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 [WIP] Diemos Federation (UPDATED: 5/21/09) 
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Joined: Fri Dec 28, 2007 4:19 am
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Post Re: Diemos Federation UPDATED: 4/08/09
Bladecat4 wrote:
YAY. Anything else? Or is that it? *Hopeful expressionses*


I could make wall mini-Gatling, like the basic turrets. But I really want to resprite all of my bunker modules before I really move on to doors... Though the planned resprite will force DSTech bases to be really huge.

STILL need to armor-ize the DSTech main units, STILL need to resprite all weapons, STILL need to make awesome wound effects, STILL need to... Argh.


Fri Apr 10, 2009 6:35 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
I'd prefer it if you made the doors first. Then make the current turrets wall mountable. Then I thank you greatly.


Fri Apr 10, 2009 6:50 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
I'd prefer wall turrets, door doesn't sound so good without matching bunker modules.


Fri Apr 10, 2009 7:03 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
DSMK2 wrote:

What exactly do you mean by that?

The rocket launcher is more of a point explosion weapon rather then a AOE type. Amazingly the sharpness for the MG shots are low esp for the way I make weapons...

The Needler is starting to become a stupid weapon in my mind.


The explosion should do less damage to targets who are on the edge of it's blast radius. I think you should make the particles less harmful the farther they travel, because they seem to maintain the same lethality until they disappear.

I think you should keep the Needler, but slow down the rate of fire and make the needles stick out of the ground instead of just disappearing. I like it otherwise.

@Allstone

About the minigun... I don't know, the minigun just had this uber feel about it. I shouldn't have been able to dig an improvised doorway through a vanilla wall in one clip (unless that's what was intended, of course).

Quote:
For the rocket launcher, should I increase power and make the explosion more stylish?


Yes to both. I think you should make the explosion a little more dense, but keep the radius the same. Maybe add some fire or smoke and the odd shrapnel gib that flies outside the blast radius.

Quote:
What I have nerfed as of now...


Alright, cool. I'll go ahead and re-download to see how it is now.


Fri Apr 10, 2009 7:06 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Door = 1
BunkerModules = 1
1+1=EPIC.


Fri Apr 10, 2009 7:11 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Bladecat4 wrote:
Door = 1
BunkerModules = 1
1+1=EPIC.


Agreed, I'd love to see some bunker modules.


Fri Apr 10, 2009 7:13 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
The bunkermodules of DSTech are already there. The conversation has shifted. But now you mention it, agreed.


Fri Apr 10, 2009 7:14 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Maybe a brain vault and a hallway.


Fri Apr 10, 2009 7:14 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Perpetual-303 wrote:

Alright, cool. I'll go ahead and re-download to see how it is now.


Haven't uploaded yet :/

EDIT:
Diemos does not have a brain in a jar leader, but a cyborg whose body is loosely based after the DSTech body. No true idea on how the bunker modules look for the Diemos Faction. This is falling full speed in a direction I don't want to go.


Last edited by DSMK2 on Fri Apr 10, 2009 7:20 pm, edited 2 times in total.



Fri Apr 10, 2009 7:16 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Make a pit that devours any one who walks upon it.


Fri Apr 10, 2009 7:19 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
"Lacks piercing capabilities" my arse. Make the minigun bullets a little less sharp if you want it to be true to its description. The Needler feels very nice, and the sounds work pretty well. It does some really weird stuff to terrain, though. RPG is a little too accurate right now, but the power is just right. All of the weapons are too hard to break. Set the GibWoundLimit a little lower, for the turrets too.


Fri Apr 10, 2009 7:37 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
DSMK2 wrote:
Perpetual-303 wrote:

Alright, cool. I'll go ahead and re-download to see how it is now.


Haven't uploaded yet :/

EDIT:
Diemos does not have a brain in a jar leader, but a cyborg whose body is loosely based after the DSTech body. No true idea on how the bunker modules look for the Diemos Faction. This is falling full speed in a direction I don't want to go.


Oh... um, I knew that, yeah.

What do you mean by a direction you don't want it to go?


Fri Apr 10, 2009 9:20 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Hopefuly not the end of the Diemos Federation.


Fri Apr 10, 2009 9:50 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Perpetual-303 wrote:
DSMK2 wrote:
Perpetual-303 wrote:

Alright, cool. I'll go ahead and re-download to see how it is now.


Haven't uploaded yet :/

EDIT:
Diemos does not have a brain in a jar leader, but a cyborg whose body is loosely based after the DSTech body. No true idea on how the bunker modules look for the Diemos Faction. This is falling full speed in a direction I don't want to go.


Oh... um, I knew that, yeah.

What do you mean by a direction you don't want it to go?


People giving me suggestions, aka what they want me to do. Make this or that, I'm more happy towards change this or that!


Fri Apr 10, 2009 10:05 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Remove the needler or make its bullets have less lifetime and do less damage. Other than that, there really isn't anything to change. A heavy soldier would be swell though.


Fri Apr 10, 2009 10:13 pm
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