume that TM has more units then Unleashed XD

So whats the count then?

Mike

I dont know the exact numbers, but Burnies coming out with new Units alot more then you guys are =p

You haven't seen the Special Weapons stuff that's been collecting Dust until recently. But in the end, it's moot, production rate =/= total amount.

Seriously, if you're gonna make remarks like that, do the research to back it up instead of setting them up as 'subtle' digs at others.

Mike

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 PostPosted: 30 Mar, 2012 
 
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who cares which mod has most units?
This isnt a contest.

Gunship is ingame:

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 PostPosted: 30 Mar, 2012 
 
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Quote:
who cares which mod has most units?
This isnt a contest.


Amen to that!

Haven't tried 1.16 yet, need to get on that

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 PostPosted: 30 Mar, 2012 
 

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Nice new model ! But could you drop the antenae ? I don't find them very pretty on UEF units and they definitely aren't Aeon style.

It seems like yesterday when you arrived in the community and TM is already 1.17 !!! You surely found your place congrats ! :mrgreen:


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 PostPosted: 31 Mar, 2012 
 
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Krapougnak wrote:
Nice new model ! But could you drop the antenae ? I don't find them very pretty on UEF units and they definitely aren't Aeon style.

It seems like yesterday when you arrived in the community and TM is already 1.17 !!! You surely found your place congrats ! :mrgreen:



thanks! :)

And yes... I guess youre right about the antennas. I'll remove them.

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 PostPosted: 01 Apr, 2012 
 
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Work in progress:

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Cybran Gunship is mostly done, still trying to learn texturing tho.

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 PostPosted: 01 Apr, 2012 
 
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Actually, with it's bulky look it looks almost more like a high speed hover tank.

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 PostPosted: 01 Apr, 2012 
 
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i agree with Achronus, first thing that pops into my mind when i see that is hovertank, looks fast too. imo make it a hover tank ;p

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 PostPosted: 04 Apr, 2012 
 
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Im still trying to improve my texture skills :)
been working a bit on a "practice"tank, this is how it looks so far. This tank will not be made for supcom, its just a tank I practice texturing on. ;)

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Image

Please tell me what you think, and if any of you have some ideas that can help me please tell ;)

edit:
here is a camo version

Image

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 PostPosted: 12 Apr, 2012 
 

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Looks good. :)


I hope you dont mind some balancing feedback. 8)

AEON Balancing Issues

I noticed that the AEON have some trouble winning in a fair fight. Especially most of their Battle Mechs are somewhat underpowered in comparsion.

The Cougar:

The Cougar is in fact quite perfect as it is now. Its armor may be thin like paper but the main beams hurt a lot for a mech this size. Sounds like AEON to me, not overly high armor, low rate of fire but devastating firepower. (for its size) Keep it the way it is. BTW, love the graphic of the main beams. :)


The Uziel:

I am afraid that the Uziel is not worth building at the moment. It has the weakest firepower of any Battle Mech. Even the Owens does more damage. Perhaps you should increase the firepower of the PPCs. A lot.

The Enforcer:

Although of laughable firepower the very powerful EMP weapon makes quite up for that. A wonderful support unit, tough enough to withstand a few heavy hits. Keep it the way it is. It however needs a companion that can dish out enough damage to use the EMP blast effectively. BTW, perhaps you should reduce the loudness of its arm guns.


The Nova Cat:

The Nova Cat would be perfect for this role, however it has a terrible weakness. Its firepower is pathetic for a Mech this size and cost. In fact, the Cougar does more damage than it! It doesnt stand a chance against a serious Mech Assault. The main problem is that the green laser, although looking quite impressive has very low DPS (damage per second). It does decent damage, but it does so too seldom. Against the rocket heavy Cybran Mechs it often tends to die before even coming into range.

Suggestion: Keep range and recharge time the same, but at least double the firepower of it.

Suggestion 2: Increase the secondary beam damage by 100 %. It is nice that it does well against many small units, however against anything heavy the left arm is basically worthless.

or

Suggestion 3: Change weapon system of the left arm totally. The Cougar main beams (with a bit increased firepower) would fit to it perfectly. :) So make them not burst like every other seconds but all few seconds a continueos beam.


So much for the AEON, I hope it helps. :)



The Cybrans are the most powerful faction ingame right now. They Mechs are mostly awesome for their price and their initial rocket salvo is difficult to survive against. The UEF can decently hold the line thank to the Mayhems thick armor and the lovely finality of the Rampants main gun :twisted:

Keep up the good work! 8)


PS: Here a chart of the Battle Mechs ingame, sorted by firepower.

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 PostPosted: 12 Apr, 2012 
 
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Dude that tank look like a C&C unit.

If I were you I would definitely add that tank to the UEF.

I would in fact,even add a smaller and shorter single barreled cannon facing the rear and give it only a 90 degree/left to right firing arch in case any enemy units get behind it.

