Nifflas' Support Forum

General => Other Free Games => Topic started by: AClockworkLemon on August 23, 2009, 07:09:56

Title: [strategy/action] Steel Sentinels
Post by: AClockworkLemon on August 23, 2009, 07:09:56
Steel Sentinels - Strategy/Action

Steel sentinels is a free game that has been recently relesed on the "funorb" website
In the game, you are a mech which You control to blow up... other mechs....

It has a campaign (including a Tutoial... DO THE TUTORIAL, YOU WILL NEED TO!) and A multiplayer lobby, where you can pit your customised mech against that of other players. you can also play rated games, and increase your reputation

Play (http://steelsentinels3.funorb.com/steelsentinels/8172/game.ws?js=1)
Please note that to play multiplayer you will need to make a FunOrb account, or use your Runescape acoount if you have one

Forum member's Funorb Accounts
A ClockWork Lemon:
Torchick196

Sparks:
true_hyphen

Limelemon:
limelemon93

Pumpkinbot:
Bigrobothing

Pick Yer Poison
Spinner343

Vinterrun:
Vinterrun

If you have a funorb account, and play steel Sentinals, PM me your username & I'll post it here so other forummers can play against you

If you want to play a multi-player battle, join the #fightclub channel on the IRC too meet up with people who want to do the same. (for more details see the last post)

Im torchick196 in the screenie below (we lost that game...)
Title: Re: [strategy/action] Steel Sentinels
Post by: AClockworkLemon on August 24, 2009, 09:37:28
soz for double post but...
EDIT:   I took a chill pilll lolz
'ey LL, couldya bump off ur reply, I wanna leave space for toatally awsmoe mechs (maybe I had a few to many chill pilz?)


For those who have made their own mech, post up your personal favourite! I'll start with my Golem-
Chassis
Golem
Body Parts
Default golem except for slave head
Weapons
2x Heavy Cannon
3x Pircer Missiles
2x Heavy Rockets
Modules
Default set

(Its not the one shown in the configuration screenie, thats the default slave)
Title: Re: [strategy/action] Steel Sentinels
Post by: LimeLemon on August 24, 2009, 09:52:07
Chill, dude. Sometimes you have to wait several days before you get a reply.
Title: Re: [strategy/action] Steel Sentinels
Post by: Sparks on August 24, 2009, 15:19:55
This game is surprisingly awesome.

My best mech so far is:

Aquila-OL3PE-V2

Components:
Visor Head
Razor Arm
Shoulder Pack

Weapons:
3x Pulse Laser
7x Rapier Missile

Modules:
Light Capacitor
Core Reactor
Targeting


Can destroy a golem easily.
Title: Re: [strategy/action] Steel Sentinels
Post by: AClockworkLemon on August 25, 2009, 08:45:14
Lol, I HATE Aquilla...
anyway, Can it easily destroy a golem on the other sige of the level hiding under a piece of terrain sniping everyone with a heavy cannon and heavy/piercer rockets?????
Title: Re: [strategy/action] Steel Sentinels
Post by: minmay on August 26, 2009, 02:03:38
I played the first four missions (training missions) before I got completely fed up with the way jumping works.  It feels horribly unintuitive, and the way it "forces" a jump if you hold the W key for more than a couple seconds was really, really annoying.
Title: Re: [strategy/action] Steel Sentinels
Post by: Sparks on August 26, 2009, 02:24:15
Lol, I HATE Aquilla...
anyway, Can it easily destroy a golem on the other sige of the level hiding under a piece of terrain sniping everyone with a heavy cannon and heavy/piercer rockets?????


Yes.
Title: Re: [strategy/action] Steel Sentinels
Post by: AClockworkLemon on August 26, 2009, 04:51:41
I played the first four missions (training missions) before I got completely fed up with the way jumping works.  It feels horribly unintuitive, and the way it "forces" a jump if you hold the W key for more than a couple seconds was really, really annoying.

yeah, it gets annoying, but if you are using a golem you dont have tio worry about jumping, because ic quite frankly can't

@@Sparks...
Hmmm... still hate aquilla though
Title: Re: [strategy/action] Steel Sentinels
Post by: Sparks on August 26, 2009, 15:43:19
New Mech. (also, my rating is 973 (better than 1000))

