Author Topic: More mechs  (Read 66831 times)

Offline Logorouge

  • Hero Member
  • *****
  • Posts: 514
More mechs
« on: July 16, 2016, 10:50:49 pm »
The original six mechs are fun to play and all, but variety is the spice of life so here's a bunch of mech variants I made. (Files in the attachments)


-Missile Mech Rex-
"15% chance of gaining a missile on every enemy kill, missile-launching energy weapon and large potential for missile upgrades through leveling. Weak damage and low energy are a problem though."

I love using missiles in combat, but I always feel bad for "wasting" my Health Shard can openers. No more of that with good ol' Rex.


-Roulette Mech Alpha- (Now part of the game)
"Equipped with an experimental learning A.I. which allows the mech to improve at a staggering rate. Unfortunately, it's still a very unstable prototype."

Translation: Leveling is fast as heck, but you never know what perks you'll get. Oh and pretty low starting HP.


-Assassin Mech Penumbra- (Now part of the game)
"Powerful and nearly untouchable, but one mistake could mean death."

It's basically a less risky assassin. If you ever played with that incredibility, you know what to expect. If not, it's literally a glass cannon. Seriously, even Redshift looks sturdy compared to that thing.


-Heavy Assault Mech Arsenal-
"Able to use a powerful combination of two main weapons at once, but unable to use any secondary system. Also has the ability to make new weapons while leveling."

Apparently the game doesn't mind if you stick a second main gun on your mech, so I did just that. As you can imagine, that makes hunting for new weapons the main focus of this mech. Just be aware that the UI can only show one weapon at a time, the one available for swapping.

As a downside, this mech is not allowed to use secondary weapons. On the upside, it has the ability to forge itself new weapons at levelups.

In other news, Grenade Launching Shotgun is a thing now.


-Survivor Mech Behemoth-
"Bulky mech with superior nanite armor. Difficult to dodge with, but able to take more punishment than most."

If your playstyle is a rapid offense while dodging everything along the way, this one will force you out of your comfort zone.


-Scavenger Mech Crimson Moon-
"Specialist in gaining resources from enemy kills (including health and energy), but energy reserves drain constantly and health pickups have no effect."

The smell of attrition surrounds you. Don't worry though, this one has all the tools required to overcome this challenge... if you can live long enough.


So that's it. It's nothing too crazy, but I had fun playing with those so I wanted to share. Hope you have fun too.
Please note that the mech pack includes all of the mechs, so there's no need to download each individual mech if you just want them all.
Just to be safe, for any first time mod users: Always backup your saves before using mods. Although very easy to deactivate, this type of mod will still cling to your saves permanently.
« Last Edit: June 27, 2020, 11:12:09 am by Logorouge »

Offline Logorouge

  • Hero Member
  • *****
  • Posts: 514
Re: More mechs
« Reply #1 on: July 18, 2016, 10:46:53 pm »
-Reformatting due to limit of 4 files per post-
« Last Edit: June 27, 2020, 11:13:02 am by Logorouge »

Offline Logorouge

  • Hero Member
  • *****
  • Posts: 514
Re: More mechs
« Reply #2 on: July 20, 2016, 08:18:39 pm »
Awesome, definitely going to check these out, thanks!

Tomorrow I'll have a new mech to share. Too tired to finish it tonight and that thing still needs some tweaking. Good night!

Edit: After further consideration, let's make that the day after tomorrow...just with a little less Dennis Quaid and a little more mech.

And there's a new mech (files added to the 1st post).
« Last Edit: March 29, 2017, 01:38:43 pm by Logorouge »

Offline Pepisolo

  • Arcen Volunteer
  • Master Member Mark II
  • *****
  • Posts: 1,511
Re: More mechs
« Reply #3 on: July 20, 2016, 11:47:01 pm »
Heavy Assault Mech sounds similar to a mech I was thinking about -- The Warhog! Pretty much a super badass military style mech with armour.  Maybe something like this will make it into the game at some point. Grenade Launching Shotgun? Sounds good to me!

Offline Logorouge

  • Hero Member
  • *****
  • Posts: 514
Re: More mechs
« Reply #4 on: July 21, 2016, 05:00:19 pm »
Heavy Assault Mech sounds similar to a mech I was thinking about -- The Warhog! Pretty much a super badass military style mech with armour.  Maybe something like this will make it into the game at some point. Grenade Launching Shotgun? Sounds good to me!
Yeah, I hope to see new mechs added to the game eventually. It would be exciting to see what concept people come up with for mechs. But everyone already seemed very busy on the other stuff for now, so I decided to make a few of my own.

