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Comment History
g03lm
g03lm - - 7 comments @ Los Iluminados

Hi! It's me again. I come to report some issues with this mod.

1. Sometimes, the ganados can't fly with their jetpack, and it is really strange

2. Various entities of the mod are bad optimized and make the game go really slow, specially the Novistators and regenerators.

3. Talking about regenerators, playing in the Dummy assault game mode with this faction as an enemy, a regenerator stall his allies because he lost his body parts and regenerate continuopsly, and the parts acummulated in a same place and the enemies generated by the map can't pass.

Good karma+2 votes
g03lm
g03lm - - 7 comments @ BadPrinceVegeta

You do a really good work with the explotions. They still needs works in the directly hit, specially the Concusive rifle can't damage the enemies if the shot hit they directly (The particles of the explotion deviates only in the opposite way), but the explotions in general deals now tons of damage that benefit too much the fuel rod cannon and the similar weapons like Hunter Cannon or Banshee cannon, and the wraith is really powerfull and can damage the terrain with very effectively. Wraith cannon is a bit OP damaging the terrain, but nothing overpowered compared to other explosions like nuke in metal slug mod.

On brute weapons if the difference is quite noticeable.Its effective range without being the same as its normal variants allows it to be put to much better use. Of course, using these weapons in the tutorial is not a very good idea since they do not reach the Dummy of the tower at a moderate distance, which is a sign of its low effectiveness in the open field, but indoors it is certain that these weapons will now be used by me.

Regarding the UNSC Expanded mod, I have not tested it and I will have to postpone the test since tomorrow I have to go to the house of a relative, where I will be several days to celebrate Christmas. When I return I will give it a try to see if it is an improvement to the original mod.

Good karma+2 votes
g03lm
g03lm - - 7 comments @ Prometheans v1.19 (Scripts fixed)

Well, I gave the Promethean mod a little taste. I have 3 things to say about him

1. All the sentinels are kept high off the ground, especially the Heavy Sentinel and the Enforcer. You cannot move them freely and that makes them quite useless, this because they cannot move freely and the absurd height at which they are held makes it impossible for them to enter closed places such as caves or enemy or allied bases. If they could move freely like the Covenant Banshee or the Promethean Knights Autosentry they can be more usefull in more types of combats

2. Talking about the autosentry, one decision that bothered me about the mod is the fact that the autosentry, the watchers and the crawlers disappear after a while. While it is a balance decision more than anything, making these units unable to stay on the battlefield indefinitely makes you not want to use them. This especially gets worse knowing that the only way to get these units is by summoning them. This especially gets worse knowing that the only way to get these units is by summoning them. I would recommend 2 things, the first is to give these units indefinite time like a common unit, and the second is to also be able to buy them, this two things can made this units more useful and would give the faction more versatility.

3. Like the explosive plasma weapons of the covenant, the incinerator cannon is quite useless, because like the explosions of the aforementioned weapons, the explosion by itself does not cause great damage to units or terrain if it hits directly. Although this weapon is slightly better than the others thanks to the fire fragments that it uses that cause damage, they also do not do great damage and units like Dummies can easily survive both the explosion and the fire fragments.

This mod unlike the covenant is less polished, but units like the enforcers are really powerfull and funny, if the high problem is corrected he and the other sentinels can be realy usefull and funny units to defend a base or attack the enemie directly and damage their base. I like the weapons too, especially the binary rifle. I was surprised by how powerful it is in a good way.

Good karma+2 votes
g03lm
g03lm - - 7 comments @ BadPrinceVegeta

I'll give the Promethean mod a check to see how it is.

Don't worry about your english, im not a native english speaker too.

Good karma+2 votes
g03lm
g03lm - - 7 comments @ BadPrinceVegeta

Something i forgot: The Brute variants of plasma weapones (Plasma Pistol, plasma repeater, plasma rifle and Storm Rifle) are mediocre weapons due to its range of fire, the player needs to use it very close to the enemies to damage them, making the weapons hard to use or useless in the hands of the AI of the Game. For this detail the normal variants of that weapons are much more useful. I recommend removing the reduced range from brute plasma weapons leaving them with the same effective range as their normal variants, with the ammunition reduced in the magazine it is already enough to balance them

Good karma+2 votes
g03lm
g03lm - - 7 comments @ BadPrinceVegeta

Hi, its me again. I have tried the mod and have seen its successes and failures, and especially i would like to highlight the flaws in order to improve the mod in the future.

1. In General The Jetpacks in the Faction are very bad specially compared to the UNSC mod. The Covenant troops can stuck in a place only holding 2 lite weapons like plasma rifles. The Mod needs to improve this to make the units more useful.

2. The plasma explotion weapons (Fuel Rod Cannon, Hunter hand Cannon, Concusive Rifle, Banshee cannon mode and Wraith Cannon) are really weak, the terrain is scarcely affected and units can survive easily attacks of this weapons if they hit them directly, making them useless compared to other explosive Weapon Like the UNSC Counterparts and even Explosive vanilla weapones. This is pretty unfair because the Hunter and Wraiths are uselles using they iconic weapons. Brute shot in an exception to this problem and the weapon is really powerfull in the infantry, making it really usefull, better than the other explosive weapons in the faction. Plasma Grenades and the Plasma Launcher are really usefull too. The fact in this point is buff the Fuel Rod Cannon, Hunter Hand Cannon, Banshee Cannon, Concusive rifle and Wraith cannon to make them better and usefull like Brute Shot or Plasma Grenades.

3. Units haves tons of HP, but the body of them are really weak. This allows Hunters to be killed with just a few shots by blowing their heads off, making them pretty bad tank units. This aplies in other units like Elites an Brutes, they have more than 100 HP but they bodies can't resist the damage and therefore they explode easily.

4. Sometimes plasma rifle and the similar ones have problems to damage doors. Banshees has probles with doors and can take damage them easily and need to charge to the doors to make their shots effective.

5. This is not a Problem but if a curious detail. Most of the Weapons have two desing variantes, the first you can see in the construction mode or using the faction as enemies is big, and the second one is more small and is the one you can use buying it in the shop.

6. Sometimes Phantoms can crash the game when they are destroyed (Pelican Share the Problem in the UNSC mod)

Leaving that, I loved the mod and i always wanted to use the covenant in this game (Specially i Love the banshees in combat). I Hope you can improve this errors and make this mod a better one, more useful in combat and more funny.

Good karma+2 votes
g03lm
g03lm - - 7 comments @ BadPrinceVegeta

Hi Prince Vegeta. Te Covenant Mod Can't be loaded by my game. It Crash related to the sound "plasma_dryfire"

Good karma+2 votes