CSMech 1.0

Discuss and provide feedback on Maps. Also for any Mappers who have questions.
User avatar
captainsnarf
Posts: 294
Joined: Tue Jul 06, 2021 1:51 pm
Location: Washington
Contact:

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
User avatar
pooty
Posts: 575
Joined: Sat Apr 03, 2021 10:22 am
Location: Michigan
Server Sponsor: Yes
Server Admin: Yes

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
User avatar
captainsnarf
Posts: 294
Joined: Tue Jul 06, 2021 1:51 pm
Location: Washington
Contact:

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
User avatar
captainsnarf
Posts: 294
Joined: Tue Jul 06, 2021 1:51 pm
Location: Washington
Contact:

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'
User avatar
pooty
Posts: 575
Joined: Sat Apr 03, 2021 10:22 am
Location: Michigan
Server Sponsor: Yes
Server Admin: Yes

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.
User avatar
Enyo
Posts: 172
Joined: Mon Apr 05, 2021 11:27 pm
Server Sponsor: Yes
Server Admin: Yes

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.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
User avatar
captainsnarf
Posts: 294
Joined: Tue Jul 06, 2021 1:51 pm
Location: Washington
Contact:

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.
Post Reply