Survival Mod for Aliens: Colonial Marines. It's goal is to make game more Survival and less COD like.

Report abuse ACM SurvivalMod v1.21 Mk1 Pulse Rifle v1.42
Filename
SurvivalMod_v1.21_Mk1_Pulse_Rifle_v1.42_fixed_RedDot.rar
Type
Full Version
Uploader
agatsuma
Date
Mar 31st, 2013
Size
31.43mb (32,956,454 bytes)
Downloads
106 (1 today)
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Description

Latest version. Fixed Pulse Rifle's RedDot sight aligning problem.) Goal of this mod is making ACM mode Survival style game, instead of COD like game. Rebalanced weapons and Aliens. +Real weapon parameters from Movie and Mk1 Pulse Rifle!)


Instructions:

1.Remove (BACKUP!!!!) PecanGame.upk and PecanGame.upk.uncompressed_size files from Steam\steamapps\common\Aliens Colonial Marines\PecanGame\CookedPCConsole

2.Copy PecanGame.upk from archive to Steam\steamapps\common\Aliens Colonial Marines\PecanGame\CookedPCConsole

3.Start game. without PecanGame.upk.uncompressed_size game will recognize uncompressed moded upk normally.

Made by Battou (Andrey Egorov) Russia.))

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ACM SurvivalMod v1.21 Mk1 Pulse Rifle v1.42
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EVIL_WEVIL
EVIL_WEVIL Mar 31 2013, 5:31am says:

Does the MK1 Pulse rifle replacement still support all the original attachments from the MK2?

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agatsuma
agatsuma Mar 31 2013, 5:49am replied:

Yeah, all sights, underbarrels and attachments. But it doesn't support paints. Silenser is a bit dip in PR, will fix it if I find anything else to edit.

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Guest
Guest Mar 31 2013, 6:20am says:

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agatsuma
agatsuma Mar 31 2013, 9:15am replied:

So you want rebalanced damage, dut default's slower RPM, smaller magazine and Mk2 visuals? If so - I can make it.

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Guest
Guest Mar 31 2013, 7:08am says:

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agatsuma
agatsuma Mar 31 2013, 9:13am replied:

I can make a harder version with, for example, x6 damage for the Aliens, so it'll be one hit kill.

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Guest
Guest Mar 31 2013, 7:30am says:

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agatsuma
agatsuma Mar 31 2013, 9:12am replied:

Sorry to hear that.

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Guest
Guest Mar 31 2013, 9:15am says:

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Guest
Guest Mar 31 2013, 9:17am says:

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agatsuma
agatsuma Mar 31 2013, 9:26am replied:

And who id dtronger? By default Aoldier, Lurker and Spitter deal equal mele damage, 40. I'v upped it to 120. Will test it to one hit on bad ***. And is it now three hits with full armor? I think armor must stop at least one hit. And there is Survival mod with Mk2 visuals, v1.2. I can make version with standart 545RPM for PR and 600 ROM for Smart gun, and 450 RPM for Sentry, and 40-60 magazine size for PR. But I realy don't understand why vould you want that.

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Guest
Guest Mar 31 2013, 9:28am says:

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agatsuma
agatsuma Mar 31 2013, 9:48am replied:

well my mod dont unlocks any uprgades. Ok, will do, but tomorrow, need some rest.

+1 vote     reply to comment
Nightstorm
Nightstorm Mar 31 2013, 10:13am says:

Hey, awesome work again. Getting better and better. Two things I noted that have not been addressed yet.

1. Can you make the Fire Bomb grenade launcher look the same as the frag grenades? Currently it looks like the MK2's and doesn't align.

2. When you have the expanded magazine selected for 99 rounds, it skips the clip reload/sound and goes straight to cocking the handle. This one isn't a real big deal as I like the 95 rounds from the movies anyhow.

You already know about the paint and the silencer issue. Keep up the great work :)

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agatsuma
agatsuma Mar 31 2013, 10:39am replied:

Thanks!)

Just checked reload sound with extended magazine - all is fine.

Will make firebomb launcher in a few days, along with silenser alignment, and will try to mace paintings to work correctly with Mk1 model.

+1 vote     reply to comment
agatsuma
agatsuma Mar 31 2013, 2:37pm replied:

Realy was a problem when reloading while firing with extended mag. Fixed. will be in next version.) Thanks.)

+1 vote     reply to comment
isogamer2009
isogamer2009 Mar 31 2013, 4:28pm says:

Such quick fix for the dot sight issue! Simply awesome man.

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Guest
Guest Apr 2 2014, 6:00pm says:

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Aliens: Colonial Marines Icon
Platform
Windows
Developed By
agatsuma
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Release Date
Released Mar 23, 2013
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MD5 Hash
aaa38f88f7125bad9fbda7bf5ff97bfe
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