Search found 143 matches

by Billyum
Wed Jun 07, 2017 11:57 pm
Forum: Done
Topic: Which MOS next ?
Replies: 13
Views: 2752

Re: Which MOS next ?

Oops, I did it again ? =/ I really should be thanking you though, I was planning to spend several hours reworking the Reaper to fix issues that I'm pretty sure were only annoying to me. First the explosives build probably being too weak (Though it might be good in PMC mode). Second is that I just w...
by Billyum
Tue Jun 06, 2017 11:05 pm
Forum: Done
Topic: Which MOS next ?
Replies: 13
Views: 2752

Re: Which MOS next ?

I've decided to not bother with the rework, I don't want to put the time and effort into changing the Reaper when people already like it as is. On the other hand, I'm not sure it is the role of the Reaper to have a long range anti-T1 missile - well it is your MoS so I might have missed something, bu...
by Billyum
Sun Jun 04, 2017 8:14 pm
Forum: Done
Topic: Which MOS next ?
Replies: 13
Views: 2752

Re: Which MOS next ?

This may be a bad time to point out that I've had plans to rework the Reaper MOS. Most of it would stay the same but a few skills would be replaced. 1. Riflebutt replaced with "Power Gauntlet" The same as riflebutt but can target armored. Perhaps the reason for this change is almost entire...
by Billyum
Thu Sep 29, 2016 1:37 am
Forum: Announcements
Topic: New class : the FP-500 Combat Walker
Replies: 22
Views: 5123

Re: New class : the FP-500 Combat Walker

What do you think about that ? :) The Combat Walker would have the same problem as the AR and SFAAT do in Survival mode, Classes with low mobility are quite difficult to play in Survival and as such really don't do well. My points still stand: 1. It would heavily incentivize camping. 2. It may be e...
by Billyum
Wed Sep 28, 2016 2:18 am
Forum: Announcements
Topic: New class : the FP-500 Combat Walker
Replies: 22
Views: 5123

Re: New class : the FP-500 Combat Walker

I am seeing many potential problems with this Combat Walker MOS in terms of both gameplay and balance. A few people had suggested a Combat Walker MOS back in UA3 and they more or less had the same problems as this one, However their idea wasn't nearly as developed as what you have here. This was the...
by Billyum
Sun Sep 11, 2016 10:24 pm
Forum: Replays and Screenshots
Topic: Epic Screens
Replies: 18
Views: 2110

Re: Epic Screens

Zed wrote:Also I thought all monsters are removed on chapter switch but inflevel is still 67?

Before chapter 3 starts all mobs despawn but the infestation level stays the same, Every time a T1 spawns in the infestation level goes up by 1 and every time a T1 is killed it drops by 2.
by Billyum
Thu Sep 08, 2016 12:42 am
Forum: Bug reports
Topic: Infested Silos chapter 3
Replies: 10
Views: 2018

Re: Infested Silos chapter 3

I've seen them attack Bradleys and explosive charges, It's probably something in attack filter e.g. "Only attacks mechanical units and structures". But well if you have ideas of changes after having seen them in action with these attributes, I am interested From what I have seen from back ...
by Billyum
Wed Sep 07, 2016 3:21 am
Forum: Bug reports
Topic: Infested Silos chapter 3
Replies: 10
Views: 2018

Re: Infested Silos chapter 3

So the new boss has 7 range, 130+ damage with 1.2 attack speed, 25k+ health, Moves much faster than Cacu, And if just one silo explodes you have to fight 4 of them...

So the only thing keeping you from a swift and merciless death is the fact that they're bugged and aren't able to attack you.
by Billyum
Mon Sep 05, 2016 11:02 pm
Forum: Announcements
Topic: New class : the Prototype
Replies: 66
Views: 7581

Re: New class : the Prototype

IEM Discharge : The Prototype releases an IEM discharge around him, damaging and repulsing the area. Each level improves the damage and the repulsion. Doesn't damage allies, but repulses them. EMP based weapons are designed to shut down electronics, I don't see how an EMP discharge could push zombi...
by Billyum
Mon Sep 05, 2016 10:31 pm
Forum: Bug reports
Topic: Bug reporting in
Replies: 120
Views: 8391

Re: Bug reporting in

It's probably from the craters not disappearing, If it uses a "unit" every time that happens it would add up quickly.

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