Also if you want some ideas for aircraft & ships,visit my Homeworld Art Gallery that I created of the ships that I've been building for some mods there. http://s157.photobucket.com/albums/t75/ ... fications/


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 PostPosted: 13 Apr, 2012 
 
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Thank you Arakhor for the useful info. I never measured the DPS of any of my units myself. xD
About the changes you suggested, I will think about them. I agree about the Aeon mechs tho, they are a bit weak.

anyway, progress is extremely slow these days, Ive been alot with friends and outside just driving around having fun. :)

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 PostPosted: 13 Apr, 2012 
 

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burnie222 wrote:
anyway, progress is extremely slow these days, Ive been alot with friends and outside just driving around having fun. :)


Bah! real life stuff is overrated, you should add the thing i asked you to add :P

glad than you are having fun through, i hope you tease us with something soon, playing super robot wars games make me want more robots killing each other


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 PostPosted: 16 Apr, 2012 
 
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i have a suggestion for the mechs in your mod, i was thinking that i usualy pegged the uef for rockets, not the cybrans. maybe you could change that to a laser barrage in furure mechs, though you can keep the ones you have now as they are. Also you should try some experimental tanks, your other tanks are so good and it would be good to have something to tank while the mechs did the damage.
Also i new idea for a unitis a t3 tank that fires a strat bomber bomb as a sort of "tank obliterator" and also a series of t3 spider bots with artillery aa and what not, but it seems weird to have and experiemntal version of a unit that doesnt exist! Also, since you have 3 mad cats, it would be cool if you made one aa, experimental rocket flak!!!
greatstuff, keep ut the good work with the mod and i like you maps too.
Ps. Just played a game on aeon region were my army was 7 monkey lords, 4 ticklords (bo), an avalanche, 2 basalisks, 3 mad cat mk4 and 2 mad cat mark 2, and a general assortment of tech 2 and 3 units. It was awesome!!!

Edit: i was wondering if you might add t4 engies, even it you just mak it a giant t3 engie with 3 times the power of a t3 acu
edit: i was wondering if it was possible to make it so that t3 can run over t1 and t2 can run over labs and armored assualt bots can run over t2? that would be really cool and i love crushing stuff! :twisted:
*and do think its possible to make a shockwave emitter that deflects t1 artillery shots and some light gauss fire, not a sheild, more like a reverse magnet.(this is for any modder that has an idea not just total mayhem)

Thank you, for making my favorite game all the more awesome!!!


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 PostPosted: 18 Apr, 2012 
 

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Bug report: Cybran Experimental Mobile Cloakgenerator

once you turn the cloak off if you put it back the cloak effects on the unit are doubled and the games lags. If you turn off the cloak a second time the cloak effects won't go away and if you turn the cloak back the effects are once again doubled and the game lags even more.


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 PostPosted: 22 Apr, 2012 
 
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So I (finally) get around to playing 1.16... :shock:

That new Six legged Exp arty for Cybran is AWESOME :!:

Grrr... I normally play BO:U and so running it and Mayhem at the same time is kinda <OVERKILL> but, that beautiful, beautiful, unit. :cry: I just have to play both at once.

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 PostPosted: 23 Apr, 2012 
 

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Here i am again, playing Forged Alliance and its awesome mods. This one just kicked in my eyes with awesome tank design (looking forward for tank experimentals, mech are awesome but i like tank more), really great stuff. I can see a bit of balancing issue, but i'll simply mod it by myself.

@Arakhor: great post, i'll use it as a base for my personal modded stats


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 PostPosted: 23 Apr, 2012 
 

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holy internetz, this mod is freakin' awesome! :lol:

i must nerf the uber defensive turrets, anyway. the experimental ones are a bit OP


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 PostPosted: 24 Apr, 2012 
 

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It's just an idea :), but maybe to endear
I have an idea about Rampart.
How about making his main cannon active after deploy, something like the T3 mobile artillery, and if he also added some weak air defense, better for me to call him an experimental mobile fortress.


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 PostPosted: 24 Apr, 2012 
 

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Dekker wrote:
It's just an idea :), but maybe to endear
I have an idea about Rampart.
How about making his main cannon active after deploy, something like the T3 mobile artillery, and if he also added some weak air defense, better for me to call him an experimental mobile fortress.


good idea burnie :)

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 PostPosted: 02 May, 2012 
 
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In pack with TVg, 4DC and BlackOps this mod is balanced enough, giving land experimentals and defences some extra punch. To be in line with the most played mods, Total Mayhem really need only one thing: someone to start side project that adds Seraphim stuff and bring that faction back to the frontlines.

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 PostPosted: 02 May, 2012 
 
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MasterKane wrote:
In pack with TVg, 4DC and BlackOps this mod is balanced enough, giving land experimentals and defences some extra punch. To be in line with the most played mods, Total Mayhem really need only one thing: someone to start side project that adds Seraphim stuff and bring that faction back to the frontlines.

Hes starting to make Seraphim stuff. The Seraphim are the hardest faction to make models for. Give him time.


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 PostPosted: 02 May, 2012 
 
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brandon007 wrote:
Hes starting to make Seraphim stuff. The Seraphim are the hardest faction to make models for. Give him time.

Looks like I missed something or was reading thread with too little attention, because last thing I heard was that Seraphim are not planned. That's a good news anyway, I'll be waiting for upcoming releases.

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 PostPosted: 02 May, 2012 
 
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MasterKane wrote:
brandon007 wrote:
Hes starting to make Seraphim stuff. The Seraphim are the hardest faction to make models for. Give him time.

Looks like I missed something or was reading thread with too little attention, because last thing I heard was that Seraphim are not planned. That's a good news anyway, I'll be waiting for upcoming releases.

Burnie and I sometimes talk through steam, So sometimes I can know things before anyone else. What kind of units he is working on, I dont know.


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 PostPosted: 04 May, 2012 
 

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This really is a fantastic mod which is great fun to play and seraphim offer some real scope for some very interesting units.

I'm really excited to see what burnie222 can come up with :)

I think the status is still Seraphim are not planned.
There are no guarantees. Even if he is working on it.

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