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Comment History  (0 - 30 of 709)
FatalFunnel
FatalFunnel - - 709 comments @ FatalFunnel

The thing about ZOA's anims is that there is a huge mishmash of vanilla stalker arm anims vs KingFriday's redone arm texture anims and it always ****** me off, I really should have just put the work into learning to do animations myself and fixing all of that and carrying over that work into Anomaly.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ masterleafcnc

I recently came across your youtube vids for various KW build orders and strategies. I definitely enjoy them and like your work on the 4k project. Makes me nostalgic for the old days when I played multiplayer regularly.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Twisted Insurrection

I actually support the idea of remaking the mission from scratch, as it could give a chance to re-balance the Nod/Sons of Kane Ghost commando using dual use as hijacker/C4 instead of hijacker/Captor.

For example, the mission loadout could be done with 1-3 stealth APCs, A Ghost with Black Hand support, and 2 subterranean APCs with incinerators, 2 machinists and cyborgs. Maybe make the objective paved so that the subterranean APCs can't shortcut there, and put enemy power plants in one corner of the map, for incinerators to take down, and a GDI airfield in another corner of the map with a money crate to capture and make a carryall or something like that to transport one or two issued captured Nod Phantom tank/artillery to take down defenses guarding the objective area to get the Ghost/Black Hand, and remaining machinist in.

As an aside, I strongly dislike the way this mission plays as-is, as it is basically just escorting units around a stupid spiral fighting tiberium lifeforms while trying to avoid/kite GDI until you get to the objective and get an MCV. What I do love about the mission is that is that is not only a commando mission, but a commando mission that gives you an MCV to build a base after you've secured the first objective, my gripe is that I wish achieving the initial objective was something more open-ended with more points to strike/take advantage of to create an opening.

Good karma+2 votes
FatalFunnel
FatalFunnel - - 709 comments @ Twisted Insurrection

The previous update wasn't anywhere near as bugged as this one, it was quite stable. I really like the features in this update, but the bugs have to be ironed out of it.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Twisted Insurrection

I've been getting plenty of crashes with this, other players have pointed out that there is a specific crash related to the Nod Stinger, but there are also other bugs that cause internal errors, not just that. For a while I thought it was related to playing against Phoenix Regiment but I ruled that theory out, as I get crashes in other scenarios, but I remember getting most of them playing against them, possibly jump jets being bugged?

As another person pointed out, Nod Mission Compulsions is impossible to finish because of crashes.

Good karma+2 votes
FatalFunnel
FatalFunnel - - 709 comments @ FatalFunnel

Sure, absolutely, a mod that merges Grok's armor values with my barrier penetration values is exactly what I wanted to do but gave up on for a while. It would be the best of both worlds.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Preview: New Multiplayer Factions

It's a really good tank for Sons of Kane, has decent armor, firepower, and mobility for its cost, and is very good for punching holes in enemy base defenses to let buggies and bikes through.

I think the name Scarab would be a better fit for it than Instigator though, though I do like the name Instigator.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Twisted Insurrection 0.9 (Full Version)

Well, that does add another dimension to it, but then again, eh, it's still a more expensive machinist that is stealth. I say give it C4 for structures and let it retain vehicle hijacking.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Twisted Insurrection 0.9 (Full Version)

The way the factions are broken down work really well now, and it definitely works for dividing Nod/GDI sub-factions into different play styles. Before I thought these play styles were offered to the two factions, but it was in this kitchen sink manner that made them seem haphazard. The Sons of Kane subfaction definitely caters to the traditional Nod hit and run style, and the cyborg Nod faction is way more infantry-heavy instead of vehicle-heavy, ditto for more infantry-oriented GDI faction being more hit and run, and the armor GDI faction being more of a steamroller faction.

Units that I definitely liked are the new stealth APC, black hand infantry, the stealth artillery, but especially the flame buggy, which in teams can raze an entire base very quickly.

I have mixed feelings on the Ghost unit, it was turned into Nod's commando unit and can now capture stuctures while stealth, but for 2k for one use I feel like this just makes it a more expensive machinist. Just give it C4 instead and leave it stealth like it is with no means of self-defense.

Good karma+3 votes
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

I have no idea, if that just changes outfits you should make a backup and try it and go ahead, I only changed weapon data, creature data, and explosives. I didn't get to editing suits or medical or artifacts yet like I originally wanted to do.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

No, there's separate ones even for the eyes, jaw, head etc. Part of that means that helmets can be balanced properly.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

Did you make bleeding higher on the bones in general? That is what I did in the creature files.

I tried this out again today and I tested out limb shots with .45ACP and feel like the damage bones on limbs may be too high, I remember reducing damage on all the limbs in the creatures folder but upping the bleeding for everything, i.e. on lower limbs and a much higher bleeding_v.

i.e. Limb shots shouldn't really 1 or 2 shot someone when you load HP, what really drives that is bleeding. You only get like instadeath when you get shots that are either center mass or head.

Maybe I should just port my anatomical creature data into this and see how it goes.

By the way, did you also scale the KE between different calibers properly? I tried using a G3 on a merc with basic merc suit (which is just kevlar) in a test and it only like 2 or 3 shots him and I compared the damage graph with the UMP-45 I was using and it showed a calc of only +18% damage. (Yes I know going by the damage graph itself is ******* ********, I have to do the actual k_hit x hit_power calc.)