Aquila-TMTX-V2

Components:
Visor Head
Razor Arm
Shoulder Pack

Weapons:
3x Gauss Gun
7x Piercer Rocket

Modules:
2x Light Capacitor
Core Reactor

Title: Re: [strategy/action] Steel Sentinels
Post by: AClockworkLemon on August 27, 2009, 08:43:58
[badspelling]
LOL! OMG! the HIGHER your rating THE BETTER, silly. if you got 973 rating, It means you LOST some battles.
My rating is nearly 1100  C)p

Also, a bit of a silly mech I made (I cant remember It exactly)

Chassis
Commando
components
(I cant remember)
weapons
7xFire bomb
2xpiercer Missile
modules
default set

its great, 'cuz you can fly over ally your enemys raining missiles all ofer them. when you run out of energe, just thrash 'em good w/ piercers

PLEASE NOTE:
This mech PONES aquliia, so HUH
[/badspelling]
Title: Re: [strategy/action] Steel Sentinels
Post by: Sparks on August 27, 2009, 15:25:32
:S, but I haven't lost any battles.

Oh well, have a higher rating now.
Title: Re: [strategy/action] Steel Sentinels
Post by: LimeLemon on August 28, 2009, 16:52:02
I tried this. It was quite fun, but I haven't really got the hang of it yet (didn't play much). But I sure will play this more (and eventually get good, lol).
Title: Re: [strategy/action] Steel Sentinels
Post by: LimeLemon on September 04, 2009, 15:25:02
Played this some... no, a lot more. It's pretty fun. I have played mostly unrated games but I have 1375 rating.
I use three different sentinels which I "adjust" from time to time. A rocket golem, a kinetic sniper turtle and a close assault aquila.
Here is the stats for my favorite, the turtle:

Turtle-N4DLB-V2

Components
Reticulan head
Light shoulder pack

Weapons
Rail repeater
4x Gauss gun
2x Heavy rocket

Modules
Scanner
Gravity pods
4x Base capacitor

Health: 700 kPm
Energy capacity: 10 TJ
Jump: 80%
Shields: None
Energy generation: 16 GJ/s
Thrust: None

Tech value: 3450
Title: Re: [strategy/action] Steel Sentinels
Post by: AClockworkLemon on September 05, 2009, 01:11:18
Hmm... Nice One.... I still use the golem mentioned up at the top, Ive got about 1170 rating at the moment.

If you start playing, and have a FunOrb account, send me a PM of your account name and I'll put It up in the top post
Title: Re: [strategy/action] Steel Sentinels
Post by: Pick Yer Poison on September 26, 2009, 06:01:43
HURRAH FOR TURTLE TANKS! \o/

Turtle-T11WB-V2

Stats
Health: 950 kPm
Shields: 400 GJ
Energy Capacity: 2 TJ
Energy Generation: 16 GJ/s
Jump: 20%
Thrust: None

Layout
Head: Shield head
Shoulder: Heavy mounting

Armament
Gauss gun x2
Mortar x2
Piercer rocket x2

Modules
Electron energy shield x2
Reinforced armor
Reactive armor

This little number is able to take constant barrage from just about any weapon for 15 seconds or more (depending on the weapon). And that's no exaggeration.

Incidentally, I had a flawless victory moment during a makeshift 1v1 match (two people in the Zone). The other player was being harassed by two CPU 'bots, and I was getting bored of waiting, so I sniped both of them from a quarter of the arena away, and said, "Those things are annoying." Then I sniped the other guy and killed him. C)p

Oh yes, and my username over there is Spinner343, in case you'd like to find me.

EDIT: It seems that that was a bit of an exaggeration. Quite a bit of one. It can last about 5 seconds from most weapons, although again it depends on the type. However, tests have also shown that it can take a side hit from a nuke and keep on ticking.
Title: Re: [strategy/action] Steel Sentinels
Post by: Pumpkinbot on September 27, 2009, 07:39:33
(we lost that game...)
I LOST THE GAME. D:

Anyway, the second level is IMPOSSIBLE. D:<
Title: Re: [strategy/action] Steel Sentinels
Post by: LimeLemon on September 27, 2009, 12:50:40
...The second campaign level? Cuz I really hope you don't mean the second training level.
Well, it's pretty easy if you just learn to use the aquila. Try to play some multiplayer (preferably with an aquila similar to default) and then come back later, when you are more skilled. Worked for me every time... except for mission 10.
That one is hard. Still can't beat it like almost everyone else.
Title: Re: [strategy/action] Steel Sentinels
Post by: Pick Yer Poison on September 27, 2009, 19:37:02
The second level got me for a while. The hardest thing about using an Aquilia is to remember that your advantage lies not in storming the gates, but in shooting through the windows. [/ambiguous metaphor] Basically, you have to use your speed and agility to your advantage. You can run (and jump, for that matter) circles around any other enemy; make sure they know it.

