SWBF2 Jettrooper Mod (99% done)
Posted: Mon Jul 02, 2007 12:07 am
I've been working on a mod, in compliance with a request I've recieved from someone. It changes the jettrooper much like the swbf1 mod did, as far as I know, since I haven't played that one. I've made a number of changes to other units as well:
Rifleman: Now has award rifle, award pistol, more thermals, and emp grenades.
Heavy: Rocket launcher, faster reload time, more ammo, and better targeting, pistol, no overheating, more thermals, more mines.
Crackgrenades have now been added to his arsenal.
Sniper: More powerful sniper rifle, pistol, camouflage, emp grenades, recon droid.
Engineer:More powerful shotgun, faster reload time, better scatter effect with more ammo, fusion cutter, works against droids as well, more detpack, autoturrets, more health, stronger blaster, and more can be out, up to 12.
An extra cash of detpacks have been added, to increase flexability with them. His orbital strike has been removed as well.
Marine: Award Rifle, same as rifleman, Rocket Launcher, same as heavy, more thermal detonators, detpacks.
His thermals have been replaced with crackgrenades.
Pilot:Commando Pistol, from my first republic mod, though no overheating, fusion cutter, more timebombs.
His mines have been removed, and replaced with EMP grenades.
Officer: Chaingun, very powerful against shields, tears them apart, longer period before overheating, warms up faster and cools down faster, Commando Pistol, same as from my first mod, Orbital Strikedroid, easily traceable shot, larger number of bolts, able to be charged at times to get a much more powerful effect, more powerful Defense Buff, longer lasting and stronger defense, more ammo Health/Ammo Dispenser.
Jettrooper: Unlimited ammo, rapid fire EMP Launcher, larger blast radius, Award Rifle, from my first mod, EMP Thrower, first mod, Award Pistol, EMP grenades, mines. Unlimited jetfuel, faster jets, more armor and health.
Rail Arc Trooper: Now equipped with the Beam Cannon, first mod, Commando Pistol, Orbital Attack, increased number thermals, extra crackgrenades, timebombs.
The EMP launcher has been changed, though still rapid fire, it has been slowed down slightly to make it less overwhelming. Still unlimited rounds per clip.
The mines, autoturrets, timebombs, and other dispenser other than the detpacks, all have an increased limit of ords out. Some of the weapons from my first mod have been included, and refitted or adjusted as needed to suit this mod more. The ep3 units now are changed from the 501st to the 327th for the most part, where possible and desired, credit to Teancum and Hebes for getting those out.
More info tomorrow, as well as better and more screenshots. The release won't be for a week.









Now 99% done. Last few changes are in the works. Release is four days, provided I have time for uploading.
Rifleman: Now has award rifle, award pistol, more thermals, and emp grenades.
Heavy: Rocket launcher, faster reload time, more ammo, and better targeting, pistol, no overheating, more thermals, more mines.
Crackgrenades have now been added to his arsenal.
Sniper: More powerful sniper rifle, pistol, camouflage, emp grenades, recon droid.
Engineer:More powerful shotgun, faster reload time, better scatter effect with more ammo, fusion cutter, works against droids as well, more detpack, autoturrets, more health, stronger blaster, and more can be out, up to 12.
An extra cash of detpacks have been added, to increase flexability with them. His orbital strike has been removed as well.
Marine: Award Rifle, same as rifleman, Rocket Launcher, same as heavy, more thermal detonators, detpacks.
His thermals have been replaced with crackgrenades.
Pilot:Commando Pistol, from my first republic mod, though no overheating, fusion cutter, more timebombs.
His mines have been removed, and replaced with EMP grenades.
Officer: Chaingun, very powerful against shields, tears them apart, longer period before overheating, warms up faster and cools down faster, Commando Pistol, same as from my first mod, Orbital Strikedroid, easily traceable shot, larger number of bolts, able to be charged at times to get a much more powerful effect, more powerful Defense Buff, longer lasting and stronger defense, more ammo Health/Ammo Dispenser.
Jettrooper: Unlimited ammo, rapid fire EMP Launcher, larger blast radius, Award Rifle, from my first mod, EMP Thrower, first mod, Award Pistol, EMP grenades, mines. Unlimited jetfuel, faster jets, more armor and health.
Rail Arc Trooper: Now equipped with the Beam Cannon, first mod, Commando Pistol, Orbital Attack, increased number thermals, extra crackgrenades, timebombs.
The EMP launcher has been changed, though still rapid fire, it has been slowed down slightly to make it less overwhelming. Still unlimited rounds per clip.
The mines, autoturrets, timebombs, and other dispenser other than the detpacks, all have an increased limit of ords out. Some of the weapons from my first mod have been included, and refitted or adjusted as needed to suit this mod more. The ep3 units now are changed from the 501st to the 327th for the most part, where possible and desired, credit to Teancum and Hebes for getting those out.
More info tomorrow, as well as better and more screenshots. The release won't be for a week.
Now 99% done. Last few changes are in the works. Release is four days, provided I have time for uploading.