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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Sat May 05, 2007 6:04 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
How is work coming along on your robot dinosaur chicken?


Sun Jun 29, 2008 9:10 am
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Joined: Sun Nov 11, 2007 1:49 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
"DSAQ Series:
Quad-Legged Tank Type"

Ok your faction has something as sexy as that, that I'll download it.


Sun Jun 29, 2008 9:24 am
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Joined: Sat Aug 25, 2007 9:37 pm
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Location: Syuracuse, Ny
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Post Re: DSTech Corp (UPDATED: 6/28/08)
hmm this seems like the generi- HOLY ♥♥♥♥ MEGA METAL ARMOR IS THAT A ♥♥♥♥ PARTICLE CANNON DUAL CHAINGUNS!? HEAVY CANNONS!? YOU ARE THE BEST MOD EVER!!


Sun Jun 29, 2008 10:25 am
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Post Re: DSTech Corp (UPDATED: 6/28/08)
This is raging me.

I cannot for the life of me fix the dropship so it works with the activities.

"DSC" blah blah doesnt work.

"DSC01 Tantus" blah blah doesn't work.

So I changed it to refer to the DSConslaught.ini instead, and now it magically works all of a sudden. Does this have something to do with it being in its own craft group in the actual DSC01.ini?


Sun Jun 29, 2008 11:15 am
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Joined: Tue Jan 01, 2008 5:56 am
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Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: DSTech Corp (UPDATED: 6/28/08)
Change the name of the tantus to just "DSC01" (Control F in DSC01.ini and type instancename), and do the same in the activities.

Shortening the instancename helps.


Sun Jun 29, 2008 12:24 pm
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Joined: Tue Apr 10, 2007 10:32 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
Have the actor and vehicle sprites gotten an overhaul? It's been a while since I checked out this mod, but they look a lot nicer since then. The weapons could use some shading but it looks like this mod has gotten a lot better.


Sun Jun 29, 2008 1:02 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: DSTech Corp (UPDATED: 6/28/08)
Good lord. This mod is up there with AAL as far as being ridiculously overpowered goes. Though I guess the prices match.

A lot of the stuff looks good, and also feels good. Some of the sound effects feel a bit too overdone though, like the reloading sound for the rocket launchers. My major problem with this mod is that even the weakest weapons are terrain shredding. Would it be possible to cut the sharpness down on these things? I imagine they'd still be rape-tastic even if you did that. Also, the Judgement cannon is beautiful, but at the same time I question the idea of giving people a hand-held Ypsilon. I mean, ♥♥♥♥, the game isn't even remotely difficult anymore with that thing. Whoever gets their hands on it pretty much wins.

Also, the robots themselves are so tough. They take 1 point of damage per hit, and obviously have no realistic GibWoundLimit. So you literally have to shoot them 100 times, unless you have weapons that hit more than once in a single shot. Then there's the Imperator, which stuff just bounces off of.

If you like having your stuff this strong, I won't argue with it. ♥♥♥♥, I know there are plenty of people who like it that way. I would personally never use this mod in serious play though, since it doesn't mesh well with anything. I mean, though the high prices might justify the abilities of the weapons and actors, at the same time they make these things damn near impossible to buy during regular play. Not saying I'd never use it at all, but it would only be for shits and giggles.


Sun Jun 29, 2008 3:36 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
Which is why the DSTech activities are unbearable.


Sun Jun 29, 2008 6:04 pm
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Joined: Fri Dec 28, 2007 4:19 am
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Post Re: DSTech Corp (UPDATED: 6/28/08)
Which is why I'm nerfing my actors right now, using darkstorm as a standard. Should I get testers? Hmmm...


Sun Jun 29, 2008 6:29 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
DSMK2 wrote:
Which is why I'm nerfing my actors right now, using darkstorm as a standard. Should I get testers? Hmmm...

Let's see.
If you decide to have beta testers, then may I test?


Sun Jun 29, 2008 7:07 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
The drone launcher is actually stronger than the judgment cannon in my opinion. You just fire it up and the drones rip apart every enemy on the map. Also, I'm glad to see someone decided to bring homing missiles back in the form of these drones.


Sun Jun 29, 2008 7:33 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
ppiksmada wrote:
Change the name of the tantus to just "DSC01" (Control F in DSC01.ini and type instancename), and do the same in the activities.

Shortening the instancename helps.

I also tried renaming it to DSC01.
And then I tried renaming it to DSC01 in the dsc01.ini.
I ended up just using the dsconslaught.ini and it worked, but its not in the crafts group obviously.

Also whats with the energy shield and its extreme kick-back.


Sun Jun 29, 2008 8:16 pm
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Joined: Mon Dec 10, 2007 9:54 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
I strongly support nerfing the actors some. Though it seems like nerfing the actors would remove from the style, though.

Also, the HMLQ completely decimates any opposition.


Sun Jun 29, 2008 9:30 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
Heh heh... Was thinking about the Clan Streak Missiles from Mech Warrior. I nerfed my actors so pretty much anything that can pierce (no SMGs) its armor can kill it... Need to play around with it more, followed Darlo's suggestion and lowered the sharpness. Did anyone try to blow up the Judgement's reactor thats in the rear? I think using grenades may be effective.

aryanjihad wrote:
Also whats with the energy shield and its extreme kick-back.


Very very unrefined/unfinished piece of equipment...


Sun Jun 29, 2008 9:41 pm
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Post Re: DSTech Corp (UPDATED: 6/28/08)
Do you plan to make a DSBrain?
Or specifically, the DS-XXX SuperComputer?


Sun Jun 29, 2008 10:20 pm
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