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I can empty three, four clips of AR on those grunts without even scratching their shields.
There are two Grunt variants with shields: Grunt Ultras and Spec-Ops Grunts. They both have fairly light shields that have long recharge times, although Ultras also get armored helmets that work like those on Brute Minors. Both the shields and the helmets only take a a few hits each to remove, and despite their sharing the Grunt Major's increased health pool both aforementioned Grunt variants will die in 2-3 AR bullets to the chest. I made sure to reconfirm that via testing last night, and what you said about the Assault Rifle not being able to do anything to them seems untrue.
Are you using the Tilt skull? I must admit I never play with that active, but I know it greatly hurts ballistic weapons' ability to strip shields. Perhaps that is your problem.
Don't take me wrong, I still love it, but there are some issues about how it works.
First of all, wraiths... too many tanks. I can't help but feel frustrated because I kill a tank and they immediately drop another one. Even if there are the turrets online. And strangely enough I still don't understand if they work or not. I put them online and sometimes they shoot, sometimes they dont.
The there's this thing of the AR. It's really great and I love to be able to aim at long distance with the scope, also, now the AR is so powerful I can use it to destroy wraith tanks. Yes, tanks.
But strangely enough, when it comes to a single grunt with shields... they can't do anything.
And btw, there was need for grunts with shields? I mean in canon grunts often are deployed even without weapons... let alone shields.
Brutes too.
I mean, it's almost perfect. If it wasn't for a couple of bugs (like corpses that disappear togheter with weapons and some Covenant models that are almost unkillable in the end)(I mean even brute chieftains and sangheili zealots can be killed but a space grunt with shields can't be handled) it would be perfect. A masterpiece.
I love it. Well done.
That requires some stuff (animation sequencing and triggers for multiplayer) that I don't currently know how to do, though, and time that I don't currently have. I just got married, but after my honeymoon I'm considering putting more time into this mod to try to improve things. Repairable guns are certainly on the docket.
i then proceed to get my colon pushed into my throat by the rapid fire wraith and "lil wraith"
all in all a fun hour n a half of holding out with my ODST n Marine allies
great map 10/10
I fully admit that I have slacked off working on this mod (life very busy, and I also got into other games like Helldivers 2), but I promise I will prioritize keeping it playable whenever I find out there is a problem. I'll update the description when I get around to fixing this.
Would love to see you make some more
Love it.
Indeed, it is. You can expect a fix tonight. Thank you for pointing this out to me.
It looks like the update is coming early! Or, at least, most of it. There are some big things I have in the works, still, that I was hoping to bring out with the latest features. They will have to wait, but hopefully not for long.
Though I have one major issue, and that's the lack of aim-assist, it kinda takes away from the experience for me just a bit. Everything else, I'm loving.
I'll see if I can get this out in a few weeks, once my cert exam is over and I've gotten my bearings in the new semester. I think there's a lot to look forward to.
and that is, to make it so that the covies have some consistant way to destroy the two falcon supports, as they kinda just bulldoze everything that makes it out of the drop ships to the ground without much issue, leaving only a few squads making it to the base
oh and also, is it possible to make it so that the AA turrets get disabled after a wave or two, just so that it adds more pressure on the player to keep them up and running as to not get murdered
also also is there any firefight wave settings you feel works best for the map?
I've got some things coming down the line for this map that I think you'll enjoy. I'm always grappling with resource limit issues, though, so we'll see about how it will be implemented. If I can build my own custom assets for the big blocks of sandbags, that will be a godsend and should allow a lot more complicated events to occur.
My only dream request would be more air support, and maybe more custom assets, possibly some spartans even? that's simply me trying to manifest,don't mind me hahaha, love the mods a lot. Thanks mate.
I think that behavior is a symptom of pathfinding errors. I've not had it happen to me much, but I may be able to put in a volume that will check for loitering AI and force them to get moving. I need to get better at coding AI behavior and objectives, anyway. Thanks for mentioning it!