Rusted Warfare - RTS

Rusted Warfare - RTS

Battletech: Clan Star Adder Units -- Sulla Fighter Update!
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Update: 21 Sep, 2020 @ 8:37am

v1.5.1:

- All Sulla fighters can now be built by the experimental carrier (requested by Dash71101)
- Fixed potential visual issues with the Blood Asp A

Update: 9 Feb, 2019 @ 2:57pm

v1.5

- Added the Sulla aerospace fighter jet!
- All Sulla configurations can be switched to "flank" mode, which increase the plane's max speed but reduces its turn rate.
- Sullas are unable to hover in place, and will continue to fly forward if they can not land or are in flank mode.
- All Sullas are equipped with short-ranged rear-facing lasers for fending off pursuers (The D config has a stronger laser than the other two configs).
- Comes in three configurations:
- Prime: The main config is equipped with two ER large lasers and an ERPPC, allowing this configuration to perform strafing runs at a safe distance and snipe other planes out of the sky.
- B Config: This config is equipped with a long-range missile (LRM) rack under each wing. The LRMs are capable of hitting air and ground targets, but spread their damage about the targeted area, making this variant best suited for attacking large targets or swarms of enemies.
- D Config: This is the dog fighting config of the Sulla, and carries three medium pulse lasers and two SSRM6 missile launchers as its primary armament. While lethal against other air units, this configuration is also a capable strafing unit, though its short-ranged weapons force it to come closer to the enemy, leaving it open to AA defenses.


- All Blood Asp configurations:
- Adjusted acceleration and turn rates to emphasize the weight of the mech
- Increased the mass to 9000 from 6000 (Because the Blood Asp is 90 tons in the Battletech lore, and I'm a nerd)
- Updated the movement characteristics of the legs

- Blood Asp Prime:
- Reworked the SSRM6 to no longer rely upon energy
- Slightly increased the DPS of the SSRM6
- The arms of the mech now turn to aim at targets
- The Prime's medium pulse lasers can no longer

- Added the Blood Asp A configuration!
- Mounts two ERPPCs and two Heavy Large Lasers
- Mounts 3 jump jets! Jump jets grant an active ability to any mech which equips them
- The mech's arms WOULD turn toward targets, but the mech doesn't have lower arm actuators (in the lore)... and I'm a big nerd, sorry.

- Blood Asp D:
- Reduced damage of the ER large lasers
- Reworked the UAC/2s to no longer rely upon energy
- Reduced the overall DPS of the UAC/2s (fires more quickly, but fires fewer shots)
- Each of the three UAC/2s is now a separate turret (but still locked to the mech's torso) and each has its own recoil animation.
- The arms of the mech now turn to aim at targets


- All Adder configurations:
- Increased the base HP to 440 from 380
- Increased the mass to 3500 from 3000 (helps with pushing trees over, and because the Adder is 35 tons and I'm a huge nerd)
- Updated the movement characteristics of the legs
- All Adder con

- Adder Prime:
- Minor art updates
- Updated the characteristics of the ERPPC weapons (see weapon balance changes below). The most important aspect of this change is that the ERPPCs now pierce shields, while dealing half damage to structures.

- Added the Adder A configuration!
- Carries to LRM 20s, with two small pulse lasers (and the flamer) as backup weapons.
- The LRM 20s are good against swarms of weak units, large targets, and buildings.

- Added the Adder D configuration!
- This AA capable configuration carries and Ultra Autocannon 5 and an ER large laser as its main weapons.
- The UAC/5 is able to hit air targets, but only has moderate range, while the ER large laser can only hit ground targets, but has impressive range.
- The mech carries two SSRM2s (and the flamer) as close-range backup weapons.

- Adder H config:
- Updated the heavy large lasers to fire once per cycle only (to remove dependence on energy system). Overall DPS of the weapons is roughly the same.


