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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: DarkStorm Military Technologies - Updated 6/11/09
I'd be lying if I said that I wasn't salivating during the download. Like actual salivation. I don't even do that for food. Ever.
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Fri Jun 12, 2009 2:50 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 6/11/09
411570N3 wrote: I'd be lying if I said that I wasn't salivating during the download. Like actual salivation. I don't even do that for food. Ever. You know what? QUOTED.
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Fri Jun 12, 2009 3:33 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DarkStorm Military Technologies - Updated 6/11/09
Subiw wrote: Niiice on the camera Darlos. Adds elements of tactics to the game and reduces guilt from just body-scanning. Love the stun gun and cluster mine too. A little disappointed that this won't be updating for a while though. It's like the gold o'l days! Where this wasn't updated for half a year! Just like CC!
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Fri Jun 12, 2009 4:14 am |
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Hachimitsu Boy
Joined: Mon Jun 01, 2009 3:56 pm Posts: 15
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Re: DarkStorm Military Technologies - Updated 6/11/09
Wow, cluster mine idea is AWESOME! (too bad some shells reacting on other though) Coil rifle is pretty sweet, much more interesting than simple assault rifle. Digger is quite useful. At first I was a little bit disappointed that its not useful against contrete at all, but then I realised that finally I have on my hands digger without bunker rape, just perfect for defence! Stealth is... not bad after all. Good thing that its not infinite, quite well-balanced. And I think that regeneration is cool, but in my opinion you need to slow it down. Recovering is just too fast. Cameras are just for show, right?.. Or are you going to add FOW in CC?!
But is it just me, or MG Shishis now raping terrain more than before? P.S. Also HELL YEAH for "Orrra", nice job. P.P.S. How about adding one anti-personnel bomb with the same idea as cluster mine? Like after grenade goes off, shells explode in the air, firing 3-5 bullets below them. Something like bombs equipped on ZAKUs in 08 MS.
Last edited by Hachimitsu Boy on Fri Jun 12, 2009 5:09 pm, edited 4 times in total.
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Fri Jun 12, 2009 4:32 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 6/11/09
Progress is BEAUTIFUL. Comments to come, testing now.
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Fri Jun 12, 2009 4:45 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 6/11/09
Hachimitsu Boy wrote: I think that regeneration is cool, but in my opinion you need to slow it down. Recovering is just too fast. It's not that fast, though it could be slower too. Plus you have to realize that regaining health doesn't stop them from gibbing in the same number of hits.
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Fri Jun 12, 2009 5:05 pm |
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Arnkh
Joined: Sun Nov 16, 2008 6:04 am Posts: 29
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Re: DarkStorm Military Technologies - Updated 6/11/09
As much as I hate to say this*, shinobi is bugged. He is invincible while invisible - try enabling active camo on him and shoot him with a second actor.
The good thing is... everything else! Cluster mine rocks, hur hur.
*I hate to say this because I am having so much fun atm! xD
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Fri Jun 12, 2009 7:58 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: DarkStorm Military Technologies - Updated 6/11/09
Arnkh wrote: As much as I hate to say this*, shinobi is bugged. He is invincible while invisible - try enabling active camo on him and shoot him with a second actor That's not a bug, it's a feature. Seriously. Darlos' 'invisibility' code is just turning off the GetsHitByMO's, meaning that all bullets and particles will phase through him. This also means the AI will pay absolutely no attention to him as they only fire on things they can hit.
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Fri Jun 12, 2009 8:08 pm |
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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 6/11/09
With the current 'invisibilty' the shinobi's have, anybody with more then two brain cells can beat anything.
go invisible walk towards enemy mash z button find cover recharge invisiblity rinse repeat
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Fri Jun 12, 2009 8:14 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DarkStorm Military Technologies - Updated 6/11/09
Scope0 wrote: With the current 'invisibilty' the shinobi's have, anybody with more then two brain cells can beat anything.
go invisible walk towards enemy mash z button find cover recharge invisiblity rinse repeat I assume the AI can't use the Melee key or active camouflage.
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Fri Jun 12, 2009 8:45 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 6/11/09
Roy-G-Biv wrote: I assume the AI can't use the Melee key or active camouflage. No, it can't. The current stealth feature is much closer to my ultimate conception of it. Unfortunately, the only way to make it affect player controlled enemies is to just make the unit invincible, since I can't make it invisible and, even if I could, I can't get rid of the status display. And the AI doesn't even pay attention to the unit, so it hardly matters in that case. Obviously, the unit should be able to get hit by stray shots and wide area explosions, but... I can't have that level of detail yet.
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Fri Jun 12, 2009 9:49 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: DarkStorm Military Technologies - Updated 6/11/09
Also, "phasing" makes them fire through doors.
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Fri Jun 12, 2009 9:51 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 6/11/09
You could set up a proximity field around them that turns stealth off when something hits it, but that might be incredibly laggy.
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Fri Jun 12, 2009 10:10 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 6/11/09
CandleJack wrote: You could set up a proximity field around them that turns stealth off when something hits it, but that might be incredibly laggy. Yes, yes it would be. It would be as bad as the PDS. My old active camo worked that way.
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Fri Jun 12, 2009 10:13 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 6/11/09
the shaped charge on the rpg doesnt always work as expected.. i just vaporised my tengu by shooting a dummy. it was confusing. in other news, active camo could use a bit of flashwhite. make it flash more as the time runs out, as a warning. nice icon, by the way. couldnt the cameras use lua to set their team properly?
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Fri Jun 12, 2009 11:06 pm |
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