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 District 9: Alien Armory 
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Joined: Thu Feb 12, 2009 1:47 am
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Post Re: District 9: Alien Armory
411570N3 wrote:
Note to self: Don't try to use the microwave gun on dropships or rockets.


I can tolerate the lag. It pays off in awesome.


Sun Nov 15, 2009 2:22 am
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Post Re: District 9: Alien Armory
One of the first mods I've downloaded, and just recently seeing District 9 this is amazing. The prawns are extremely fun battle stations, and tearing down incoming enemies is so much fun ^_^. Everything looks good, but as mentioned the prawns fall over a bit. Also, the Mech seems to be a little weak, its weapons are perfect (<3 the rocket launcher), but it falls apart to easily.
4.5/5 :D


Sun Nov 15, 2009 4:29 pm
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Post Re: District 9: Alien Armory
Mm! Thx thx!=) For a good words!=)
Patch 001 Now Available at main post=)


Mon Nov 16, 2009 8:05 pm
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Post Re: District 9: Alien Armory
Would it be possible to make the tractor/gravity gun catch multiple projectiles and bullets? It does that in the film and it looks fun >:D


Mon Nov 16, 2009 8:44 pm
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Post Re: District 9: Alien Armory
Yeah, sure!
It will be soon, I planed it week ago, but yet have no time to done it :)


Mon Nov 16, 2009 10:45 pm
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Post Re: District 9: Alien Armory
You should really take some artistic liberties with this mod and make it huge! BECAUSE I LOVE IT SO MUCH! also, put what version next to the title example: District 9: Alien Armory v 1.1 Keep on working hard! Also say what new versions do, and what youve changed.


Fri Nov 20, 2009 7:09 am
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Post Re: District 9: Alien Armory
ZOMGUSH! I love D-9, I've been waiting for a mod to come out. Can't wait to try this one, man!


Fri Nov 20, 2009 9:38 pm
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Post Re: District 9: Alien Armory
This is an awsome mod I love how there intenas move and the weapons are awsome and the mech is crazy :grin:


Sat Nov 21, 2009 2:29 am
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Post Re: District 9: Alien Armory
adadadp wrote:
You should really take some artistic liberties with this mod and make it huge! BECAUSE I LOVE IT SO MUCH! also, put what version next to the title example: District 9: Alien Armory v 1.1 Keep on working hard! Also say what new versions do, and what youve changed.


1) Weapon balance, smaller damage and rate
2) Mech balance, more armor and HP
2) Prawn balance, more armor and HP


Sat Nov 21, 2009 6:44 am
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Post Re: District 9: Alien Armory
Methelina wrote:
2) Mech balance, more armor and HP
2) Prawn balance, more armor and HP

Fixed.


Sat Nov 21, 2009 6:47 am
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Post Re: District 9: Alien Armory
HP should be kept at 100, or it does strange things to the buying price.


Sat Nov 21, 2009 7:02 am
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Post Re: District 9: Alien Armory
The prawn armor should be their exoskeletons. When shot off the show off the intensely vulnerable innards of the prawn.


Sun Nov 22, 2009 12:28 am
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Post Re: District 9: Alien Armory
wutangfan1990 wrote:
The prawn armor should be their exoskeletons. When shot off the show off the intensely vulnerable innards of the prawn.

That, would be awesome.


Sun Nov 22, 2009 7:28 am
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Post Re: District 9: Alien Armory
And perfectly possible, except on the arms. Not that hard to do, either.


Sun Nov 22, 2009 10:29 am
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Post Re: District 9: Alien Armory
im liking the stronger prawns thanks to the new update :)

I had one smashed through a doorway by a dropships rocket, he sat propped agains a wall and steadily bled out, while twitching (and covered in blood). I came back to him later and he was in the same position (but dead). It was sort of epic :D

Oh and I notice that the coalition have a problem with shooting the hell out of dead prawns, even when they are nothing more than red smush. Must be allergic to seafood (end bad pun)


Sun Nov 22, 2009 1:57 pm
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