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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: So, official orders from devs
CrazyMLC wrote: They need to be able to hold down the fort. Then it wouldn't NEED to be mobile.
Bigger guns, baby. An AHuman can be equiped with any gun, big or small, and still fly higher than a crab could ever dream to fly. The only reason why they can't hold down a fort is because the stupid AI causes them to drop down instead of shoot. I still think the ACrab needs a more significant specialty, or it'll be stuck as the 'funny' unit type only.
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Thu Jul 02, 2009 5:18 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: So, official orders from devs
They DO have lots of armor, I assume they are supposed to be cheapo little tanks.
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Thu Jul 02, 2009 5:53 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: So, official orders from devs
I like the dreadys. Their armour makes them survive a little longer than normal units (although that was severely nerfed in this build) Their guns are pretty good. Big clip, good range, good damage, good RoF, short reload time. They don't fall over when enemies come near.
They're for base defense and siege, not base assault.
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Thu Jul 02, 2009 7:33 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: So, official orders from devs
Contrary wrote: I like the dreadys. Their armour makes them survive a little longer than normal units (although that was severely nerfed in this build) Their guns are pretty good. Big clip, good range, good damage, good RoF, short reload time. They don't fall over when enemies come near.
They're for base defense and siege, not base assault. They're also good at getting stuck on walls and hanging at weird angles, so I guess that's a plus too.
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Thu Jul 02, 2009 7:56 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: So, official orders from devs
The thing is that you can add any armor, any gun to any unit, which makes the comparison of firepower and armor insignificant.
The thing is the ACrab, being a form of unit other than a humanoid, having four legs and no arms gives it no advantage. It can never fly properly, never pick up devices, never stay up-right on itself. Which makes ACrabs very impotent.
I really think ACrabs need changes or additions in their codes. To give them a distinct advantage for being not humanoid.
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Fri Jul 03, 2009 3:37 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: So, official orders from devs
ACrabs, or at least static "turrets" like the dreadnought need major buffing, methinks. They should be 2-3x as tough as a "standard" soldier; they're barely mobile. Similarly, they should have much more powerful guns; rather than a modded SMG, why not something more like the autocannon?
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Fri Jul 03, 2009 3:38 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: So, official orders from devs
The current autocannon is pretty pathetic actually, the shells' explosions need a bit more oomph. The explosions should inflict a few wounds on targets made of metal/'stuff' materials. Right now you're lucky if it inflicts a single wound on a dreadnought. But the appearance of the explosion and its effect on fleshies is fine, avoid changing those.
But yeah an automatic explosive weapon would be good for a heavy ACrab.
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Fri Jul 03, 2009 3:55 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: So, official orders from devs
I actually make a super dreadnought that fired high explosives, I made it a little harder to kill than normal.
I shot another super dreadnought, and it barely lost and hp.
They do have high potential, and I agree, they need something more powerful. Like a modded assault rifle.
Currently the down button does nothing when controlling a crab, it needs to do something, perhaps a new feature specific to crabs.
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Fri Jul 03, 2009 4:34 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: So, official orders from devs
I seriously want to see the ladders fixed baddley. Why cause they are troublesome/annoying and acward to get a unit up them without having to use some sort of jetpacking action that destroys the ladder (except for actors who don't have jet packs or the jetpack power to fly up a ladder the your just screwed).
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Fri Jul 03, 2009 4:44 am |
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MkfShard
Joined: Sat Feb 14, 2009 2:15 am Posts: 73
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Re: So, official orders from devs
Some of the Dummies weapons have Magazines that fall through the floor when you reload.
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Fri Jul 03, 2009 4:50 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: So, official orders from devs
Weapon targeting reticules that suppord NLOS targeting (ie, artillery, mortars, and other ballistic weapons that don't typically go in a straight line). Everyone wanted that crab cannon made, but once everyone saw how impossibly pointless it was, people stopped using it. Artillery can prove to be a useful game aspect. Set up a mortar turret at the top of your base, and you've got good ground-effect explosions. It's really just a matter of being able to aim arc'd weapons without the aiming reticule being a straight line. I cant imagine how hard it can be to add a new object, idk, HDMortar, that has a targeting reticle that always stays at ground level. :[ This has been a feature that CC has never hand, and I think could expand the content possibilities available to third-parties and official developers. Just think, guys! That conceptual crab-walker cannon unit would be viable! Lobbing grenades over walls would be easier! Anything fired in a ballistic arc would be awezum
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Fri Jul 03, 2009 6:29 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: So, official orders from devs
ProjektTHOR wrote: Weapon targeting reticules that suppord NLOS targeting (ie, artillery, mortars, and other ballistic weapons that don't typically go in a straight line). Everyone wanted that crab cannon made, but once everyone saw how impossibly pointless it was, people stopped using it. Artillery can prove to be a useful game aspect. Set up a mortar turret at the top of your base, and you've got good ground-effect explosions. It's really just a matter of being able to aim arc'd weapons without the aiming reticule being a straight line. I cant imagine how hard it can be to add a new object, idk, HDMortar, that has a targeting reticle that always stays at ground level. :[ This has been a feature that CC has never hand, and I think could expand the content possibilities available to third-parties and official developers. Just think, guys! That conceptual crab-walker cannon unit would be viable! Lobbing grenades over walls would be easier! Anything fired in a ballistic arc would be awezum I wonder if there would be a way to make the targeting reticule precalculate a rough trajectory based on your current angle when using a motar like weapon. I love grenade launchers, and pretty much any weapon that I can bend around a corner or bounce off onto an "unseen" enemy's head.
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Fri Jul 03, 2009 6:41 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: So, official orders from devs
This thread isn't for things we should have but fixes for current content.
That said we do need some kind of official suggestion dump. Though people've been saying that for literally years.
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Fri Jul 03, 2009 6:45 am |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: So, official orders from devs
I use the dreadnaught as more of a "mobile" turret not as a front line of an assualt. It's just too 'clunky'. Wait.. It is part of the dummies. Should it be clumsy?
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Fri Jul 03, 2009 7:43 am |
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Zhukov
Joined: Thu Jun 11, 2009 5:17 pm Posts: 18 Location: Elsewhere
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I wrote: Flak Cannon: Very cool weapon. The fixed range is annoying though. It makes the weapon much less useful except in very specific circumstances. It would be extremely neat if the range of the detonation was determined by the location of the three aimer dots. That way the user could set the range while aiming. I'm not sure if this can actually be done, code-wise. After some experimentation, I have decided that my previous opinion in regard to the Coalition FLak Cannon is incorrect. Given how effectiive the weapon can be, the fixed detonation range is a good way to limit it. If implemented, my suggestion (quoted above) would make it ridiculously overpowered. However, it would be useful if the detonation range was the same as the maximum distance of the three aimer dots. That way, if the the player takes the time to aim carefully, he or she will know exactly where the flak explosion will occur. ... While I'm at it, some vague suggestions (which probably don't belong in this thread - sorry) regarding the maneuverability issues of ACrab actors: - Would making the legs larger help? - It would be neat to see a crab actor that could walk up walls and along ceilings. (Tachikomas anybody?) - Perhaps the Dreadnought could be given the ability to jump? Nowhere near as high as the drones of course, but high enough to clear those troublesome 5 pixel obstacles. (it would be sad and a little ironic if the untouchable status of Prom's contributions led to those same contributions being rendered useless.)
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Sat Jul 04, 2009 3:18 pm |
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