I just can't beat campaign level 9, though. I've been playing with my Tankle to much; I'm used to not bothering to move because I can outlast anyone else. XD

And speaking of the Tankle, I ran some tests in multiplayer to get some actual data, and it turns out that my last post was quite wrong as to how long it can stand constant fire. However, one unexpected test showed that even a (moderately nearby) nuke can't kill me when I'm at full health.
(http://fc03.deviantart.com/fs5/i/2005/005/f/e/Evil_by_parablivion.gif)
Title: Re: [strategy/action] Steel Sentinels
Post by: Razzorman on September 27, 2009, 22:05:06
This game is not good.
Why do I have to press S to stop? Why am I forced to go through all of those tutorials just to learn how to aim and click? Why does the camera scroll up automatically, but not down? Why is the game so slow? Where is the fun? Why does it take so long to walk anywhere?
I'm sure I could find even more stuff to complain about if I played it more, but I generally don't play games that manage piss me off withinin the first 20 seconds of gameplay. :/
Title: Re: [strategy/action] Steel Sentinels
Post by: Pumpkinbot on September 27, 2009, 23:58:54
The second level got me for a while. The hardest thing about using an Aquilia is to remember that your advantage lies not in storming the gates, but in shooting through the windows. [/ambiguous metaphor] Basically, you have to use your speed and agility to your advantage. You can run (and jump, for that matter) circles around any other enemy; make sure they know it.
Hmm...*goes to try this*
Edit: OMGIDIDIT
Title: Re: [strategy/action] Steel Sentinels
Post by: Pick Yer Poison on September 30, 2009, 05:17:51
Well, I've been slightly bored with this recently, having gotten all the non-member parts, so I've been seeing what kinds of combinations I can give my sentinels. As a direct result, here are a few test screenshots of Project FABFH:



Spoiler: Adaptability test (click to show/hide)

Yes, I was quite bored.

EDIT: I've now tested it out in multiplayer, and I must say, I get a lot more kills, and a larger percentage of non-TKs, when I use the Tankle. I keep swearing I'll go back to it, but firebombs are just so gosh-darned FUN! D:
Title: Re: [strategy/action] Steel Sentinels
Post by: AClockworkLemon on October 01, 2009, 06:21:12
I have given in to the Aquila...

This is my new mech. its really good at free-for-all matches.
Aquila-75VFA-V2
Tech Value:3025
Health:600 kPm
Energy:4 TJ
Jump:40%
Shields:200 GJ
Generation:16 GJ/s
Thrust85%
Parts
Reticulan head
Armoured arm
Light shoulder pack
Weapons
3x Minigun
2x Heavy gun
Modules
Reactive armour
Base capacitor
Targeter
Electron energy sheild


just target, run up close and FIRE!!!!!!!
Title: Re: [strategy/action] Steel Sentinels
Post by: Pick Yer Poison on October 01, 2009, 07:13:08
Speaking of Aquilas, I present to you Project HEAMA. I got bored with Project FABFH, so I switched to this one instead. I've been kicking the idea of attempting to maximize the Aquila's maneuverability around for a while, and I think it turned out nicely. :3

Spoiler: Test A (click to show/hide)

Spoiler: Test B (click to show/hide)

Spoiler: Agility Test (click to show/hide)

Yay for random projects that show how bored I am and how much I like making walking doom 'bots!

On a related note, now that I've closed up Project FABFH, I can put up the specs for it.