Edit: Updated Arsenal to v1.1, changing his 2nd minigun to another type, avoiding the limitation of not being able to swap two identical weapons. Also makes it a bit more visually obvious that the mech has two distinct primary weapons.
« Last Edit: July 22, 2016, 07:53:50 pm by logorouge »

Offline Logorouge

  • Hero Member
  • *****
  • Posts: 514
Re: More mechs
« Reply #5 on: August 07, 2016, 07:38:22 pm »
Ptarth suggested that I make an All-in-one mech pack... So I did just that, because it's a great idea. That is all. :P
« Last Edit: March 29, 2017, 01:40:01 pm by Logorouge »

Offline ptarth

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,166
  • I'm probably joking.
Re: More mechs
« Reply #6 on: August 07, 2016, 08:15:55 pm »
I want 10% as comission. ;)

I think I'm done fighting with bug fixing for the day and am going to give you guys another shot. Thanks for making them and sharing.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Monkooky

  • Newbie Mark III
  • *
  • Posts: 49
Re: More mechs
« Reply #7 on: August 23, 2016, 07:27:55 pm »
Just did a few runs of each of these mechs.

I love the Arsenal. More gun is better gun. Couldn't be better.

(Note: Rex really isn't my style, so take this with a big fat grain of salt)
Not sure the Rex quite works. I felt compelled to leave missiles lying around the map as supplementary storage, and the 10% chance wasn't high enough to make me willing to use missiles outside of very tough situations.
This may be my hoarder tendencies at work.
Something that may be interesting would be removing missile drops entirely, and bumping the %missile on kill way up.

The Alpha.
Uh, Roulette is fitting all right. The Alpha is hilarious, but also can be broke as shit if you get lucky. Mayyybe take the upper tier perks out of the low level lists? Getting Beast Mode at level 2 AND 3 is really quite something.

The Penumbra is pretty cool, and a great deal of fun to play.
Gotta say though, caltrops suuuuuuck when you have 1 health. A lot of rooms that are really annoying for the Redshift become really annoying AND really dangerous for the Penumbra.
Maybe give the risky assassin modifier where hazards can't hurt you?
Maybe a toned down version where they can hurt but not kill you?


« Last Edit: August 23, 2016, 08:57:35 pm by Monkooky »

Offline Logorouge

  • Hero Member
  • *****
  • Posts: 514
Re: More mechs
« Reply #8 on: August 23, 2016, 09:11:04 pm »
Just did a few runs of each of these mechs.

[...]
It's a pleasure to hear feedback on those little guys. I played a bunch with each of them, but I was very curious as to how they would fare with other players and different playstyles.


Arsenal: Happy to see people like this one. It was created on the spur of the moment and is still rough around the edges so to say.

Rex: If you leave at least one missile spot free at all times, his passive usually does a good job of regularly sending extra missiles your way, but I agree that his passive tend to be a bit too passive. I might bump it again up to 12% or simply switch to 1 missile per X kills to add some consistency to it. Not sure which way I'm gonna go with it yet.

Alpha: Oh yeah, balance quickly goes out the window with this one. Another name I considered for it was "Isaac". :P (For the record, I adore BoI) One thing though, is that those lapses in balance can go both ways. Getting no damage perk for the first 5-6 levels (or at all) really put the emphasis on the "Roulette" name. I'm afraid limiting the chance for crazy good stuff to happen would only highlight and intensify the chance for bad luck. The incoming re-balancing of Brute and Beast Mode should help improve things here.

Penumbra: Funny thing is, he already has Hazard Immunity. Try running into a wall laser or a turret shot. But just like his riskier brother, Jr can still die by caltrops. Unfortunately, currently the only way to avoid spike damage is to be completely impervious to all damages (like phasing).


Anyway, I already had to write this post twice because of a silly mistake of mine, so I'll just post it now.
Big thanks to you for trying these and taking the time to send feedback my way!

Offline ptarth

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,166
  • I'm probably joking.
Re: More mechs
« Reply #9 on: August 24, 2016, 01:07:15 am »
Caltrops are something that we have on our list, but haven't gotten around to deal with.
A thought on Rex. If you kill with a missile, you get a 100% to get a missile...
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Logorouge

  • Hero Member
  • *****
  • Posts: 514
Re: More mechs
« Reply #10 on: August 24, 2016, 04:21:46 pm »
A thought on Rex. If you kill with a missile, you get a 100% to get a missile...
That would be a very interesting addition for Rex, but I always thought that effect had to be on the missile launcher itself instead of the mech. Was I wrong?

