Poll

What to focus on first?

Polish and mod completion (add special functionality to bugs and stuff that have been needing it)
Finish and release the MAS Magma Exo-suit
Finish the MAS Scarab-Wasp playertypes
Create more ASN (robotic) playertypes
Finish up and release the currently exsistant but unrelased bugs (the Tremormites, the two spiders, BugMod 3, ect)
Work on the remainder of the wasps
Work on new bugs!
Create more MAS weapons/suits/items/ect

Author Topic: The Bug & MAS Mods (Server coming maybe)  (Read 752869 times)

Triple post yay   what, it's my topic?  :L
Also wall of text:


*Incoming message*

STATUS REPORT -- OUTPOST # 97 AREA 39  DATE 8/16/2029


=Current MAS Loadout overview=
(Note: Due to the Aerospace Delivery System collapsing we currently do not have access to the higher-maintenance MAS weapons. Fortunately we have plenty of Bushi Co. weapons. We do however posses several of the more handgun like MAS weapons.)


-Assault Loadout = Bullpup, Conc. Grenades, SPADE -- This is the backbone of our forces. The bullpup makes quick work of everything smaller then a Scorpion, and the grenades are very handy for softening up the tougher bugs and flushing out resistance. Finally the MIGHTY SPADE acts as a backup once your ammo runs dry. Also the SPADE is a very MANLY way to kill any foe.) MIGHTY SPADE IS SWIFTY APPROVED

-Pusher Loadout = Pump shotgun, Pepperbox -- This is a very powerful loadout, though ammo limits it's time away from base. Both weapons compliment eachother quite well. The shotgun is works best for crushing the slower bugs, while the pepperbox works best at taking down the faster bugs. This loadout works best for pushing through the bug defenses, but it also works well as a defender.

-Multi-role/Anti-Air Loadout = Dual SMGs, Pistols Akimbo, Punching, Pill -- This is a very versatile loadout that, while working best as Anti-air (against FIREFLIES), can server is any role short of busting the strongest bugs. The dual SMGs are great for taking out weaker bugs at range, but can also fill a supportive role with their "stun-lock" ability. The dual pistols are generally used as backup weapons when there is no time to reload the SMGs, but they are quite good nonetheless. This loadout also comes with a quick use pill, which can save your life if something ambushes you. The biggest weakness of this loadout is that both guns use the same ammo type, so when you run out of ammo for one gun, you've also run out of ammo for the other (excluding what ever is left in the gun's clip). In case your ammo does run dry, you can always punch things!  

-Hunter Loadout = Crossbow, Orb Launcher, Pill -- This is a supportive/assassin loadout that really requires other friendlies around to keep enemies busy. The crossbow pretty much speaks for itself. The Orb Launcher acts as your close-range backup weapon when things get too close. The pill will also help you out of nasty situations.

-Anti-Swarm Loadout = Bug Zapper, Hand-Held-Flammer, Micro SMG -- It is quite obvious that all bugs smaller than a Firefly greatly fear this loadout (assuming bugs feel fear). The bug zapper is the main weapon of this loadout when dealing with the smallest bugs. However, since the bug zapper is very weak against the larger bugs, this loadout relies heavily on the HHF (hand-held-flammer) to accomplish that task. The micro SMG is for taking out bugs at longer ranges, mainly to finish off runners.

-Medic Loadout = Machine Pistol, Syringe -- This is a support loadout that can both heal allies and deal some extra damage. It is defenseless once the ammo runs dry however.

-Support Digger Loadout = Digging tools, Molotov, Pill, Punching -- This is the primary digging loadout, and is a must-have for any strike group intent on taking the enemy flag. The Molotov is great for flushing out bugs (but be careful, this can harm team-mates). The pill allows this loadout to last longer at the front lines. Also, Diggers really like punching things for some reason.

-Defense Digger Loadout = Digging tools, SMG Sentry, Punching -- This loadout is very important for holding and maintaining important tunnels and outposts. The Sentries can also be used to buy you allies some time when capturing flags.

