Two teams of marines engaging in large-scale vehicular carnage
Here it is, bg-sorrow_update4! The latest in trite bloodgulch AI mods! Two teams of marines wage war over the mysterious land of BG-Sorrow, which has raged non-stop for 4 generations. They will fight all over the map, and are fully capable of pushing each other all the way to their respective bases at times. They will also intelligently use vehicles to their advantage. Watch out for rocket hogs and scorpion tanks!!
NEW ADDITIONS/CHANGES:
Significant improvements to scorpion and warthog AI, Scorpion drivers are now a lot more responsive to their surroundings and warthog drivers will freely move around the map
Four generations of war have turned BG-Sorrow into a dusty wasteland, it is now a desert.
Raised the number of troops Blue team starts with to prevent curbstomping by Red (it's still plenty fair, trust me)
Marines can now melee each other in combat
Shotgunners now have a chance to leap at their enemies
Flamethrowers have unique animations for their weapons (credit goes to elefant for this!)
Vehicles no longer have a fixed respawn timer because that was terrible scripting on my part in update3 I admit it. Now the AI will get in them voluntarily.
Nerfed Scorpion drivers' accuracy a little
Chaingunner: A new addition to the ranks of the warring marines, this guy runs around with a portable warthog chaingun cutting enemies down left and right. The chaingunners make an excellent anchor point for whenever the AI decide they want to push against the other team. Credit for biped goes 100% to elefant, all I did was make it color changeable
Officer: The officers run around with gaudy attitudes, the latest in insanely high-caliber handguns, and an obsession with plasma grenades. Officers' impromptu grenade artillery can significantly turn the tide of a battle should there be tanks crowding the area, he throws 'em like he's been playing baseball his whole life. If you see a hostile one, make it a point to take him out first unless you wanna see your team's vehicles end up unoccupied. Credit for biped goes 100% to elefant, all I did was make it color changeable.
Different unit types now use their own firing patterns with the AR
Standard Marine: Fires in short, controlled bursts, has a slight chance to fire full auto while maneuvering, medium accuracy
Unarmored Marine: Longer bursts with slightly raised pauses in between. Poor accuracy.
Lifepod Pilot: Uses semi-auto fire, good accuracy and consistent damage, but bad damage per second.
Spartan: Fires full auto with good accuracy, they are also more likely to throw grenades than their unaugmented brothers in arms. In addition, the spartans have received a slight health and shield buff from 100 to 125.
Added walking shade turrets for the AI and player to goof around in
Added Wraiths for both teams (did I already put this one in 3? I don't remember)
Added fuel rod spectres for both teams (special thanks to the Lumoria Team)
The Fuel rod spectre is a high priority target, their gunners will frequently shell half the map. Although the projectile is easily dodgeable, there's only so much the bots can do for self-preservation. If you want to push the enemy back to their base, then be sure to either capture theirs or keep them out of the gunner seat.
Have fun!
IMPORTANT!!!!! MAKE SURE YOU PLAY THIS WITH A GAMETYPE THAT HAS VEHICLE RESPAWNS SET TO "NEVER," OTHERWISE A VEHICANO WILL OCCUR
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