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 Untitled Tech 2.5 (B31) [26th April 2015] 
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Joined: Thu May 15, 2008 11:40 am
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Post Re: Untitled Tech 1.6 [Update! sort of...]
The flamer feels awesome, and the separate tank attached to the back looks very cool. The laser pistol is my new favorite sidearm. Shotgun that doubles as a grenade launcher is a great idea. It makes you think when to use which mode: one mode only works at close range and the other cannot be fired at close range.

Very well done mod :)


Mon Jul 09, 2012 4:48 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
XxMrmechaxX wrote:
One of the best mods created. The weapons are balanced the actors dont die to fast and there not overpowerd. Keep it up man i give this mod 10/10

EDIT: This mod chould do with more automatic weapons though

Thanks! :grin: The faction is pretty semi-automatic, but I'll look into coming up with more full-auto weapons.

Roy the Cuttlefish wrote:
Also, A little late but, Amazing job With the new Weapons.

Thanks for the suggestions! Even though I might not pick significant suggestions, suggestions are always helpful on coming up with the initial name. :)
(this doesn't mean people should constantly post name suggestions, I'd like it if there would be comments about something else, too)

XxMrmechaxX wrote:
Here are my ideas on weapon names

I tend to go with very literal names instead of nickname-like titles. Thanks anyway! :)

The Decaying Soldat wrote:
The flamer feels awesome, and the separate tank attached to the back looks very cool.

Thanks! The flamer tank felt spot-on for Azukki's gun sling script. :D Too bad it wont be visible on other units.
(But who would even want to use it with other factions' units? :grin:)

The Decaying Soldat wrote:
The laser pistol is my new favorite sidearm.

Wait, what? Why, the laser pistol is terribly weak! :lol:

The Decaying Soldat wrote:
Shotgun that doubles as a grenade launcher is a great idea. It makes you think when to use which mode: one mode only works at close range and the other cannot be fired at close range.

Thank Roy The Cuttlefish for inspiring me to making it. :) The cluster shot is very tricky at close range, which gives the standard shotgun mode a purpose. You can also ricochet the shot off walls in tight corners for neat trickshots. :D (though the shot tends to gib for some reason, but the clusters will still go the right direction)


Mon Jul 09, 2012 6:21 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Hmm literal names like tesla rifle?


Mon Jul 09, 2012 6:57 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
XxMrmechaxX wrote:
Hmm literal names like tesla rifle?

Yes, more like that.

EDIT: Goddammit, now I have to make a tesla rifle. :lol:


Mon Jul 09, 2012 7:18 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
A few weapon idea's.
Combat Rifle.
12.7 handgun and submachine gun.
Super Sledge.
Actor idea.
Death Claw? Very expensive and can only be one on the battlefield at a time. (If that is possible)


Mon Jul 09, 2012 8:01 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Cant wait :grin:

Also URLEFT4DEAD those are fallout 3 weapons


Mon Jul 09, 2012 8:02 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Yeah, 4zk isn't making a Fallout mod.


Mon Jul 09, 2012 8:14 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
It is very upsetting when people suggest things from Fallout games, it makes me regret not making a Fallout mod in the first place. :-(

I want to keep the freedom of creativity to myself and come up with my own inventions, don't let the Fallout references misguide you.


Mon Jul 09, 2012 8:30 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
4zK wrote:
EDIT: Goddammit, now I have to make a tesla rifle. :lol:


There's a couple of ways you could go about this. I know DarkStorm has an electrolaser, and there are a couple of other electrical stream/beam weapons floating around... maybe go for something a little fancier? The rifle/cannon could launch a ball lightning-esque projectile that is harmless by itself, but 'zaps' nearby actors/MOs as it travels.


Mon Jul 09, 2012 8:41 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Arcalane wrote:
The rifle/cannon could launch a ball lightning-esque projectile that is harmless by itself, but 'zaps' nearby actors/MOs as it travels.

I shall make this the second fire mode. :D

EDIT: Oh god, this is going to be a long project.


Mon Jul 09, 2012 8:48 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
And the tesla rifles primary fire chould shoot bolts of electricity!


Mon Jul 09, 2012 9:45 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
The new AA weapon is super cool. Maginot Defense was 10x more fun with two actors using EMP missiles...:D
Would you consider adding some kind of actor who could heal or regenerate? They could be in like a lab coat..or something. Also, a shield could be cool/helpful.


Mon Jul 09, 2012 9:46 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
4zK wrote:
Arcalane wrote:
The rifle/cannon could launch a ball lightning-esque projectile that is harmless by itself, but 'zaps' nearby actors/MOs as it travels.

I shall make this the second fire mode. :D

EDIT: Oh god, this is going to be a long project.


I should note the reason I suggested a non-beam type fire mode is because that's (roughly) how the Tesla Cannon works in F3/F:NV. Maybe a sort of 'cone' discharge as the primary? Though there's no reason you couldn't have more than two modes...


Mon Jul 09, 2012 9:51 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Karroc wrote:
Would you consider adding some kind of actor who could heal or regenerate? They could be in like a lab coat..or something. Also, a shield could be cool/helpful.

I didn't look into making robot units because the Imperatus are my favourite already -- but there is the wrench that can be used to repair robotic units. It's very handy, especially when you have a brain robot. The only sad part of the script is that it can get weapons with the same name mixed up, such as the unused laser rifle in Base.rte. (I removed it because it isn't used anywhere)

I have some sketches of a brain bot in a lab coat somewhere. :lol: I don't think I'm going to add anything like that, though.

I don't use shields too much myself. The standard riot shield is pretty weak though. I just don't like it how it draws the shield back when reloading. Even though it seems realistic, It kind of eliminates the effectiveness of using one-handed weapons with shields.

Arcalane wrote:
I should note the reason I suggested a non-beam type fire mode is because that's (roughly) how the Tesla Cannon works in F3/F:NV. Maybe a sort of 'cone' discharge as the primary? Though there's no reason you couldn't have more than two modes...

It'll be a medium-heavy rifle. The primary mode will be a miniature lightning bolt, which is extremely inaccurate. :evil:

EDIT: Or just something simple. Implementing this my make brain hurts. :roll:


Mon Jul 09, 2012 10:00 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Could it possibly be like the laser rifle except it shoots bolts of electricity (stronger then lasers) in a semi automatic style be slightly cheaper then the plasma rifle and above the laser rifle or it could be stronger then both

Also labcoats makes everything better :grin:


Mon Jul 09, 2012 10:27 pm
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