Siege++ - My mission is to make a mod where players need skill, intelligence, and haste in order to accomplish their objectives.
LIST OF FEATURES:
Armor physics match Classic v1.3 specifications.
Minedisc is not possible. It will NEVER be possible. Don't ask about it. It's undisputable.
All weapons have been changed to Classic v1.3 physics except where noted.
Blaster takes away energy from player shields in addition to damaging the player.
Blaster has Concussion Immunity*.
You can dance with Laser Rifle and Missile Launcher.
Fusion Mortar has increased power against satchel charges.
Fusion Mortar works as it did under base physics.
Missile speed increased slightly.
Shocklance frontal damage has been changed to 50% strength. Back damage stays as it was.
Targeting Laser has Concussion Immunity*.
Sensor Jammer has no passive abilities.
Sensor Jammer has an extra feature - when off, it recharges energy faster.
Cloak Pack has lost all passive abilities.
Cloak Pack has a new ability - Pulsar Wave**. This ability knocks people away from the user.
Satchel Charge is non-stick.
When a Satchel Charge is destroyed, it no longer deals damage***.
Camera Grenades do NOT inherit the classic ability to detect people with an active Sensor Jammer.
Concussion Grenades are no longer random. If you are too close to the explosion, items are stripped.
Teams have more beacons available, and these beacons can only be used as markers.
Havoc Heavy Transport uses less energy to boost.
Mortar Turrets will not fire automatically. They require manual control.
AA Turrets need more heat than normal to lock onto a player.
Generator durability conforms to base play. One direct mortar disables it.
Killing yourself with your own weapon will result in a 10 second delay to respawning.
Killing yourself with Ctrl+K will result in a short delay in respawning.
* - Concussion Immunity. Any weapon under Concussion Immunity cannot be stripped from your body.
** - Pulsar Wave is activated by turning the pack on and off in quick succession. It takes 25% of the energy bar.
*** - Contrary to popular belief, the Satchel Charge did slight damage when destroyed.