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 The guns in CC and your thoughts (so we can make 'em better) 
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Joined: Sun Apr 24, 2011 8:19 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Sorry but how exactly do you 'enable' the weapon?


Mon Aug 29, 2011 4:09 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
If they have the line "Buyable = 0" change it to "Buyable = 1". If they don't have that line, add it somewhere in the HDFirerarm's script (for example, under the description of the gun).


Mon Aug 29, 2011 7:19 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
monkeyfetus wrote:
Gun name: All metal guns (i.e. not plastic dummy guns)
What I like about this gun:
It kills things :D

What I don't like about this gun and I think should be changed about it:
You have to be standing above the gun to pick it up, but if you accidentally bump the gun with your foot it disintegrates. I can't count the number of times I've lost a weapon during a fight, hurried over to pick it up, and had it turn to dust under my clumsy feet. If these were the plastic dummy weapons it would make sense, but I'm snapping M16s and Ubercannons in half with a tap of my foot.
To fix this problem, I would suggest either a small increase in the range at which guns can be grabbed, or improving the weapons' resistance to being crushed.

...

This, so much this.


EDIT: I might've bitched about this already, but I'll just do it again. It isn't a gun, but it's the coalition helmet. That thing is insane, it can seriously stop anything. It can break from a single shot from a heavy sniper (SOMEHOW keeping the soldier alive) or just a simple pistol round, it's crazy. It can stop effin GRENADES that should kill the soldier because he's simply too close to the explosion. I think it needs to be tweaked a bit, at least make explosions capable of killing someone through a helmet.


Thu Sep 01, 2011 10:45 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Coalition Assault Rifle

This vanilla rifle is one of my best automatic guns in the game. Not only that this gun is cheap, it also has a decent range and a fine reloading time. I used this baby to kill BW Mercs, AAL Marines, Dummy Behemoths, MDC Grunts, those God of Mod forsaken Cordycs and more.

Give it an add on. Grenade launcher, bayonet, sawn-off shotgun, incendiary rounds or explosive rounds.


Molotov Cocktail

Easy to use special grenade, nuff said.

Nothing. But I would like to see the Ronins throw a freakin' Cluster Molotov Cocktail.


Rifle Long

If you like to kill enemies from afar without a sniper scope to help you, this bolt action rifle is your best friend. The Rifle Long is a cheap and deadly alternative for those pricey Ronin Sniper Rifles. The pack more power than the Coalition Sniper Rifle and the Dummy Sniper Rifle. They lack range but they can fire faster and reload faster.

Just like the Assault Rifle, it needs an add on. Or at least a higher ammo capacity.


Fri Sep 09, 2011 9:16 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I think the browncoats need to be beefed up much more.


plus they need their own weapons


Wed Sep 14, 2011 6:59 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
It's horribly unbalanced too.
Just pack the guns that are gone together in a seperate .rte if you want to keep it.

Also there's a M79 for ronin now.


Wed Sep 14, 2011 12:19 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gone? What the hell?

It is the gun with the highest tactical value for bunker clearing and stuff. And it's gone?


Wed Sep 14, 2011 5:56 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
The Dummy Nailer Cannon could use some Air Resistance or longer range or something. Right now, at certain ranges, AI will shoot it at someone, but the nails or whatever disappear (traveling at more or less full speed) just before hitting the target.

I don't think the Ronin Desert Eagle really needed the nerf from 9 to 7 capacity. Also, the 9 round capacity indicated it was a .357 magnum model, which I thought was more suitable to how it acted, (weaker than the peacemaker) and I liked that because most games either go with .44magnum or 50ae deagles, so it was nice to have that variety. That's not really important though, just an overly fine detail that I'm reading too far into. If 7's better for gameplay, so be it.
Edit: actually it's powerful enough now that 9 rounds would be overpowered, so nevermind, unless you'd want to also nerf it back too.

Also the Ronin RPC M17 really needs a major buff, or price cut. Right now, it costs 100 more than the uber cannon, and is about as effective overall as an assault rifle, because it settles into terrain and the blade bounces off most things.

Also M1 Garand with proper pinging clips would be sweeet.

Also the Thumper and RPG-7 could use new sprites. They're not bad by any means, but it's obvious they weren't Prom's work.

And maybe make the RPG-7 simply impact detonated. That smart airburst fuse doesn't really fit with the Ronins' style, I think. That could be balanced out with inaccuracy or a nerfed explosion.

And the Thumper's bounce mode could benefit from being more bouncy, like the dummy grenade launcher in previous builds.

If the laser rifle came back, with a recharging mechanism similar to CC48's Focus Rifle, that'd be neat.


Last edited by Azukki on Tue Oct 04, 2011 6:36 am, edited 4 times in total.



Fri Sep 16, 2011 12:23 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
- A name change for the uber cannon.
- The new sprites are not bad but they look very different from Prom's work. I hope that'll change in the future. :???:
- I also agree that Ronin weapons should be cheap and old tech, so I'd limit their access to technology like rockets that explode just before impact. Better save the fancy schmancy for the coalition and dummies (and whitebots?).


Fri Sep 16, 2011 2:41 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Techion, you mean.

And the Impulse Cannon? What the hell? I mean, it's cool and all, but it's not the dummy grenade launcher.
Why didn't you simply replace the frag grenade with an impulse grenade?


Fri Sep 16, 2011 6:10 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Flak Cannon pretty much serves the purpose of heavy shotgun now that it has prox sensor.


Fri Sep 16, 2011 8:52 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
It's not the same D=

If the mauler shotgun just was the one of B23, when it fired the mauls, that was a unique shotgun. Not your everyday 999 pellets shotgun.


Fri Sep 16, 2011 8:54 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Personally I was never a huge fan of the whole
"It shoots these giant heavy spike ball things that smash your limbs off, but they have the air resistance of a delicate snowflake, and are four times wider than the gun's barrel"
thing.

And yeah, the flak cannon does work for the job, but it's not quite the same.
Oh well, there will be plenty of super-shotgun mods to fill in that niche.


Fri Sep 16, 2011 10:42 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
The hand offsets on most pistols are atrocious.

If this can be fixed it really should.

I like the new sprites but they just don't seem to be very CCish imo.
They look more moddish than vanilla CC. Also I think the thumper is a tad mis-proportioned. The stock looks itty bitty and the barrel is massive.


Sun Sep 18, 2011 11:15 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Hey guys, what do you think of the Coalition's Missile Launcher? Would you want to have the missile controlled differently or keep it as it is?


Mon Sep 19, 2011 10:46 pm
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