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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 11/22/08
what i'm really trying to say is that while other mods are overpowered, this one is underpowered.
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Thu Apr 16, 2009 6:35 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: DarkStorm Military Technologies - Updated 11/22/08
NeoSeeker wrote: what i'm really trying to say is that while other mods are overpowered, this one is underpowered. It's true actually.
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Thu Apr 16, 2009 6:50 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: DarkStorm Military Technologies - Updated 11/22/08
Try it against any vanilla actor. The machine guns rape dropships. I can one-hit a dropship with the sniper rifle. The heavy coalition sniper can't do that.
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Thu Apr 16, 2009 6:50 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
war_man333 wrote: NeoSeeker wrote: what i'm really trying to say is that while other mods are overpowered, this one is underpowered. It's true actually. So I have to ask... what mods ARE balanced well against vanilla content? And if your standard for balance isn't vanilla content, then what is?
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Thu Apr 16, 2009 9:27 pm |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote: war_man333 wrote: NeoSeeker wrote: what i'm really trying to say is that while other mods are overpowered, this one is underpowered. It's true actually. So I have to ask... what mods ARE balanced well against vanilla content? And if your standard for balance isn't vanilla content, then what is? DSTech. :3 Actually, DarkStorm ISN'T underpowered. You must remember this faction is used for stealth, not for use in close combat.
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Thu Apr 16, 2009 11:56 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 11/22/08
Shard wrote: Actually, DarkStorm ISN'T underpowered. You must remember this faction is used for stealth, not for use in close combat. it's hard to perform surgical strikes when your unit's carbine shoots bb's see it's either meh unit strength and good guns or alright guns and powerful units this mods got meh guns and meh units. nothing really stands out.
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Fri Apr 17, 2009 12:01 am |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: DarkStorm Military Technologies - Updated 11/22/08
The guns are incredibly powerful. You're just using overkill mods.
Of course, everyone balances their mods based on other overkill mods and we end up with one decently balanced mod that isn't balanced because the other mods are too powerful.
If more mods were balanced like Darkstorm, we'd have a reason to use all of those pretty vanilla soldiers.
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Fri Apr 17, 2009 12:23 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
Shard wrote: Actually, DarkStorm ISN'T underpowered. You must remember this faction is used for stealth, not for use in close combat. Well, admittedly this won't truly be the case until B23 comes about. Plus Shoguns ARE for close combat. Shoguns are about as hardy as a Crobo heavy, actually. (if you don't know, thats the strongest crobo that doesn't have that force field thing) NeoSeeker wrote: this mods got meh guns and meh units. nothing really stands out. Once I throw in all the Lua features I want (invisibility, EM force fields, regeneration, many varieties of attack methods, new and very agile and versatile units) this mod will probably get a large bump in its overall power level. But we aren't there yet. So honestly, I have to actually agree that my mod IS underpowered right now, but I can't help it without making it overpowered in the same way that all the other overpowered mods are overpowered. And I don't want to do that. So deal.
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Fri Apr 17, 2009 1:52 am |
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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: DarkStorm Military Technologies - Updated 11/22/08
Don't anyone try to say anything about DS Tech being balanced or it's your standard of balance. Those things are God-like. Every single gun in that mod including smg has sight-range that covers half of the map, plus one shot kill to any vanilla content plus severe terrain rape which means your bunker won't last longer for 10 minutes under enemy fire.
It is fun as an uber mod, to use or to fight against, but definitely not balanced. Darksotrm however is quite balanced. At least it does not utterly rape vanlilla stuff.
However, most mods tends to be stronger than vanilla stuff. No one wants to make a faction with actors who can die from tripping over a crab, right?
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Fri Apr 17, 2009 3:41 am |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: DarkStorm Military Technologies - Updated 11/22/08
I think he was joking
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Fri Apr 17, 2009 7:49 am |
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Charmless
Joined: Sun Apr 01, 2007 2:15 am Posts: 86
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Re: DarkStorm Military Technologies - Updated 11/22/08
The Decaying Soldat wrote: Every single gun in that mod including smg has sight-range that covers half of the map I view sharp range as more of a convenience. Holding down 'Q' lets you look all over the map, so you can pull off some Golgo-13 shots with pretty much any weapon with nice accuracy. Bladecat4 wrote: The heavy coalition sniper can't do that. The coalition heavy sniper downs dropships in one hit if you hit the engine. Hell, the 'Rifle Long' does. While we're talking about balance, I feel a lot of the vanilla content now is too strong. The old "strongest" gun used to be the AK47, with the shotgun fairly close. Now, there's the uzi - which is stronger than the smg ever was, and 1 handed to boot. Then there's the laser rifle, which pretty much instantly violates whatever you point it at. The miniguns, of course... The worst offender though is the Flamer Heavy. A tiny burst is enough to kill anything, it cuts through terrain like it was butter, and the recoil is so massive that light actors such as skeletons can use it like a rocket, spewing burning death across the landscape. So even if you can call a faction underpowered, maybe that's perfectly fine. I, for one, enjoy drawn-out firefights much more than getting instantly snubbed by a revolver cannon.
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Fri Apr 17, 2009 9:53 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: DarkStorm Military Technologies - Updated 11/22/08
Mac build has most the Coalition guns rebalanced and the next build will have the Ronin ones balanced too.
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Fri Apr 17, 2009 10:05 am |
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chineseboy16
Joined: Sat Dec 16, 2006 1:50 am Posts: 236
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Re: DarkStorm Military Technologies - Updated 11/22/08
The vanilla content right now is very unbalanced. Now, Death mode is pretty difficult.
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Thu Apr 23, 2009 3:08 am |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: DarkStorm Military Technologies - Updated 11/22/08
Very true indeed! The laser rifle feels so "moddy" it doesn't fit in! Neither does the blaster pistol! I'm glad the rebalancing it being done. I've always prefered vanilla battles to any mods.
Maybe with the exception of this, being of the amount of win in one small mod alone.
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Thu Apr 23, 2009 3:14 am |
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kiberkiller
Joined: Fri Aug 22, 2008 6:08 pm Posts: 170
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Re: DarkStorm Military Technologies - Updated 11/22/08
This mod togother with Unitec mot contains large amount of win tightly packed together. Cant wait for b23 P.S. DarkStorm is pretty overpowered compared to vanila but nothing compared to other godlike mods *coughaalcough* that even not fun to play. (Unless you are playing Hard against AAL with OMNLY vanila stuff (spike launcher pwns AAL's big robot things))
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Thu Apr 23, 2009 8:07 am |
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