[WIP] DSTech Corp (UPDATED: 5/22/09)
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/28/08)
Yes, and. After boss.
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Sun Jun 29, 2008 10:36 pm |
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GoreTaco
Joined: Tue May 27, 2008 2:28 am Posts: 32
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Re: DSTech Corp (UPDATED: 6/28/08)
I think a scout drone would be cool. Maybe something like Mk. 2 from MGS.
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Sun Jun 29, 2008 11:05 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DSTech Corp (UPDATED: 6/28/08)
You should make a drone hive that doubles as a brain unit with several layers of attachable armor. You'd have to make it a crab so it doesn't can't drop it's weapon. Just imagine, a giant metal bee hive with 4 crushing metal legs walking across the battlefield unleashing the killer drones with in on its helpless victims.
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Mon Jun 30, 2008 12:56 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/28/08)
Hmmmm, you just evoked a thought. You know BlipFlip's assault bot? I might get around to using that idea, a large floating drone hive/factory, anything thats in its sights gets swarmed with drones, I want to apply numgun's/azzuki's shell discovery so that the drones face the direction the target is.
Truthfully I play with the drone launcher too much...
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Mon Jun 30, 2008 1:12 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DSTech Corp (UPDATED: 6/28/08)
DSMK2 wrote: Hmmmm, you just evoked a thought. You know BlipFlip's assault bot? I might get around to using that idea, a large floating drone hive/factory, anything thats in its sights gets swarmed with drones, I want to apply numgun's/azzuki's shell discovery so that the drones face the direction the target is.
Truthfully I play with the drone launcher too much... So, surround it with small invisible units equipped with drone launchers? You should also make them smaller then the drone you have now.
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Mon Jun 30, 2008 1:21 am |
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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: DSTech Corp (UPDATED: 6/28/08)
My 5-minute impressions:
It's seems to have improved a lot since the last time I tried it, but it still suffers, as others have said, from being overpowered. The superweapons are a lot of fun though.
Another problem is unit overload, though to be fair my complaint isn't unique toward this mod. You have some fun, more unique weapons like the fist; don't clog up the mod with the tired SMG/pistol/etc. A lot of the other weapons are really similar, are all the variants necessary? You should concentrate on polishing and balancing a smaller set of weapons.
The crab turrets look great, but walking with them was extremely difficult. The large dropship is really fun, though the explosion at the end is a bit too... spiky.
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Mon Jun 30, 2008 1:47 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DSTech Corp (UPDATED: 6/28/08)
GoreTaco wrote: I think a scout drone would be cool. Maybe something like Mk. 2 from MGS. Hey now, I was using that idea. I just decided to not re-make the idea until B21, so I could implement dropship-like flight but still have a fully controllable mounted weapon.
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Mon Jun 30, 2008 1:52 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/28/08)
cambiogris wrote: My 5-minute impressions:
It's seems to have improved a lot since the last time I tried it, but it still suffers, as others have said, from being overpowered. The superweapons are a lot of fun though.
Another problem is unit overload, though to be fair my complaint isn't unique toward this mod. You have some fun, more unique weapons like the fist; don't clog up the mod with the tired SMG/pistol/etc. A lot of the other weapons are really similar, are all the variants necessary? You should concentrate on polishing and balancing a smaller set of weapons.
The crab turrets look great, but walking with them was extremely difficult. The large dropship is really fun, though the explosion at the end is a bit too... spiky. So far I nerfed the actors, I gave that version to RoyGB for testing, was using Darkstorm as a base (vs DSTech). Still not quite sure on how to nerf the weapons. As for the "normal" weapons, I get the feeling they're necessary weapons for "fraction" based mods. Though I plan to expand on the fist heh heh...
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Mon Jun 30, 2008 2:06 am |
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GoreTaco
Joined: Tue May 27, 2008 2:28 am Posts: 32
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Re: DSTech Corp (UPDATED: 6/28/08)
Darlos9D wrote: GoreTaco wrote: I think a scout drone would be cool. Maybe something like Mk. 2 from MGS. Hey now, I was using that idea. I just decided to not re-make the idea until B21, so I could implement dropship-like flight but still have a fully controllable mounted weapon. The scout drone idea or the Mk. 2 idea?
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Mon Jun 30, 2008 2:45 am |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: DSTech Corp (UPDATED: 6/28/08)
If you're going to keep the faction weapons, you should at least distinguish them like the Crobo weapons (though perhaps not to such insane quality). Also, if you need a second opinion on your changes, I don't mind testing.
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Mon Jun 30, 2008 8:16 am |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: DSTech Corp (UPDATED: 6/28/08)
yo dsmk2 how long do you spend on spriting these beasts? They're awesome. Also, where do you get your inspiration for these sprites?
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Mon Jun 30, 2008 3:31 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DSTech Corp (UPDATED: 6/28/08)
After extensive testing, I must say that they're weakened. The Imperiator is still hard to kill with an AK-47. So maybe you could weaken the imperiator a "tiny" bit more.
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Mon Jun 30, 2008 3:49 pm |
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bien4500
Joined: Fri Aug 24, 2007 1:58 pm Posts: 22
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Re: DSTech Corp (UPDATED: 6/28/08)
DSMK2, this mod is awsome, it gives me a good challenge, though albeit overpowered if you ask me. The sprites are cool though, but I think it needs some shading.
Hey CandleJack, that reminds me alot of the '♥♥♥♥ Bees!tm' (Y'know, Demeter Carrier) that the guys back at Wyrdysm use.
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Mon Jun 30, 2008 4:16 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: DSTech Corp (UPDATED: 6/28/08)
Roy-G-Biv wrote: After extensive testing, I must say that they're weakened. The Imperiator is still hard to kill with an AK-47. So maybe you could weaken the imperiator a "tiny" bit more. Aim for the head! I had to do a lot of tweaking to get the Activities to run right. It kept hanging; I had to combine the index files (so that it loaded everything as it should), and then take half a dozen boot tries and some careful fine-tuning to get the drops to work right, to the point that all it can drop now is a drop box with a pair of Oculus' with DS02 assault rifles. As far as I can tell the most obvious error is that the SMG was named incorrectly in the files. I also recommend removing the diggers from the drops or lowering the sound it makes because even one is almost deafening at normal volumes, and also incredibly irritating. I tend to drop bombs on the digger-abusing 'bots. The Dropship also makes a great breach-plug when scuttled. That said, the sprites are awesome. I also suggest increasing the joint strength on the guns (particularly those used on the DSAQ Walker) or whatever makes them stay on, because it's very easy to disarm them with some weapons. Edit: With careful use of copy-paste and such, I've managed to get it to load up a pair more drop templates with varying units. I'll try and write up a couple more later, see if I can't get the big dropship running as well, then upload it?
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Mon Jun 30, 2008 5:59 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DSTech Corp (UPDATED: 6/28/08)
I did aim for the head.
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Mon Jun 30, 2008 6:34 pm |
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