Search found 11 matches

by Everglass
Tue Jul 30, 2019 9:15 am
Forum: Working Mods
Topic: [Squad] Iron Legion v0.04
Replies: 10
Views: 7699

Re: [Squad] Iron Legion v0.01

The versatility of the squad is actually pretty amazing. They make up for their lack of raw damage with a ton of utility.

Once again, well done!
by Everglass
Mon Jul 29, 2019 1:44 pm
Forum: Working Mods
Topic: [Island] Into The Wild v1.1.4
Replies: 14
Views: 13121

Re: [Island] Into The Wild v1.1.1

I'm just going to go ahead and guess that you've had a very bad experience with a very hot chilly before.
by Everglass
Sun Jul 28, 2019 12:22 pm
Forum: Working Mods
Topic: [Squad] The Gladiators v1.1
Replies: 3
Views: 6253

Re: [Squad] The Gladiators

One thing I did find though for the Piston Mech was that the knock back upgrade removes collision, which in some cases can be handy but it genuinely reduces it's damage potential.
by Everglass
Sun Jul 28, 2019 10:02 am
Forum: Working Mods
Topic: [Squad] The Gladiators v1.1
Replies: 3
Views: 6253

Re: [Squad] The Gladiators

Nice custom sprites and artwork, as well as having the squad play well and work just fine. Well done! Although they don't bring anything too flashy or crazy to the table, they are still able to have a signature feel to them by utilizing weapons that are quite similar to ones that are in game but hav...
by Everglass
Thu Apr 25, 2019 4:12 am
Forum: Working Mods
Topic: [Squad] Eclipse v0.09
Replies: 17
Views: 11712

Re: [Squad] Eclipse v0.05

Ah yes, I forget about the Pulse Mech, he's a great staple to understanding the minimalist approach the game designers were going for. To be honest, I kinda enjoy Grav Mech jankiness in his role in the Eclipse Squad but I should give the alternative version a try and see how the redesign feels.
by Everglass
Wed Apr 24, 2019 10:55 pm
Forum: Working Mods
Topic: [Squad] Eclipse v0.09
Replies: 17
Views: 11712

Re: [Squad] Eclipse v0.05

I concur to the fact that early on, the current iteration of the Force Mech is pretty difficult to get productive turns with. As an un-upgraded Grav Pulse has a narrow range of optimal situations where the weapon can be useful, requiring you have to position yourself exactly two spaces away from a t...
by Everglass
Mon Apr 22, 2019 4:27 am
Forum: Working Mods
Topic: [Pilots] Cauldron Pilots v1.07
Replies: 29
Views: 23264

Re: [Pilots] Cauldron Pilots

My, you're killing it with these pilot designs.
by Everglass
Sat Mar 30, 2019 1:36 pm
Forum: Working Mods
Topic: [Squad, Pack] Arfy Squad Collection [7 Squads]
Replies: 24
Views: 21205

Re: [Squad, Pack] Arfy Squad Collection

Also, the combine fusion beam isn't working for me. Upon activating the upgrade, Fusion Drive no longer applies any stacks of radiation, only dealing damage to those already irradiated. There are also some pretty funny interactions with the radiation passive. Whenever you're using one of the mechs o...
by Everglass
Tue Mar 19, 2019 7:49 pm
Forum: Working Mods
Topic: [Squad] Aquamarines v1.0.0
Replies: 11
Views: 15769

Re: [Squad] Aquamarines v1.0.0

Shamed to say that when I was tweaking the Aquamarines stats, the Flood Mech ended up taking the majority of strength reduction as it was easier to control a bit of the squads strength through limiting it's freedom of where it can create water tiles. And though the majority of the Flood Mech's stren...
by Everglass
Sun Mar 17, 2019 2:57 pm
Forum: Working Mods
Topic: [Squad] Aquamarines v1.0.0
Replies: 11
Views: 15769

Re: [Squad] Aquamarines v1.0.0

Link to unofficial rebalance of the Aquamarines Didn't really change anything mechanically, mostly just wrestled with their numbers in an attempt to have them more in line with the base game's metrics. The only thing I would wish that could be changed would be the Flood Mech having a passive immuni...