Offline ptarth

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,166
  • I'm probably joking.
Re: More mechs
« Reply #11 on: August 24, 2016, 05:07:36 pm »
I think you can get around that by having various systems that cause other systems to give it to the missile system or to elsewise arrange the effect, but I haven't worked through the logic. Alternatively, you can give the Rex level up Perks that are unique missile systems that have the effect.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Pepisolo

  • Arcen Volunteer
  • Master Member Mark II
  • *****
  • Posts: 1,511
Re: More mechs
« Reply #12 on: August 31, 2016, 10:15:13 am »
Just did a quick test of these, still gotta play runs with them, though.

Missile Mech Rex

I think the concept of a missile focused mech, but I think the mech needs more missile based technology. If this mech had special missile style weapons or abilities then it could work. For example, and I'm plucking this out of the air -- plus the current charge system in the game needs work -- but let's say the player could hold the missile button to charge missiles, so you could choose to do a normal missile attack or a massive missile attack that would clear the screen, but use a ton of missiles, then something likt that might be cool. Basically, it just needs to scream missiles more and have some cool gimmick about it.

Arsenal

I like the concept of double main guns. It might actually work better if the secondary main weapon replaced your energy weapon. It would be even more game-changey then, and aesthetically easier to manage I think. Cool idea, though!

Roulette

Very interesting concept! This could actually work as a new mech to come with the eventual perk overhaul. Ptarth also has some weird chaos weapon that could fit on to this that might be a nice addition too. Definitely interested in this idea.

Penumbra

I didn't test this much, but it's basically a mech risky assassin? Not bad, a glass cannon ninja sort of thing? This could work, but I think there'd need to be something a bit extra stuck in there. Maybe something like a stealth field that makes all enemies unaware of your presence (yeah, how we'd code that I don't know, heh). Something cool and assassiny.

Overall very cool stuff. The roulette guy in particular might be the perfect style mech to introduce into the game alongside the perk overhaul. Although, that's a long way away and I can't promise anything of course. I still need to do a lot more testing. Thanks!


Offline Logorouge

  • Hero Member
  • *****
  • Posts: 514
Re: More mechs
« Reply #13 on: August 31, 2016, 10:49:31 pm »
Just did a quick test of these, still gotta play runs with them, though.
[...]

Yeah, poor Rex doesn't have enough missiles in his diet. Currently he's basically a missile-themed White Gloss, which is a bit underwhelming. Hm, but now that Redshift changed to the same secondary, I guess I could change Rex's to something else. Hm, I might have an idea.

For Arsenal, the implementation you described would be much more balanced gameplay-wise and cleaner ui-wise. I almost removed his current energy weapon before I released him, but decided against it in the end because using an energy weapon (even for short periods of time) is a nice change of pace.

Roulette I can't wait to update after the perk overhaul. Even more chaos at levelups! I'm definitely looking forward to seeing how the game will change at that point.

Penumbra, he was created because I wanted to practice doing runs with the Risky Assassin incredibility, but that's a pain to get in shops every single time. So I gave him a very similar set of abilities and toned them down compared to the real thing. It's much more forgiving than a Risky Assassin run though, so maybe my initial idea got lost along the way. Oh well, it's still fun. As for a little extra, he actually has quite a few that were not listed per say. Jr has an immunity to all hazards including wall lasers, turrets and even mines explosions (not spikes though :P) but most important, he has a greatly reduced hitbox that allows him to slip by unscathed where others would have fallen. I did plan on doing something along the lines of what you describe (a tad different), but for another mech. It's unfortunate I don't have the know-how to make it happen though, that fifth mech would have been pretty unique in playstyle.

Hey, thanks for sharing your thoughts on the quatuor and I hope you enjoy your runs with them. :)

Offline Logorouge

  • Hero Member
  • *****
  • Posts: 514
Re: More mechs
« Reply #14 on: September 02, 2016, 11:55:40 pm »
Updated Rex to v1.2, giving him a much more fitting energy weapon, readjusting his starting energy capacity and rising his chances of getting a missile on kills. Hope you like shooting missiles around, because you're gonna be doing a lot more of that now. :)

I also updated the mech pack with Rex's latest version.