Page 2 of 16

Posted: 23 Dec 2006, 08:16
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.

Posted: 23 Dec 2006, 08:24
by smoth
cool, I'll add you to the thanks section.

Posted: 23 Dec 2006, 08:31
by Pxtl
w00t! I get a credit! I've never gotten credit before! I feel so loved.

Posted: 23 Dec 2006, 09:04
by smoth
no problem, you are added in the thanks section

Posted: 23 Dec 2006, 10:13
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.

Posted: 23 Dec 2006, 11:08
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.

Posted: 23 Dec 2006, 11:56
by 1v0ry_k1ng
spamming the cheapest zeon mech ftw

Posted: 23 Dec 2006, 14:39
by smoth
could you fire the replay of that to me?

Posted: 23 Dec 2006, 16:56
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?

Posted: 23 Dec 2006, 18:02
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.

Posted: 23 Dec 2006, 18:04
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.

Posted: 23 Dec 2006, 18:33
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!

Posted: 23 Dec 2006, 19:09
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...

Posted: 24 Dec 2006, 05:37
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).

Posted: 24 Dec 2006, 05:40
by Zoombie
Screen shots, you say?

Posted: 24 Dec 2006, 10:27
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.

Posted: 24 Dec 2006, 11:41
by Dragon45
As always, take some secks screenies on LathanStanley's black swamp map. It complements a good mod nicely...

Posted: 24 Dec 2006, 13:30
by smoth
As much as I like lathans map, giant sureal swamp is a bit too scifi for gundam.

Posted: 25 Dec 2006, 05:11
by Zoombie
Brave Zeon pilots attack the gutless Federation!

SEIG ZEON!

Image

Posted: 25 Dec 2006, 05:23
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?