Also, @ACWL: Check your PMs; I PMed you my username so you can put it up in the first post. ;)
Title: Re: [strategy/action] Steel Sentinels
Post by: AClockworkLemon on November 10, 2009, 08:53:30
Ok, I've set up a IRC channel for arranging multi-player matches. Not nesissarily Steel Sentinals, anything! To join, click the "chat" button at the top of the forum or open up your IRC client and type:
/join #fightclub
there might not be many people on, but I will be on most Australian weekday afternoons ( around 9-11PMish American time)
Title: Re: [strategy/action] Steel Sentinels
Post by: Dataflashsabot on November 10, 2009, 11:23:53
Ohh, good idea! :D
Title: Re: [strategy/action] Steel Sentinels
Post by: Vinterrun on November 10, 2009, 15:47:31
Heja:
Da Vinteraccount:
Vinterrun
Title: Re: [strategy/action] Steel Sentinels
Post by: TheSquashedOrange on November 14, 2009, 23:31:56
Long time no see :D. I'm actually a member of Funorb as it happens, so I get all the awesome, overpowered monstrosities (I have the one on the front page, the one that blasts the Slave, it's called the Valhalla.) I usually play standard games though because I'm a prick, >) I'll post up my two most favourite mechs here...


Chassis: Turtle-I21B
Minotaur Head
Ordnance Mounting

Weapons:
Dual Howitzers (like mortar, but A LOT more dangerous)
Dual Miniguns
Dual Heavy Rockets

Modules:
Scanner
Repair System
Reinforced Armour
Reactive Armour

Tech Value: 6100

Very tough, can stand alot of punishment with full armour and 1200KPM. Howitzers are extremely powerful, and two of them are downright nasty. It's repair system also allows it to regenerate. My favourite mech.



Chassis: Slave-MLVK-V4
Predator Head
Armoured Arm
Heavy Mounting

Weapons:
Triple Gauss Guns
Dual Plasma Cannon (not spray, 500 damage per shot :crazy:)
Rifled Sniper Cannon

Modules:
Ring Capacitator
Scanner
Coolant Array

Tech Value: 4875

Incredibly strong, only one unit of energy per shot, and it can kill a standard Slave in two shots. Not much in the way of armour, it is quite vulnerable to artillery, even with the sniper cannon.



Oh yeah, I've also beaten both the non member AND member campains. I'm not on the nifflas forum all that much, but I'll give my advice to anone who needs it.
Title: Re: [strategy/action] Steel Sentinels
Post by: Solarn on December 12, 2009, 21:53:19
This game is not good.
Why do I have to press S to stop? Why am I forced to go through all of those tutorials just to learn how to aim and click? Why does the camera scroll up automatically, but not down? Why is the game so slow? Where is the fun? Why does it take so long to walk anywhere?
I'm sure I could find even more stuff to complain about if I played it more, but I generally don't play games that manage piss me off withinin the first 20 seconds of gameplay. :/
Why are you being challenged with gameplay that doesn't conform to your expectations? WAAAH! :crying smiley:
Title: Re: [strategy/action] Steel Sentinels
Post by: Razzorman on December 12, 2009, 23:34:47
Why are you being challenged with gameplay that doesn't conform to your expectations? WAAAH! :crying smiley:
Yes, I suppose I should just get used to bad design instead, huh? <_<
Title: Re: [strategy/action] Steel Sentinels
Post by: Solarn on December 12, 2009, 23:51:00
Why are you being challenged with gameplay that doesn't conform to your expectations? WAAAH! :crying smiley:
Yes, I suppose I should just get used to bad design instead, huh? <_<
You don't like it /= bad design.
Title: Re: [strategy/action] Steel Sentinels
Post by: Razzorman on December 13, 2009, 01:12:22
You don't like it /= bad design.

Not what I said.
I don't think its badly designed because I don't like it. That would be stupid. I don't like it because of its bad design.
Bad design = I don't like it.
Its simple, really.

Lets go over what is bad again, so you don't have to think that I made up an excuse not to like the game.

It makes no sense at all to have to press S to stop. Key down/Key up events are a design convention for a reason. Why can't I just hold down right to go right, and let go when I want to stop? Or at least, use the same key to start walking as I do to stop?
The simple act of walking should be just that, simple, but for some reason they decided to turn it into an entire science instead.

I thought the fact that the camera scrolled up automatically, but not down would speak for itself, but apparently it didn't. If you are going to incorporate auto scrolling into a game, it would make sense to make it scroll in all directions. You can't just scroll in one direction, and force the player to scroll manually whenever they want to go the other, especially in a game like this.

The game is ridiculously slow. It doesn't have to take half a second to start jumping, but it does for some strange and bewildering reason. Walking feels pretty much useless, because of how long it takes to put just a few centimeters behind you. Seriously, it wouldn't hurt to be able to move a little bit faster.