=ASN Units=
(Note: The ASN transportation area was built a distance away from the main outpost to lessen interferences caused by the systems there. Unfortunately this gives those nasty Arthropods a chance to infiltrate the area and cut the power, thereby disabling our ability to transport additional ASN units. We will attempt to use those Bushi Co. Sentries that we received recently to defend the area.)
(All ASN unites are completely immune to poison, and are less effected by light flashes. However, they can not be healed by medics.

-Scarab-Wasp (Anti-Riot) = Dual Orb Launchers -- This is a fast attack platform that can deal massive damage at medium to close range. However, due to the bouncing nature of the orbs, it is as much a threat to itself as to it's enemies, despite the state of the art programming that inhabits this systems artificial mind.

-Scarab-Wasp (Security) = Dual Bug Zappers -- The combination of two bug zappers and the Scarab-Wasp chassis is something that even humans fear. Only the largest bugs can stand up to this robotic automation in a close-ranged duel.


=Current BUG Class overview=

-Bug = Bug Bite, Pill, Digging Abilities -- The work-horse bug of the digging cast. Because of its very small size, the Bug can can crawl through the smallest tunnels with ease. Thanks to this, the Bug can also act as an assassin, or a very daring flag snatcher; daring because the bug only has 15 health and is very slow. This of course renders the pill that it carries next to useless, but it can still be a life saver in some situations.

-BigBug = Bug Bite, Pill x2, Digging Abilities -- Very similar to the normal bug, but twice as wide and with over four times the health (70 health). Of course, the Big Bug is still rather vulnerable, being the same speed as the normal bug. Overall it is used the same as the bug, just with more tanky.

-Mite = Mite Bite, Digging Abilities -- The Mite is the second fastest bug currently ingame (reviled only by the Vein Spider), and it also deals the least damage of any bug. This makes it excellent as distraction and harassment. ifyouknowwhatImean Like the big bug, it travels through tunnels that are two bricks wide (4x studs), and also excels in digging them. Also, thanks to it's speed, the Mite is great for swiping flags.

-Poison Mite = Poisonous Mite Bite, Digging Abilities -- Nearly identical to the standard Mite, but with more damage potential and slightly less speed.

-Tick = Mite Bite (placeholder) -- The tick is the ultimate for ambushing in tight spaces. With a size comparable to that of the mite's, and 500 health, the Tick is something you don't see die often. However it runs at a speed similar to the bug's, so escaping it is easy if you have a place to run.

-Firefly = Firefly Bash, Firefly Flash, Pill -- Though it lacks damage potential (unless a sufficiently deep cliff is near), the Firefly is a very versatile insect, filling roles such as flag snatching, harassment, and defense. The Firefly's bash attack deals minor damage but great knockback, which allows it to push enemies over cliffs or away from the flag. The Flash ability allows the Firefly to quickly blind and damage enemies if they are looking at it (ASN units are effected less by this). Finally, the addition of a pill allows the firefly to soak up some damage.

-Spider = Spider Bite, Pill -- The Spider is great for hit and run tactics, using it's poison to deal most of the damage while it is away. However it has some difficulty maneuvering through tight tunnels, since it is rather large for it's speed. The pill allows it to heal in between attacks.

-Vein Spider = Vein Spider Bite -- The Vein Spider is an EVIL hit-and-run harassment spider. It doesn't deal much damage, but it's poison causes victims to experience temporary blindness (whiteout). As stated previously, the Vein Spider runs the fastest of any bug (er, arachnid actually).

-Jumping Spider = JumpingSpider Bite, JumpingSpider Slash -- The Jumping Spider is the most tanky of the spiders, and also one of the most agile. It can jump to insane heights. It's bite deals a deadly poison that will leave any human crippled enough for anything to kill them. The Slash attack hits as a faster rate but deals less damage per hit, but it also has a small chance of dealing a weak poison (Jumping Spiders are dripping with poison after all).

