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Thanks, I just noticed. I didn't realize my pistol had one until I swapped it once and then took it back. Only then did the game tell me I had to activate the laser.
So, that pistol is the only weapon with the laser sight?
I have a question.
Have laser sights been removed from the game? I just started a new game and my starting weapons are supposed to have laser sights (the pistol and smg). However, they don't. Is this intentional?
Released right at the end of summer.... Well, I didn't need to study anyway.
I thought it would be a great idea to allow fire weapons and acid weapons to clear garrisons, but on second thought, that would render garrisons far less useful. It worked in generals because units were generally slower/less maneuverable and had far less hp.
It would make sense to install some kind of turret, to reinforce the "Fist" part of the name. Plus, is there any clear reason you can only build one? Also, will this new functionality replace the ability to build units? Finally, does this replace the regular crane?
The least I can say here is that I'm really, really excited for this, and the most I can say would still be an understatement.
Yes, yes, yes! That's exactly what I meant with my 'battle base' suggestion. I love this.
Any progress on bots? I can't find anyone to play with. There are bots for TFC; maybe someone can port them over to this?
Good point below.
Any progress? Please share.
True, but IMO it was too similar to the vortigaunt. Originally the panther eye was to behave like... a panther. It pounced and clawed at you. That would've been interesting.
No wonder the dogs are afraid of them. They know....
I think they're making a source sequel to both Azure Sheep and Point of View in the same source mod.
Tell me that cutting down zombies and soldiers with unlimited ammo, powerful weapons, and explosives that blow them to bits isn't fun. If you read my comment, I said 'replay' the game.
I want to play UnderHell for its impressive visuals, stark atmosphere, rich storyline, deep and interesting characters, and finally for its awesome combat and mechanics. I think that going through the game again with some extra ammo and health would let me appreciate the game's combat even more. I'm anticipating your reply, Mxthe.
Seriously, though, any news?
I remember in the prologue it was quite difficult to cheat using the console, and I felt that was intended. I can understand that you don't want people to spoil their experience by cheating, but I think you should leave it up to them. In an awesome game like this with lots of action, I always like to replay it, but with cheats, for maximum fun. This game is particularly suitable because it's non-linear and full of lots superb action, not to mention that enemies seem so much fun to kill.
My question is: Will you make it easier to cheat this time around (summoning items and weapons, god-mode, stamina, etc...) for those interested? If not, can you please consider doing so? Unless it's too much of a hassle; in which case, I don't want to burden you more than you already are.
"Theyyyyre waitinggggg for you gordonnnn,"
*looks at avatar*
This is a good example for the dictionary definition of irony.
Calm yo tits, people. I think it would help everyone if you just check every few days rather than daily. You know, occupy yourselves for now; the mod will be released eventually.
Those missile pods are HUGE...
Wait, I'm not sure how this is related to the USS classes. Do you get to choose a profession or is that just for NPCs?
On a related note, will the USS classes each have their own config file? In case I have to modify the classes to my liking.
BTW, Great work!
One of the few faces that look good, IMO. I just really don't like the changes to the main characters, mostly.
"Corporal 'Shepard', eh? Sounds more like corporal 'dog meat' to me!"
So, Act I contains how many missions?
Also, have you settled on the current arsenal for the three sides?
Anyway, I wish you success on polishing this work of art ;)
My guess is that the campaigns are already finished, and that they're just waiting for Ares 0.3. Therefore, I don't think it would make sense to do that. However, I think it would be awesome if they release a version that works on Ares 0.2. It'll probably have features missing but it would definitely satisfy all us fans (me, at least).
Wow that looks pretty big.
Melee attack only?
Also, does it have infantry, light vehicle, or heavy heavy vehicle armor?
All in all, pretty neat.
Very nice detail.
I know this might be too early, but... any ETA?
PS. I'd just like to say that your English has improved significantly from when I first started tracking this mod ;)
A quick question:
What happens when you run out of endurance?
1)So, the limit for one unit is 2 attacks?
2)I don't understand; what’s impossible? The ability to attack ground? Shroud revealing support powers can't be used repeatedly. If it's possible to attack ground, I can remember the location of the Generator and destroy it even after it re-shrouds the place.
Just think about it: spamming Gap Generators completely negates the use of siege weapons, making some situations (like spammed defenses) very hard to deal with. They're not even that hard to spam: 1500 each.I don't know; just make the Gap Generator a bit less OP somehow. You know better than I do; please figure something out.
Now a few suggestions:
1)I think Morales isn't as good against infantry as he ought to be. Same thing with Rahn (but to a lesser extent). I know they damage all infantry in a straight line, but infantry lining up doesn't happen often enough to be reliable, not to mention the required micromanagement. I suggest making them (especially Morales) have a separate attack for vehicles and for infantry, with the infantry attack being faster. It's clearly possible, as demonstrated by the Abrams.
2)Make it possible to force-attack shroud, and/or make the Gap Generator attack-able through the shroud. Normally, cracking a well defended base would be very difficult without siege units. With Gap Generators, even using siege units is a pain because you can't target anything.
3)If it's possible, make smaller aircraft like the Invader, Warhawk, and Wolfhound land when ordered to deploy. This way, you can repair them normally, and you can remove the auto-repair from them, which doesn't make a lot of sense.
4)This isn't really a big deal, but how about giving brutes an auto-heal ability? It kinda makes sense, seeing as they already have super-human powers, and it would make them a viable choice next to the ranger.
I wish to express my sincere appreciation for taking the time to read my comments. Cheers.