[Squad] Riptide

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Xenesis
Posts: 8
Joined: Tue Mar 27, 2018 12:29 pm
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[Squad] Riptide

Postby Xenesis » Sun Apr 22, 2018 12:40 pm

This squad is currently a WIP/Active development!

Riptide
This squad is based around pushing and pulling units around - it was originally designed as a Force Amp based squad, but it was hilariously OP with Force Amp.

Download
WIP V3
WIP V2
WIP V1
Requires Mod Loader

Mechs

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Harpoon Mech
Class: Prime
Health: 3
Move: 3

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Launch Mech
Class: Brute
Health: 2
Move: 3

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Whirlpool Mech
Class: Ranged
Health: 3
Move: 3

Image Image Image

Upgrades

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Prime Harpoon
+1 Range (oo)
+2 Damage (ooo)

Kick-Off Charge
Building Kick-Off (o)
+2 Kick-Off Damage (oo)

Vortex Artillery
+2 Outer Ring Damage (oo)
Centre Smoke (oo)


Comments
No graphics as this is having its gameplay worked out. Hope you enjoy it.
I've had mixed feedback on the value of the Centre Smoke on the Vortex Artillery - I personally find it quite useful, others have said that it's not that great. Feedback on that in particular would be great.

Version Updates

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WIP3:
-Updated logic of Prime Harpoon to prevent an unexpected case when both a collision and a death would happen.
-Updated Prime Harpoon animation in logic.
-Fixed Kick-Off Boosters not gaining a bonus when kicking off Mountain tiles.

WIP2:
-Increased damage of Prime Harpoon upgrade.
-Kick-Off Boosters now inflict +1 damage when kicking off Cities and Pawns.
-Kick-Off Booster upgrades now "1/Building Kick-Off" and "2/+2 Kick Damage".
-Vortex Artillery firing design changed.
-Vortex Artillery centre now inflicts 1 damage.
-Vortex Artillery upgrades changed to "2/+2 Outer Ring Damage" and "2/Centre Smoke".

WIP1:
-Initial Release.
Last edited by Xenesis on Sat Apr 28, 2018 2:30 pm, edited 1 time in total.
Captain Trek
Posts: 66
Joined: Fri Feb 20, 2015 5:17 am

Re: [Squad] Riptide

Postby Captain Trek » Fri Apr 27, 2018 6:28 am

This squad feels balanced and nice to play, and is easily the closest in feeling to the eight "vanilla" squads of any mod squad so far. Its weapons are potent without being overbearing (especially as part of using them to their fullest possible potential involves damaging yourself in the process), and their upgrades flow naturally with the pace of the game and feel impactful, but not overbearing (aside from Center Smoke, which feels like a waste of cores). It's also nice to have the building kick-off as the "obvious" one-core upgrade you buy first, as this is another parallel this squad has with the vanilla ones (as most of those also posses such an upgrade). I would say that kicking off is more situational than I would like, but the mech functions satisfactorily even as a pure positioner, so as a gimmick I would call it adequate. The Vortex Artillery definitely steals the show, however, as it offers quite unexpected gameplay opportunities and its playstyle fundamentally changes with the +2 outer ring damage. If nothing else, it's a damn-side better than the almost worthless Vortex Fist from the base game...

Overall, I give this squad a B-. Though it lacks the sheer uniqueness of certain other mod squads, it has excellent potential as a baseline for other mod squads to measure themselves against, and with custom spritework could easily become a true stand-out.
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Xenesis
Posts: 8
Joined: Tue Mar 27, 2018 12:29 pm
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Re: [Squad] Riptide

Postby Xenesis » Sat Apr 28, 2018 2:32 pm

The feedback's greatly appreciated (both in your review here and on the Discord) - I've still got some refining to do but it's good to hear that the core of the squad is in a good place right now. :)

I've updated to V3 in the main post with the following changes:

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--Version Notes--

WIP3:
-Updated logic of Prime Harpoon to prevent an unexpected case when both a collision and a death would happen.
-Updated Prime Harpoon animation in logic.
-Fixed Kick-Off Boosters not gaining a bonus when kicking off Mountain tiles.
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Djinn
Posts: 27
Joined: Thu Nov 29, 2018 1:22 pm

Re: [Squad] Riptide

Postby Djinn » Fri Feb 15, 2019 6:42 pm

Image
Added sprites to Riptide! Unofficial link here: https://www.dropbox.com/s/nqiann5wa3qim ... e.rar?dl=0
Robert Scythe
Posts: 36
Joined: Mon Feb 18, 2019 7:00 pm

Re: [Squad] Riptide

Postby Robert Scythe » Fri Mar 15, 2019 11:14 pm

Djinn, I am having trouble with your link. It states that The archive is either in unknown format or damaged. I really want to play this squad but I prefer to use your sprites for that original look and feel.
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Djinn
Posts: 27
Joined: Thu Nov 29, 2018 1:22 pm

Re: [Squad] Riptide

Postby Djinn » Thu Mar 21, 2019 11:48 am

Robert Scythe wrote:Djinn, I am having trouble with your link. It states that The archive is either in unknown format or damaged. I really want to play this squad but I prefer to use your sprites for that original look and feel.


Try this one: Riptide
Robert Scythe
Posts: 36
Joined: Mon Feb 18, 2019 7:00 pm

Re: [Squad] Riptide

Postby Robert Scythe » Sun Mar 24, 2019 7:36 pm

Thanks, Djinn, that link seems to work just fine.

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