CSMech 1.0

Discuss and provide feedback on Maps. Also for any Mappers who have questions.
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captainsnarf
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Re: CSMech 1.0

Post by captainsnarf »

New version, download here CSMech_1.1.zip

1.1
- change numbering scheme, add version number to vehicle name
- more jump tweaks, fix bug of holding jump does double jump, fix bug allowing triple jump
- reduce flaktron primary damage by 50%
- slow flakatron fire rate by 20%
- reduce linkatron secondary damage by 25%
- reduce linkatron secondary range by 20%
- fix linkatron beam damage type
- fix shockatron trace range
- update mutator vehicle swaps to better work on torlan
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pooty
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Re: CSMech 1.0

Post by pooty »

Loaded on the server...
I played a bit offline, still feels like Linkatron is pretty potent, but have to see in online play.
The two maps Torlan-MechTest and AJY-Randomizer will have the updated mechs
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captainsnarf
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Re: CSMech 1.0

Post by captainsnarf »

Started on SniperMech
Image

This one uses the 'xan' robot mesh. It has some different properties so took a bit to get it working.
1. FlameMech - Wide area flame thrower (mostly just good close up)
2. SniperMech - Large Lightening Gun - Slow Fire Rate good from Distance.
3. SpankerMech - You know you want to do this one
4. ShieldMech - Has Shield, works like Aegis,Pali (shield and near area blast) -- maybe leave out the distance weapon for balance.
Not sure about #3. Isn't that just a slightly different Shock Mech? Flame mech could be interesting. I don't have any mods that do fire currently.

If the ShieldMech can shield itself it's going to need to be a huge shield.

It seems like you could stuff any of the weapons in a mech and make a giant version of it. BioMech, SpiderMineMech, MinigunMech... even the weird mods would work like HeliosMech, PepperShotMech. I even thought of putting that transdimensional disruptor thing on a mech. It all seems too OP though :D
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captainsnarf
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Re: CSMech 1.0

Post by captainsnarf »

Oh, and these are the current horns:

Flakatron
0=The good, the bad, and the ugly theme
1='roger roger' from starwars

Rocketron
0=Soundwave saying 'Operation destruction'
1=Soundwave saying 'Increase efficiency or be terminated'

Shockatron
0=Ride of the Valkyries
1=Cavalry charge

Linkatron
0=Voltron
1=Soundwave saying 'Prepare to counter attack'
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pooty
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Re: CSMech 1.0

Post by pooty »

Hmm.. I have to find the key for the alternate horn now.
Would be fun to have a shield mech crouching, shielding a sniper/shock mech.
I agree, I don't think we need one for every weapon though.
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Enyo
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Re: CSMech 1.0

Post by Enyo »

captainsnarf wrote: Mon Nov 22, 2021 11:36 pm If the ShieldMech can shield itself it's going to need to be a huge shield.
Not necessarily... can't the mechs crouch? Make the shield just big enough to shield the whole mech only when crouching. That should be big enough to shield a node, or like pooty suggested, another mech or vehicle. I mean, it's not like the Turtle doesn't have an enormous shield... can you imagine a TurtleMech though? Prob a bit much.
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captainsnarf
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Re: CSMech 1.0

Post by captainsnarf »

New version available! Download here CSMech_1.2.zip

Changes in 1.2
- reduce flakatron and linkatron health to 1600
- reduce rocketron health to 1800
- increase shockatron health to 2000
- implement headshot logic, mechs can now be headshot by weapons that support it (lightning gun, sniper rifle)
- made it easier to double jump
- Add snipetron at 1400 health with lightning gun and hover-jump. Double jump to start hover
- lightning gun does 280 base damage (70x4) and spawns up to 3 random sparks that do 50% damage if they hit (same as regular lightning gun)

I ran out of vehicles to swap. The mutator swaps snipetron for leviathan but there is no levi on torlan. You might need to add it to a map to see it.
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pooty
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Re: CSMech 1.0

Post by pooty »

I'll try to get it on the server today, once I get done shoveling snow....
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Enyo
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Re: CSMech 1.0

Post by Enyo »

pooty wrote: Sun Nov 28, 2021 9:10 am I'll try to get it on the server today, once I get done shoveling snow....
Is there any way to add another mech or 2 at the core on Torlan? Only 3 mechs leaves a bunch of players on foot.

A lot of players seem to like the mechs... any plans to add them to more maps soon, or are we trying to perfect them first? Seems they're "good enough" to add to another randomizer map, like Dria, or maybe MassDestructuon?
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pooty
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Re: CSMech 1.0

Post by pooty »

I didn't get time to do the update. I'll be travelling for work (Las Vegas!) this week, so I won't be able to update anything, but yes I planned on adding at least snipertron to Torlan.

I've added them to AJY Randomizer. Probably add them to a couple of other maps too. The only difficult part on some of the randomizers is the Mech don't usually fit in the buildings (eg. Minus). I'll probably add a few to less played maps too.. Mechs do well with open spaces and less stuff to get caught up on.
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