-Caterpillar = Caterpillar Acid Spit, Scorpion Claws (placeholder), Pill -- The Caterpiller is the only insect with a ranged attack. This puts it into into a fire-support role, and also an anti-camper/defense role. The Acid that it spits also has a 50% chance of dealing a short lived poison effect, and it can spread to other enemies if they are grouped together tightly. For close ranges, the Caterpillar uses its FRIGGN SCORPO CLAWS YO jaws to eat away at enemies. The pill allows it to stay out in the open for longer.

-Earwig = Earwig Bite, Earwig Bite, Pill -- The strike trooper of the bug forces, the Earwig is quick, hard to hit, and deals very respectable damage. And it can freaking fly for short distances. And that is all there is to say.

-Sand Parasite = Sand Parasite Bite, Pill, Digging abilities -- The Sand Parasite is a very capable ambusher. When it burrows (crouches), it is completely invisible if it does not move. Also when burrowing, the Parasite gains a deadly speed boost, which allows it to chase down anything MAS has to offer. They can also dig, which allows them to setup the perfect trap.

-Scorpion = Scorpion Claws, Scorpion Sting, Pill, Digging abilities -- As a general rule, you never EVER challenge a Scorpion to a melee duel. First, Scorpions will usually sting you with their tail, which will bring you down to critical health levels if the poison can take effect. Then the Scorpion will TEAR YOU APART WITH ITS FRIGGN SCORPO CLAWS YO. Scorpions also have decent speed (especially when sidestepping) and a good amount of health. Their only real weakness is that they are very large, and therefore easy to hit. This is offset slightly by that fact that scorpions can dig (DIGGN SCORPOS YO). Also Scorpions with tophats.  C:

-Worm = Worm Smash, Pill, Digging abilities -- The worm is the tankyest of the tanky. IT TANKS THE TANKS. Their smash attack deals strong knockback, and can two-hit-kill a human. They can also burrow (crouching), which results in only their dorsal spikes sticking above ground and gives them a small speed boost. However, worms are the slowest thing on the server, and they are very large. But again, they can dig.

=Other Threats (AKA admin team)=

The Dread Centipede (from BugMod5) is back and as kill-happy ever (and I heard it's poison has been buffed). The guy in the MAS Magma Suit turned rouge (he was angry about being kicked from the MAS team). And several of the TremorMites might also make an appearance.




....

I am sooo glad I'm done typing that. Please point out any typos if you see any, I am sleepy. :S
« Last Edit: August 17, 2012, 01:30:31 PM by ArmyUnit »

-Multi-role/Anti-Air Loadout = Dual SMGs, Pistols Akimbo, Punching, Pill -- This is a very versatile loadout that, while working best as Anti-air (against FIREFLIES), can server as any role short of busting the strongest bugs. The dual SMGs are great for taking out weaker bugs at range, but can also fill a supportive role with their "stun-lock" ability. The dual pistols are generally used as backup weapons when there is no time to reload the SMGs, but they are quite good nonetheless. This loadout also comes with a quick use pill, which can save your life if something ambushes you. The biggest weakness of this loadout is that both guns use the same ammo type, so when you run out of ammo for one gun, you've also run out of ammo for the other (excluding what ever is left in the gun's clip). In case your ammo does run dry, you can always punch things!  

-Defense Digger Loadout = Digging tools, SMG Sentry, Punching -- This loadout is very important for holding and maintaining important tunnels and outposts. The Sentries can also be used to buy your allies some time when capturing flags.

-Mite = Mite Bite, Digging Abilities -- The Mite is the second fastest bug currently ingame (reviled only by the Vein Spider), and it also deals the least damage of any bug. This makes it excellent as distraction and harassment. ifyouknowwhatImean Like the big bug, it travels through tunnels that are two bricks wide (4x studs), and also excels in digging them. Also, thanks to it's speed, the Mite is great for swiping flags.

-Firefly = Firefly Bash, Firefly Flash, Pill -- Though it lacks damage potential (unless a sufficiently deep cliff is near), the Firefly is a very versatile insect, filling roles such as flag snatching, harassment, and defense. The Firefly's bash attack deals minor damage but great knockback, which allows it to push enemies over cliffs or away from the flag. The Flash ability allows the Firefly to quickly blind and damage enemies if they are looking at it (ASN units are effected less by this). Finally, the addition of a pill allows the firefly to soak up some damage.
Found some errors in the transmission.
I marked them in bold letters. ;)

Also, the beauty of the new firefly item will surely BLIND people! Hahaha!

