Gundam 1.1 - Page 2

Gundam 1.1

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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

smoth wrote: Also pxtl, were you not the gent who made the repricer? If so, I need to add a thank you on my site, that is a spiffy tool.
Whoa, somebody uses my repricer other than kiddies making omgwtfubermods? Good to know. Makes me proud of my errant child. I have a much (much, much) bigger version of the same project as a work-in-progress, but constant feature-creep has kept me from building a stable release.
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smoth
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Post by smoth »

cool, I'll add you to the thanks section.
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Pxtl
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Post by Pxtl »

w00t! I get a credit! I've never gotten credit before! I feel so loved.
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smoth
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Post by smoth »

no problem, you are added in the thanks section
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I played a match online yesterday and am still as confused about the unit purposes as I always was. Fed T2 makes me always wonder what unit has what strengths and weaknesses. For example the zook seems to be a heavy hitter but what is it's weakness when compared to e.g. the normal rifle dude? I'm not even touching Zeon yet because it's labelled as harder to understand and I barely understand the Feds.
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smoth
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Post by smoth »

zook versus beam rifle:

Description=Ground artillery mech;

BuildCostEnergy=2200;
BuildCostMetal=1100;
MaxDamage=4000;

zook range:600
Zook damage:600
Reload: 2.2

Description=Medium Longrange mech;

BuildCostEnergy=2800;
BuildCostMetal=1400;
MaxDamage=4000;

beamrifle range:750
beamrifle damage:600
beamrifle: 2
accuracy:800

So in short, the beamrifle is less accurate, faster reload with a longer range. I use the zook guns for assault because the range is not as necessary but I like the accuracy, it is really more a preference thing. Beamrifles also can shoot air. Which is a big difference.

so for example... take the bazooka gun and beamrifles together... you assault.. the beam rifles get distracted with aircraft. Hence why I like the zook for assault but the beamrifle's antiair ability IS nice. It depends on the situation really.

*edits* as a note about zeon and feddy...

Feddy late game economy uses energy... zeon uses metal... that is one thing that makes zeon harder.. the zeon units also require more micro. A kampfer and 3 doms is harder to use then a rx78 and 3 sniperIIs.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

spamming the cheapest zeon mech ftw
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smoth
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Post by smoth »

could you fire the replay of that to me?
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Very nice.

For some reason my first Kampfer I built couldn't aim the bazookas after activating it for a couple of times, the second one did though.

Then again the mechs with head vulcans should turn their head in the direction they fire (Ez-8, etc). Looks silly right now.

By the way isn't the Zaku1 actually a space suit?
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Aun
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Post by Aun »

Nope, there weren't many Zeon suits in that time period that we specifically designed for space use. There was a ground type Zaku 2, but the normal type Zaku 2 worked fine.
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smoth
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Post by smoth »

Rattle, I think I know what is and isn't a space use only suit. No. the zakuI works fine in atmosphere, Topps squad in 08thms uses a zaku
http://content.answers.com/main/content ... hOVA01.jpg
I did my research :P.
Then again the mechs with head vulcans should turn their head in the direction they fire (Ez-8, etc). Looks silly right now.
Looked really silly when they move. Springs fire arcs are not enough to properly control that animation without them pulling an exorcist when the unit turns.. or the heads bending at odd angles etc. The acguy was the best I could do and it does have animation issues in the right situation. I say that because I cannot limit the way a peice moves durring it's animation transitions.
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rattle
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Post by rattle »

I've seen a movie where it was stated that the Zaku 1 was a space suit which wasn't good on ground at all, that's why I mention this. I don't know much about gundam at all though :-)

Anyway I see all those little improvements over the last versions. Especially the hovering units are cool, DOM ftw!
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Gundam
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Joined: 30 Nov 2006, 19:09

Post by Gundam »

ver 1.1 is great.. especially the WhiteBase ho ho ho ... love it... :wink:

the size doesnt matter.. stick to real scale .. awesome...
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smoth
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Post by smoth »

I happy that many of you seem to like it. If anyone gets the chance, cool screenshots or demos would be good. While I may test the hell of out the mod, players are always inventing new tactics, strategies and ways of utilizing units. Demos are wonderfull ways for me to observe how people utilize aspects of the mod... and screenshots are good because I can put them on the site(if you can, have shaddows on etc).
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Zoombie
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Post by Zoombie »

Screen shots, you say?
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

I gave it a quick run, all units and effects look really cool, however the buildpics are rather poor, they could need some love.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

As always, take some secks screenies on LathanStanley's black swamp map. It complements a good mod nicely...
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smoth
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Post by smoth »

As much as I like lathans map, giant sureal swamp is a bit too scifi for gundam.
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Zoombie
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Post by Zoombie »

Brave Zeon pilots attack the gutless Federation!

SEIG ZEON!

Image
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Zoombie
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Post by Zoombie »

Federation ace's do battle above the Sahra. Improper flying causes the destruction of a full half the Zeon fighters. They were ordered to protect the Zeon commander, but the pilots accedentally rammed into their target and were damaged, meaing this

Image

Happend more often than not.

Bugreport AND screenshot! What more do you need?
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