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.