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 EAF - 4, January 2011 
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Post Re: EAF - 9/27/09
I love the gun effects, but the digger is very useless.


Mon Sep 28, 2009 1:05 am
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Post Re: EAF - 9/27/09
I also find the guns of this faction highly hazardous to the user. As any one-pixel scrap can detonate the projectile in the user's face. I think the guns should fire a penetrating round(normal bullet), and that bullet will emit the actual exploding shot after traveling a few-dozen pixels. This will help the use to fire through scrap or at point blank.

I also find them highly ineffective against doors. The rounds explode some 10 pixels in front of doors without harming them.

And finally, I think this isn't aiming to be a furry (as in, furry fetish) mod. The mod itself has interesting concepts and that's all it needed to make people like it.


Thu Oct 01, 2009 4:11 pm
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Post Re: EAF - 9/27/09
I also found this out the hard way, I was playing around in skirmish how I usually do, a big tower of snipers, and the kept killing themselves.
They were more expensive than Heavy Sniper Rifles, I assumed they would be better.

You need to work on the weapons and tools.


Thu Oct 01, 2009 10:51 pm
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Post Re: EAF - 9/27/09
I need to give it a more extensive look, but at a glance...

The art and theme fits Cortex Command far more than I had initially thought. The weapons are sound and the characters are well made. I can totally see, hypothetically, a small faction employing feline chicks as their primary combatants. It seems (from my somewhat limited glance due to interuption) that it's fairly well balanced, too!

Somehow, you made catgirl soldiers fit into Cortex Command seamlessly. I deduce from this that you are, in fact, a wizard. As such I give this my Keiseth The Mimic's Seal of Approval! Please do not light my house on fire.

If I had to offer a suggestion for improvement, I'd say the dropships need a slight tweaking, perhaps. They leave junk everywhere, which is neat, but it clutters the landing zone up. Maybe the gibs from the ship, after being scuttled, can evaporate or break down?

I'm not sure if scuttling was the intended means of exit, actually. Gotta try that again.

Edit: Didn't look at the tools and only tried two weapons, so I'll edit this in a bit. Still, either way, well done.


Fri Oct 02, 2009 4:00 am
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Post Re: EAF - 9/27/09
^I agree. Honestly, if this mod had no fur and no boobs, it would have 20 pages by now.


Fri Oct 02, 2009 4:09 am
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Post Re: EAF - 9/27/09
Contrary wrote:
if this mod had no fur and no boobs, it would have 20 pages by now.

It would also have 20 pages if it had more of each. Most of which would be flamefest, but still 20 pages.


Fri Oct 02, 2009 4:33 am
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Post Re: EAF - 9/27/09
Duh102 wrote:
Contrary wrote:
if this mod had no fur and no boobs, it would have 20 pages by now.

It would also have 20 pages if it had more of each. Most of which would be flamefest, but still 20 pages.


So in other words, this mod contains surprisingly tasteful furry boobs.

Anyhow, just figured I'd chime in, and say that this mod is heaps of fun. Seems to be balanced very well, especially with vanilla-style content. The fragile and inexpensive (skirmishing, I think) type factions seem to be fairly rare, as most people seem to prefer to make epic storming robots of doom.

The weapons themselves are quite nice. I actually don't mind the fact that they are a bit hazardous to the user; their somewhat random performance both on contact with the target and in the hands of the user goes well with a light faction. Makes it a bit more by-the-seat-of-the-pants, if that makes sense. They also have an overall higher damage potential than most of the CC weapons, which makes up for this slight unreliability.

In light of the retarded CC AI, they may have some flaws. But by themselves, I think they stand quite well. The sniper weapons might be able to use a reliability increase, as they fire so infrequently, but everything else seems fine to me.


Also, the whole getting cat legs working in CC thing. It's a bit odd, but quite awesome, and it certainly makes this unique. I think the cat legs almost work better than standard human legs, which is certainly impressive.


Fri Oct 02, 2009 5:41 am
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Post Re: EAF - 9/27/09
ok... on the weapons. i am working on a way to make them less... face melting when used in close proximity.
as for the projectiles bursting 10 pixels away from doors... i cant seem to figure that one out.


Fri Oct 02, 2009 7:47 pm
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Post Re: EAF - 9/27/09
Lifetime, with the gib being the harmful bullet, which inheritsvel.


Fri Oct 02, 2009 7:50 pm
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Post Re: EAF - 9/27/09
Things don't gib when LifeTime hits 0. Use this script:

Code:
function Create(self)
   self.LTimer = Timer();

function Update(self)
   if self.LTimer:IsPastSimMS(1000) then
   self:GibThis();
   end
end


Currently it is set at 1 second (1000 miiliseconds).


Fri Oct 02, 2009 8:32 pm
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Post Re: EAF - 9/27/09
woah cool, i will try it.


Fri Oct 02, 2009 8:39 pm
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Post Re: EAF - 9/27/09
Oh, I forgot to say that the time starts at 0 and counts UP untill it explodes. Not down.


Fri Oct 02, 2009 8:50 pm
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Post Re: EAF - 9/27/09
Elite Assault Felines?

First image in my head when reading that,
Image

This mod looks interesting, so I will test it later!

(bigger image here for any weeaboo's besides me here,
http://fc04.deviantart.com/fs16/i/2008/ ... ESeveN.jpg)


Sat Oct 03, 2009 4:37 pm
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Post Re: EAF - 9/27/09
Stop looking for lolis.


Sat Oct 03, 2009 4:45 pm
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Post Re: EAF - 9/27/09
Forgot to mention these before.

1) I haven't had any reliability issues with the weapons yet. Still haven't used the digger, though.

2) The dropships are AWESOME. I didn't see the first time, but the open/close animation is slick.


Sat Oct 03, 2009 11:15 pm
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