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

I see, I was really thinking of simply altering the penetration value for each cartridge and then recalibrating your armor values around them.

I didn't alter penetration with any sort of armor system in mind in the first place, I thought that would have to be done later, either if I, or someone else got around to it.

Most of your armor system is very reasonable, though if I had to change anything I'd probably nerf helmets against rifle rounds, everything else is spot on.

What are your opinions on the balance of Exos vs SKAT-9? I had initially thought of including suit changes in this release and I'd like to make several of them included in a future patch.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ [1.7.1] Ballistics Overhaul

Overall very decent balance, but the one thing that stood out for me in tests was I headshotted an NPC wearing a Sphere-12 helmet with an SKS using FMJ and it didn't pen and kill them. Generally ballistic helmets will at most protect against handgun rounds but not rifle rounds, whether intermediate or full power, AP is usually something superfluous with them unless you're using AP handgun cartridges vs ball.

The rest of the armor balance seems quite reasonable, though mutants were a bit spongy vs FMJ intermediate rounds.

Good karma+2 votes
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

Unlike Grok I didn't balance the AP factor around NPC armor, I balanced it entirely around barrier penetration, Grok came up with a much more comprehensive solution that actually handles armor the way that it should work.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

I've been thinking of making a port for your addon as well, I'll have to try it.

What is the barrier penetration like? Did you factor that into this, in my tests so far I couldn't even pen a wall or car with .50BMG.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

Yes, all of the creature configs including bones and immunities were changed.

In general humans are rather fragile in this compared to mutants, which are usually a bit more 'spongey' but can still be taken down easily.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

Also, I made a mistake earlier in saying that k_pierce was changed since it's not used, what I actually changed regarding penetration was k_ap, some AP rounds are genuine armor piercing rounds while others like the 7.62x39 and 5.56 AP in data were replaced with different variants, 7.62x39 got a hunting variant and 5.56 got the IMI 77gr Mk262 clone, both of which have less pen but more damage.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

Oh, that's because 7.62x39 "AP" is changed to SP, which is soft point ammo, which has poorer pen but ***** up mutants hard. In general the 5.45 gets AP for armored NPCs and the 7.62 gets the expanding rounds for mutants.

What you don't seem to be understanding here is that the scaling that I've used for much of the ammo is a compression scaling, which means that at a certain point Ammuntion outmatches the 1.0 value. The entire scaling sequence has been shifted up, mutant health and immunity is higher than human health and immunity, ergo humans in this scaling are rather weak in comparison to mutants and the more powerful rounds are generally balanced for the latter.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

1. you'll have to do that yourself.
2. I have been working on support for more addons, included at least with this version is a patch for Blindside's weapon animations, since I use those and a magazine mod with this.
3. I have been explicitly wanting to do work on a BaS compatibility port, and with this out and with subsequent rebuilds that is definitely on my timeline.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

No script, I used k_ap for everything regarding that, it took meticulous testing to dial in.

i.e. anything including and upwards of 7.62x39, will quite easily pen brick walls. AP pistol ammo will go through metal doors, most bullets go through wood fencing. AP rounds and upwards of intermediate cartridges can pen concrete, especially VSSK, and M82.

You can sweep an entire village house with a PKM and kill the occupants inside, you can kill enemies with an SVD behind the walls of a window, etc etc.

I also improved the accuracy of many of the weapons in game, in particular I have tested the .338 rifles and M82 and made kills on targets out to at least 500m.

Good karma+2 votes
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

Oh yeah, I remember shotguns were somewhat of an issue for me with earlier versions and then I ended up buffing buckshot because people complained they were somewhat weak. I remember I had to make the scaling of buck feel comparable to the scaling of slugs, which do more damage.

I think buckshot was originally 0.22.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.51.2

I labeled it skin pack because it includes skins, it's mostly just config changes to weapons/creatures. and general ballistics changes. see older version. Moddb.com

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ [DISCONT'D] [for 1.5.1] Mad Mags 1.5.1-18

Time to test out another rebuild I guess. Thank you.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomaly Magazines (EXTENDED)_ v2.8.3b

I have various icons of ammunition, and even some models and textures, (they are outdated from SoC days) but I can send you some, I have currently been reworking some ammunition box and crate icons, so I may have a diversity of options to send mod authors working on this mag mod with instructions.

Good karma+2 votes
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.04 1 5v4

control_inertion_factor =
crosshair_inertion =

In every weapon file, defaults are commented out, you can also set them universally to 1.0 if you want.

It's very easy to edit.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Dead Air Weapons

Please do, this is the one addon I truly miss having.

Good karma+2 votes
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.04 1 5v4

Yes, you'll have to edit trader files yourself or use a trader mod.

Good karma+1 vote
FatalFunnel
FatalFunnel - - 709 comments @ Anomalous Zone v1.04 1 5v4

The only file that the two mods share is the VSSK config, and it didn't seem to alter it meaningfully, but I didn't use it from the mod, I used my own.

If you downloaded this mod earlier and not later, then see if you have a damages.ltx in your configs folder and delete it if it's there since it would cause crashes in the earlier uploaded versions.

Good karma+1 vote