Last Days WIP Thread - HS updates

Work-in-progress and discussion for the "Last Days" map pack.

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Deviss
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Re: Final Version WIP Thread

Post by Deviss »

Skyhammer_216 wrote:Semester's over, so I have time to mod, and I figured out was messing up my BF2 main game so can actually play non-modtools, so I have the motivation to mod.

Expect pretty regular updates on DS over the next month. :D
cool i am happy you back to mod, because i love this the same i love bfx :P waiting for news
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Re: Final Version WIP Thread

Post by Nova Hawk »

Skyhammer_216 wrote:Semester's over, so I have time to mod, and I figured out was messing up my BF2 main game so can actually play non-modtools, so I have the motivation to mod.

Expect pretty regular updates on DS over the next month. :D
Cool, I've been waiting patiently for updates for the DS2.
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Re: Final Version WIP Thread

Post by Sky_216 »

Gameplay/Side Update

So, for the last few days I've been working on changing the gameplay for the Last Days Era. The sides changes are big, and there's been (another) change in lineup.



Classes for each side are now:

+ 3 basic classes. Appear on every map.
+ 3 support classes. Vary depending on map.
+ 1 hero support class. Appears with certain heroes.

+ There's no longer an elite/legion unique unit class, the hero support class now has units from both. This was done because (a) can focus more on making each HS unit unique and (b) some of battlefront's memory pool limits (animation) were being pushed with the extra class.



Weapons:

+ Blaster type weapons now overheat, as they do in DT. It's a much better system in my opinion and improves gameplay.
+ Blaster weapons are now affected by range more, generally they lose more power with range than they did in the stock game, and some lose power to a greater extent than others. Others are the reverse - for example the Scout Classes' Longshot Rifles do more damage from a distance.
+ Many weapons are getting new (generally kitbashed) models made for them.



Basic Classes:


+ The basic classes are now:

Trooper - the basic rifleman. Effective at short-medium range.
- Blaster rifle - powerful short-medium range weapon. Quite accurate, good fire rate.
- Blaster pistol - standard sidearm. Best used if your main weapon overheats.
- AntiInf grenade (EMP Detonator/Radiation Detonator) (x3) - good against enemy infantry. Sticks to buildings.
- Thermal detonator (x1) - very powerful. large explosion, effective against infantry, vehicles and buildings.

Scout - a fast, long range, stealthy unit. Effective at long range.
- Longshot rifle - a scoped rifle, weak at close range, effective at long range. Essentially a watered down sniper rifle.
- Blaster pistol - standard sidearm. Best used if your main weapon overheats.
- Concussion grenade (x2) - effective against vehicles, disruptive to troops.
- Camoflauge - a partial stealth ability that doesn't runs out. Most effective when unmoving.

Engineer - a defensive unit. Effective at short range.
- Blaster carbine (clone Engineer) - a fast firing blaster. Effective at close range, very ineffective at long range.
- Spark welder (Engineer Droid) - heals allies, damages enemies. Close range only. Overheats and cools quickly.
- Fusion Cutter - the standard.
- Mines - powerful traps, do heavy damage and make a large shockwave when triggered.

+ The trooper and scout classes for both sides are, aesthetics aside, almost identical.
+ Among other things, camoflauge stops enemies from locking onto you.



Screens of the basic classes:
Hidden/Spoiler:
Image

Image

Image

Anyway, that's all for now. Expect updates on support classes soon.
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Re: Last Days WIP Thread (update 12 july)

Post by Nihillo »

Hey, range dependant weapons, that sounds like a neat idea. :)

How does this 'partial camouflage' thing work? The less you move the less visible you become or what?
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Re: Last Days WIP Thread (update 12 july)

Post by Sky_216 »

Nihillo wrote:Hey, range dependant weapons, that sounds like a neat idea. :)

How does this 'partial camouflage' thing work? The less you move the less visible you become or what?
Yep. At full sprint your completely visible, at a forward run your almost fully visible, walking slowly/backwards/sideways your less visible and completely stopped you're less visible to.

Update on the support units ASAP, got most of them done, here's something I've been trying to get ingame for about a day. Not perfect but getting there:
Hidden/Spoiler:
Image

Image
Dual Z6 Rotary Blaster Turret. Pretty much the same as the E-Web from DS V1 except for appearance. Campaign will have a bigger, badder version as an autoturret on some missions.
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Re: Last Days WIP Thread (update 12 july)

Post by Twilight_Warrior »

:eek: Can I have one? Like, in real life? Please? Lookin good, Sky, can't wait :thumbs:
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Re: Last Days WIP Thread (update 12 july)

Post by Sky_216 »

Hehe thanks.

Oh yeah, one other thing I should have mentioned earlier: No more random legions. Its a waste of file size and complexity for something that's got no practical use and I'd rather use that file size for extra maps and campaign missions. There'll still be some environment/map specific legions/clones though.
Sorry to everyone who made the legions :/. All of them do have at least one unit that still appears though, whether it be in a campaign mission, an elite unit or an environment specific unit.
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Re: Last Days WIP Thread (update 12 july)

Post by Nova Hawk »

Lol, that turret reminds me of the level-2 turret in Team Fortress 2 and if its anywhere near as powerful as it is in TF2 then its gonna pwn. :thumbs:
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Re: Last Days WIP Thread (update 12 july)

Post by skelltor »

wow looks great sky :thumbs:
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Re: Last Days WIP Thread (update 12 july)

Post by carfanaticphil »

It's all looking great Sky :) DS V1 was great, can't wait for this release.
That turret looks great btw :thumbs:
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Re: Last Days WIP Thread (update 27 july)

Post by Sky_216 »

Finally, support units batch #1!
Big thanks to AQT for the new clone legion skins!
Also thanks to icemember and co. for the heavy gunner model.