What time will you be hosting the server today army (E.S.T)?

I am not sure since i am not Army, but i think he is planning on hosting it around the same time as last time.
Maybe somewhat earlier (the promised time) since we do not really need to build something before we can start this time. :)
But you better wait until Army answers, he knows best.

EDIT:
Added a vignette change option for the poisons.
Also working on the alpha version of the acid spit for the bugs.
« Last Edit: August 17, 2012, 10:56:17 AM by lordician »

...I just saw what ya did there. I approve :3

Found some errors in the transmission.
I marked them in bold letters. ;)

Also, the beauty of the new firefly item will surely BLIND people! Hahaha!

Thank you. Fixed~

What time will you be hosting the server today army (E.S.T)?

Pretty soon actually (about 2:00 PM EST, 11:00 AM PST).


Added a vignette change option for the poisons.
Also working on the alpha version of the acid spit for the bugs.

hmm, vignette option? Sounds good.
And yay acid spit <3

...I just saw what ya did there. I approve :3

which thing did you just see that I did there? :S
I made several of those.

Trench Digging server is now ONLINE

That server was really fun, I had a blast playing it! That one was more fun then the last server you hosted.

Server is now closed. I might host again tomorrow, and I will defiantly host again by next weekend.

That server was really fun, I had a blast playing it! That one was more fun then the last server you hosted.

Huh, really? I feel like the mods played worse then last time. What are your likes/dislikes for this time around?

I don't think I have any dislikes for it this time. I liked how when I got there the tunnel was already made and ready for playing. I didn't seen to have any problems with any of the bugs, though I only played as two of them. :/
I think the main reason why I didn't have as much fun on the server you did before this one is because I had to make a tunnel to the top.

Will you be releasing any bugs some time soon?

I don't think I have any dislikes for it this time. I liked how when I got there the tunnel was already made and ready for playing. I didn't seen to have any problems with any of the bugs, though I only played as two of them. :/
I think the main reason why I didn't have as much fun on the server you did before this one is because I had to make a tunnel to the top.

Ah, ok. I'll be reducing the Dirt depth before next time, that should really help with things. Or rather, I'll be raising the Bug Hive upwards some. ;)

Will you be releasing any bugs some time soon?

Hopefully so. I can't give any dates though.

Ok. No need to rush on the project, take your time if you have to, I don't mind waiting. :) Although I can't say that everyone likes waiting. :/

Ok. No need to rush on the project, take your time if you have to, I don't mind waiting. :) Although I can't say that everyone likes waiting. :/

Yeah I know, waiting does suck. :(
But quality over time is the way I try to work.

Also I was thinking of posting another wall of text listing all the things that I plan to work on next, but I think it would be better if I spent the time working on the actual mods instead. But if you guys want me to post that, then I will.


EDIT: Also I'm thinking of hosting tomorrow for a bit, to test out the Scarab-Wasp changes.

Yeah I know, waiting does suck. :(
But quality over time is the way I try to work.

Also I was thinking of posting another wall of text listing all the things that I plan to work on next, but I think it would be better if I spent the time working on the actual mods instead. But if you guys want me to post that, then I will.


EDIT: Also I'm thinking of hosting tomorrow for a bit, to test out the Scarab-Wasp changes.
I still say the biggest issue was Molotovs and MAS choosing the camp not at their base but our spawns >:/ fer shame folks.

Either way, we'll see how well it works out with the new changes I'm sure.

I still say the biggest issue was Molotovs and MAS choosing the camp not at their base but our spawns >:/ fer shame folks.

Either way, we'll see how well it works out with the new changes I'm sure.

I totally agree. I've actually already removed the Molotov from the MAS loadout. It might make it's way back into the server later, once more content is added, but until then, it's gone for good.