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Re: CSMech 1.0

Posted: Sun Nov 21, 2021 10:18 pm
by captainsnarf
New version, download here

- 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

Re: CSMech 1.0

Posted: Mon Nov 22, 2021 9:27 am
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

Re: CSMech 1.0

Posted: Mon Nov 22, 2021 11:36 pm
by captainsnarf
Started on SniperMech

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

Re: CSMech 1.0

Posted: Tue Nov 23, 2021 6:30 am
by captainsnarf
Oh, and these are the current horns:

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

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

0=Ride of the Valkyries
1=Cavalry charge

1=Soundwave saying 'Prepare to counter attack'

Re: CSMech 1.0

Posted: Tue Nov 23, 2021 10:33 am
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.

Re: CSMech 1.0

Posted: Tue Nov 23, 2021 5:23 pm
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.

Re: CSMech 1.0

Posted: Sat Nov 27, 2021 12:26 pm
by captainsnarf
New version available! Download here

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.