Support units work like this - three show up per side on each map. There are three "regular" support units for each side, and two others that can show up as replacements on certain maps, the Demolition Specialist/Demolition Droid and Clone Sharpshooter/Droid Sniper.
Anyway, here are 4 of the 5 republic support units (the last possible support unit, the sniper, hasn't been made for either side yet).


Clone Medic
Hidden/Spoiler:
Image
The first Republic support class is the medic. Lightly armed with a pistol (2 handed, with greater accuracy and power), the medic's main use is deploying Bacta Pods that regenerate the health of all Republic units in the area and powerful Stimulant Packs that boost units' Damage and Defence. The medic is effective as a defensive unit.



Jet Trooper
Hidden/Spoiler:
Image
Next up is the fast but somewhat fragile jettrooper. His main weapon is the Arc Caster, which can be charged up to increase power and conductivity. He also carries a selection of grenades - EMP for droids, Concusiion for vehicles and Thermal Detonators for simply blowing stuff up.



Clone Captain
Hidden/Spoiler:
Image
The third of the "regular" republic support classes is the captain. His primary weapon is a Shotgun, but he carries two very effective secondary support weapons. Rally increases allies defense. The Mounted Z6 Rotary Blaster turret can mow down droids with ease - but it leaves its gunner very vunerable to blaster fire and explosives.



Demolition Specialist
Hidden/Spoiler:
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Showing up on vehicle heavy maps to replace one of the above three units is the demolition specialist. Ineffective against infantry, the Demo is a vehicle and building killer, armed with a powerful rocket launcher, haywire grenades and demolition packs. The large amounts of volatile ordnance Demo's carry results in them occassionally exploding on death.
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Re: Last Days WIP Thread (update 27 july)

Post by sim-al2 »

They look nice! Very interesting how the Demo can explode...

How strong is the Jet Trooper's arc caster? I've never liked arc casters because they're always 1-2 hit kills. :roll:
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Re: Last Days WIP Thread (update 27 july)

Post by Nihillo »

sim-al2 wrote:How strong is the Jet Trooper's arc caster? I've never liked arc casters because they're always 1-2 hit kills. :roll:
Yeah, but keep in mind they have a very slow rate of fire, specially when you are trying to charge it up; they also have a limited range. I believe any drastic damage reduction to the arc caster would render it useless.
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Re: Last Days WIP Thread (update 27 july)

Post by Eaol »

I never liked Arc Casters because of how long of an interval is between each shot and how little damage they cause.
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Re: Last Days WIP Thread (update 27 july)

Post by sim-al2 »

Clarification: Really because of the stun they have. Basically get hit and your dead, even if it takes another shot... :x
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Re: Last Days WIP Thread (update 27 july)

Post by chubber »

Can't Arc Casters also "jump" from unit to unit? I think that makes them fairly effective. And they're still good at fighting compared to the medic or some other unit...
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Re: Last Days WIP Thread (update 27 july)

Post by Lagomorphia »

The large amounts of volatile ordnance Demo's carry results in them occassionally exploding on death.
Bye bye Jedi. :D

Remindes me of what happens to Incinerator Troopers in The Force Unleashed if they crash into something too hard.
replace one of the above three units
Is this random or fixed?

Are the CIS Support classes different (as in purpose)? The engineer can fix its allies (will the AI do this?) so a repair droid might be, while more effective, slightly redundant.
I'm also inclined to think they might be different because we haven't seen the Super Battle Droid or Droideka yet.
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Re: Last Days WIP Thread (update 27 july)

Post by kinetosimpetus »

My AI pilot droid has used its fusion cutter to repair me. So it probably will here too, but it might be rare.
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Re: Last Days WIP Thread (update 27 july)

Post by Sky_216 »

CIS (standard) Support units!


Security Droid
Hidden/Spoiler:
Image
The first CIS support class is the Security Droid. Its primary weapon is its Blast Cannon (shotgun), but its main focus is its secondary weapons: Neuropoison Grenades (slower damage than fire but only affect clones) and Swarmer Turrets, which fire small, slow moving droids that home in on and explode on enemies.



Super Battledroid
Hidden/Spoiler:
Image
The Super Battledroid is slow, heavily armoured and fairly simple. It has a high fire rate, fast cooling Wrist Blaster and high powered Tri-Shot as its main weapons and a Melee Attack as its secondary weapon.



Droid Captain
Hidden/Spoiler:
Image
The last of the "regular" CIS support units is the Droid Captain. Its weapon is an Assault Rifle with Blaster (salvos of shots) and Grenade Launcher modes. Like the Clone Captain it also has a Rally buff.





Lagomorphia wrote:Is this random or fixed?
Fixed. Units that appear depends on the map. It would make no sense having rocketeers/snipers on a map like say, torvik, where there are no vehicles and the maximum distance a unit can be away and still visible is about 50m. Basically the Sniper/Demo units will replace some of the "regular" support units shown above on certain maps.
kinetosimpetus wrote:My AI pilot droid has used its fusion cutter to repair me. So it probably will here too, but it might be rare.
The Welder the engineer has is more like the flamethrower in terms of odf code. Heals allies and damages enemies, so set the AI to target both allies and enemies. They're pretty good at repairing/attacking actually.
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Re: Last Days WIP Thread (update 27 july)

Post by Lagomorphia »

I meant are the ones they replace fixed; will the Demolition Droid always replace Support Class A on Map 1 or could it replace any of them?

So no Droideka? Or is that an elite hero support class? If it is, is it upgraded or the stock Droideka?
only affect clones
What about organic heros?
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