- Weapon Balance
- Reduced the ranges of all extreme range weapons such that they match up with the vanilla ranges of the artillery tank or plasma mech
- All pulse laser weapons have been adjusted to fire more quickly, but with reduced damage. The overall DPS is roughly the same. This change is meant to make the pulse lasers have a different feel from the rest of the attacks in the mod.
- As mentioned above, no weapons utilize the energy system any longer. This was to free up the energy system for use with jump jets. This change effects SSRMs, heavy large lasers, and UAC/2s.
- The stream/burst fire rate of SSRMS to come out more quickly.
- Many other small tweaks that I can't remember.
- In general, my aim with many of these balance changes is to make the mod more compatible/comparable with the balance of the vanilla game.

- Added new sounds and effects!
- SSRM weapons (found on the Adder D, Blood Asp Prime, and the Sulla D) have received thinner smoke trails to reduce visual clutter from many missiles fired at once.
- The ERPPC (found on the Adder Prime, Blood Asp A, and Sulla Prime) have received brand new projectile sprites, trail effects, and fire sounds!
- ERPPC shots now inflict the same damage behavior as vanilla lightning attacks, and partially pass through shields but deal reduced damage to buildings. Impact effects have been updated to use the default lightning effects.
- ER large lasers, heavy large lasers, and heavy medium lasers have received updated sounds.
- All units now have dead/wreak sprites
- Updated the shadow sprites of all units
- All auto cannon weapons now only fire one projectile each. These projectiles visually appear as three shots
- The fire sounds of auto cannon weapons have been updated to reflect the above change. One auto cannon shot will sound like three shots fired in very quick succession.


- And VERY likely many other small changes that I forgot to document over the past few months.

Update: 23 Dec, 2018 @ 11:00am

v1.4.1 changes:

- Fixed bug that prevented mechs from aiming at targets that were out of range of their shorter-ranged weapons.

- Removed some redundant files and images.

Update: 27 Sep, 2018 @ 8:59pm

v1.3 changes:

- New Unit: Adder H variant -- Mounts two powerful Clan heavy large lasers. Has better DPS than the Prime, but less range.

- Updated the Adder sprites:
- The shoulders are not part of the main body sprite, and the arms sprites are layered underneath the shoulders
- Added more recoloring parts to the Adder's torso
- Minor updates to the Adder Prime arms

- Reduced the fire-rate of the Adder Prime's ERPPCs

- Increased health of the Blood Asp to 1400, from 1000 (effects all variants)
- Reduced the cost of the Blood Asp Prime variant to 7500, from 8000
- Reduced the warm-up/charge duration for the Blood Asp D's ER large lasers (this is mainly a visual change)
- Reduced the amount of visual spread that the Blood Asp's weapons have (purely visual change)

Update: 8 Aug, 2018 @ 2:29pm

v1.2 changes:

- Fixed the arms of the Adder incorrectly being green regardless of the unit's team (they are now just gray).
- Added more team color to the top of the Adder.
- Updated the foot sprites for the Adder to be more accurate to the original Battletech design.

- Made some back-end adjustments of the Blood Asp files. This will streamline the variant creation process somewhat.
- Increased the visual size of the Blood Asp Prime's short-ranged missiles
- Updated the foot sprites for the Blood Asp to be more accurate to the original Battletech design.

Update: 26 Jul, 2018 @ 8:32pm

Minor change:

- Updated the thumbnail of the mod because it was b a d

Update: 26 Jul, 2018 @ 7:11pm

v1.1 Changes:

- Made some back-end adjustments of the Adder files. This will streamline the variant creation process somewhat.
- The arms of the Adder have been converted to "turrets" (as opposed to part of the mech's main sprite). This allows for each arm to have separate recoil effects.
- The Adder now must face it's target in order to fire (can no longer "strafe"). This is an attempt to match the original Adder's inability to torso twist in Battletech.
- Increased the turn-rate of the Adder slightly.
- The Adder Prime now displays a reload duration bar for the ERPPCs.

Update: 25 Jul, 2018 @ 10:07pm

Initial release.