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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Exalion wrote: with the railgun, make it powerful, able to shoot through walls, but make it like your AAl laser weapon: charge up and reload.
@J23: price doesn't come into consideration in a Deathmatch game, silly.
Also, what's the HAMR? I don't remember that in the BW arsenal... and good decision with the lightning gun. Well, I think i'll go with the charge up thing I described in the other post I made. I'll make it fire through walls and have ridiculously high recoil, power and cost (cost for the faction side of this mod.). I'll work on it today. The spartan laser's function wont look good on the railgun. The reason I used it on that weapon is to achieve the build-up effect while you were charging it. The lightning gun right now is a little funny. How it fires looks exatcly how I pictured it in the post some time ago, but the ability to lift and fling stuff is... well... not too spectacular. It rather butchers everything that is caught within the range and gibs them nearly always since I wanted the lightning gun to hurt and make wounds like it should and not act like a grav gun. Its a bit overkill, but looks awesome. Also another funny issue is, that I accidently gave it an "EMP effect". The lightning gun's vortex fires 24 TDExplosives at a rate of 3000 per minute. Now TDE's count as devices and thus when you fire the lightning gun, all the unheld weapons lying around are rendered instantly useless. I can fix this by making it only fire a single MOSR with several emitters attached to it, but I could also keep it as a feature. Its a bad idea if you like to keep armouries in your base, but it could make things interesting despite that. @ Exalion: Looks like you've missed the latest version or the latest bonus pack for BW. It includes the HAMR artillery cannon that is one of my favorite guns in the arsenal. It has a horribly large recoil that can even damage you if you decide to fire it from your shoulder. It can be deploy in BW as a stationary cannon. HAMR is just winrar.
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Thu Oct 23, 2008 11:04 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I really do like the charge idea, and through walls (without harming them) would be cool as. Can you do that?
And why does it make unheld weapons stop working? The sheer mass of objects flying around?
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Thu Oct 23, 2008 11:08 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Sounds good, and I'll need to check that numgun!
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Thu Oct 23, 2008 11:46 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Winterous wrote: And why does it make unheld weapons stop working? The sheer mass of objects flying around? The lightning gun did that because it fired over 20 TDExplosives that count as devices. And CC has a feature to reduce lag when there are over 25 devices on the map, the next unheld device will become terrain. But I decided to fix that with the MOSR + Emitters and it does the same thing and with much less lag! And now I will reveal some more teasers on what I've done today and yesterday! The Velocity Katana:This melee weapon has a cool feature that allows you to deal really high damage. It has the ability to deal more damage and pierce harder materials by absorbing your actor's speed. So lets say when youre standing still next to a concrete block, the katana wont do a scratch to it, but if you ram at it and slash it fiercefully, the concrete block will get sliced clean. Then the RAILGUN!A high powered super sniper-rifle capable of passing through walls and dealing amazing damage to its targets! It does very little damage to the terrain itself, but any actor getting rail'd is totally fudged. It has some drawbacks too, each shot must be charged up before firing and the charge lasts for 3 seconds before dissipating, incase when you are forced to recharge the gun. Then theres this amazing recoil. Only the HAMR matches to it in the recoil scale. (Ok no, its not overkill. Infact its really balanced and it does not kill in one hit.) And finally the lightning gun:Pretty cool gun. It has the ability to phase through walls and fling(?) actors while tearing them apart with the deadly lightning. Short range, but when it comes to indoor fights and someone has the lightning gun, his kill count will be high. Now I'll go take a try on making the Flamer and the G5 Rocket Launcher. Toodles.
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Thu Oct 23, 2008 1:50 pm |
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maddog321
Joined: Sun Aug 31, 2008 5:10 am Posts: 106
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
That looks epic. cant wait for the release!
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Thu Oct 23, 2008 11:16 pm |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
What you are doing with the Katana is just BRILLIANT!!! Using the speed of the actor just pure Brilliance my friend pure brilliance I can't wait to see what Ccrazy features in store for the knife
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Fri Oct 24, 2008 2:02 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Well played numgun; it's not a bug, it's a feature!
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Fri Oct 24, 2008 2:18 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
This mod suddenly draws my attention...
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Fri Oct 24, 2008 3:11 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Woah woah WOAH! How did you do that with the katana???
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Fri Oct 24, 2008 4:24 am |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
so, if I'm getting this right, when you move it it leaves stuff behind that damages things? whatever you did looks cool. can't wait for this thing to be done
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Fri Oct 24, 2008 5:49 am |
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zness
Joined: Sat Aug 25, 2007 5:50 am Posts: 319 Location: Planet Telex
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Change the name of the lightning gun. Seeing as what it is firing no longer looks or acts at all like lightning.
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Fri Oct 24, 2008 10:05 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Yeah, call it the super soaker It does look like it.
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Fri Oct 24, 2008 10:19 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
If you don't like the lightning gun, go complain to RuneStorm.
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Fri Oct 24, 2008 10:29 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Aspect wrote: so, if I'm getting this right, when you move it it leaves stuff behind that damages things? No, its when you move, your momentum's speed is added to the particles of the katana and that makes the particles much more powerful. The particles themselves have high sharpness value, but not much speed all together. Btw, railgun is going back to the lab. I was first trying to make it fire heavy particles at a very high speed but that brought recoil that was much higher than I expected just for the damage to be right. The merc flew THROUGH a concrete wall when the railgun was fired. Today I got a new idea using hacky methods, so I'll see how that turns out.
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Fri Oct 24, 2008 2:18 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Winterous wrote: Woah woah WOAH! How did you do that with the katana??? I guess Data told numgun about alot of coding secrets. Or maybe he got a beta version of B22. Anyways, looking good.
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Fri Oct 24, 2008 7:25 pm |
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