Supreme Mech Commander Release Build v0.5

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Published on ● Video Link: https://www.youtube.com/watch?v=OkJwz56CMk0



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Incoming massage Commander, Supreme Mech Commander v0.5 is live! Pick it up at:
http://www.moddb.com/mods/supreme-mech-commander (Supreme Commander: Forged Alliance needed. Available on Steam, and other software dispensers).

We are introducing 28 new units, bringing the total amount of units to 63. There are 6 new Mechs, 9 new vehicles, 4 new Aero, and 8 new structures, many of which change the gameplay dramatically. We also added new weapon systems, and updated pre-existing weapons.

The Supreme Mech Commander Dev Team is now also officially opening up the floor for model donations. Please contact Kamisama171 (http://www.moddb.com/members/kamisama171) if you have any assets you would like to donate.


Patch notes:

New Mechs:

Thunderbolt TDR-7SE (donated by Liz Gibbz)
Locust LCT-1M (donated by Liz Gibbz)
Awesome 8Q
Raven 3L
Bushwacker BSW-S2
Jenner JR7-D (modeled by IansLuck)

New Vehicles:

Saracen Medium Hover Tank
J. Edgar Light Hover Tank
SRM Carrier
Centipede Scout Car
Bulldog
Manticore
Regulator
Rommel
Scorpion LT (modeled by Julius Davis)

New Aero:

Warrior H-7
Cutlass CUT-01D
Cutlass CUT-1E
Stingray F-90

New Naval:

Neptune

New Buildings:

T1 Vehicle factory
T2 Vehicle factory
T1 Mech factory
T2 Mech factory
Mech Repair Bay
Large Laser Turret (modeled by Julius Davis)
Long Tom Cannon Turret
Long Tom Fixed Artillery

General Changes:

Jifty build time reduced.

1st texture pass. Majority of new units textured, some still require another pass. Some older units also received preliminary texture pass.

Veterancy requirement halved.

Mech Repair Bay only repairs mechs:
To use just select a damaged mech and right click on the repair bay.
Once repaired use the unload transport button to undock mech.

Weapon Changes:

LBX weapon functional.

Cluster based weapons damage multiplier reduced. (Missiles, LBX, LRMs. This is used to simulate crit damage from crit prone systems.)

LRM and SRM weapon system updated, accuracy more in line with BattleTech hit charts. (You’re going to feel this one. Before, missiles were a placeholder, and behaving as Streaks Missile Systems.. Actual Battletech missiles hit 58% of their payloads on average, not including the “to-hit” probabilities. Keep this in mind as you adjust your tactics. Rely on your direct fire mechs/vehicles. Your dropship is also going to be a bit less offensive, and a lot more defensive.)
Changed damage and rate of fire back to BattleTech values due to accuracy correction.

Artemis IV FCS increases LRM hit rate by roughly 35%.

AMS fully functional vs LRM, and SRM missiles.

Updated visual for PPC and ERPPC.

Energy based weapons function under water.

Hover vehicles unable to engage seabed targets.

Partisan AA capabilities updated, much more effective vs air targets, less accurate vs ground targets.

Lowered drop ship flight elevation to improve direct fire accuracy.

Enjoy the build guys and let us know if you notice any bugs.
-Kamisama171 and FuegoTigre
Supreme Mech Commander Dev Team







Tags:
Supreme Mech Commander
Supreme Commander
Forged Alliance
Indie
Mod
Video Game
Battletech
Mecha
Mech
Mechs



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