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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/2/08
CandleJack wrote:
You should make a rail gun(magnetic) that shoots ice bullets. The ice would have some iron grains in it to make it magnetic and stronger. Ice is actually incredibly strong when reinforced and it's pretty heavy so it will do a lot of damage. The bullets will be stored in a special cartridge and are thinly coated with a special hardened plastic for additional armor piercing and resistance to melt before being fired.


Surely even if ice is strong, it would make more sense to just use metal of some kind?


Sat Jun 07, 2008 5:47 pm
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Post Re: DarkStorm Military Technologies - Updated 6/2/08
metal chao wrote:
After a recent playtest I noticed that the arms are quite easy to remove.
This seems to be quite a common complaint and I think it's more to do with how the engine works (the fact that the arm sprites usually block the torso and so absorb the damage) than the modders fault, but it'd be nice if you could find a way to fix that.

A flying weapon knocked the arms off of one of my clones, and it wasn't even moving that fast >_>

I've addressed that too. Seems my clones arms were the same strength as a coalition clone's arms. Now, everything about my clones is pretty much double that of the coalition soldiers: strength, wound limits, and speed.


Sat Jun 07, 2008 5:50 pm
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Post Re: DarkStorm Military Technologies - Updated 6/2/08
metal chao wrote:
CandleJack wrote:
You should make a rail gun(magnetic) that shoots ice bullets. The ice would have some iron grains in it to make it magnetic and stronger. Ice is actually incredibly strong when reinforced and it's pretty heavy so it will do a lot of damage. The bullets will be stored in a special cartridge and are thinly coated with a special hardened plastic for additional armor piercing and resistance to melt before being fired.


Surely even if ice is strong, it would make more sense to just use metal of some kind?

Ice could have some sort of chemical in it that allows it to be electrified.


Sat Jun 07, 2008 6:06 pm
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Post Re: DarkStorm Military Technologies - Updated 6/2/08
CandleJack wrote:
You should make a rail gun(magnetic) that shoots ice bullets. The ice would have some iron grains in it to make it magnetic and stronger. Ice is actually incredibly strong when reinforced and it's pretty heavy so it will do a lot of damage. The bullets will be stored in a special cartridge and are thinly coated with a special hardened plastic for additional armor piercing and resistance to melt before being fired.

Why does this make me think of the Railgun from Battleships Forever?


Sat Jun 07, 2008 9:15 pm
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Post Re: DarkStorm Military Technologies - Updated 6/2/08
Doesn't that railgun employ magnetic fluid, by the game's own definition?

On-topic: Darlos, are you going to remake the DS shield? It didn't differ much in functionality from the vanilla riot shield, but I still think it'd be nice to have some defense that fits in.


Sat Jun 07, 2008 9:37 pm
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Post Re: DarkStorm Military Technologies - Updated 6/2/08
CandleJack wrote:
Ice could have some sort of chemical in it that allows it to be electrified.


Uhh, Metal conducts electricity too.
And zapping something after putting a shell at 400MPH thorugh their body is pointless.

But back on topic, I really like the lightning effect on the mortar, well done there.


Sat Jun 07, 2008 9:45 pm
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Post Re: DarkStorm Military Technologies - Updated 6/2/08
***UPDATES YO***
Also, I'm starting to describe the update changes in the first post. If it gets too long, I might turn it into a text file, but it should cover changes at a glance, instead of me describing it here.

Subiw wrote:
Doesn't that railgun employ magnetic fluid, by the game's own definition?

On-topic: Darlos, are you going to remake the DS shield? It didn't differ much in functionality from the vanilla riot shield, but I still think it'd be nice to have some defense that fits in.

Nah, I wasn't really thinking of bringing the shield back. I'd rather make some kind of force-field thing later.


Sat Jun 07, 2008 10:01 pm
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Post Re: DarkStorm Military Technologies - Updated 6/2/08
Darlos9D wrote:
***UPDATES YO***


Oh My God I Love You.


Sat Jun 07, 2008 10:13 pm
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
The sniper rifle is too weak and the drop pod needs to be glowing hot all over. It could still be hottest on the bottom. I kinda don't like how cheap all the clones are either.


Sat Jun 07, 2008 10:50 pm
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
The sniper rifle is far too weak, even for its rate of fire.


Sat Jun 07, 2008 11:10 pm
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
There's a whole lot going into making an effective sniper rifle. "Make it stronger" isn't as simple a request as you may think. I figure what you want is headshot = head explode, but there's some inherent problems on making a single shot that can do that.

See, first thing about a sniper rifle is that it needs to be able to penetrate well, so it can damage the toughest materials. In order for that, it must go fast, be sharp, and have a massive bullet. The bullet already has the highest velocity of all of my weapons, and the bullet is almost four times more massive than the second heaviest bullet found in my collection. The bullets have standard rifle bullet sharpness. If I wanted to, I could up that and say that the bullets are specifically armor piercing.

But here's the problem. No matter how heavy, fast, and sharp I make a single bullet, it can only ever at most make an entry and an exit wound. And in CC, even if a shot goes straight through the head of an actor, its not enough to kill that actor. And then you have to consider that they're probably wearing some kind of helmet. Which brings up the problem of even if you penetrate all the way through an attachable like a helmet, the thing the attachable is covering won't be damaged at all. This is actually an issue I think Data is going to deal with in B21, since he responded to my concern quite some time ago. If he does, it'll change the face of armor-piercing weapons in CC entirely.

But that doesn't change how things work now. A single bullet can, at most, cause two wounds: entry and exit. These both count as 1 wound towards any object's GibWoundLimit. Also, these two wounds together, even on a headshot, don't produce enough damage to kill an actor, even a coalition soldier. So, the only way to make a shot more fatal is to actually have the gun fire more than one round. The trick is, though, you make the gun's ParticleSpread equal to zero, so they look like they're a single bullet. So, firing multiple bullets is great to get that "boom headshot" effect. 3 bullets suddenly becomes 6 wounds and 6x damage, which is probably enough to destroy a lot of things. Though if it hits a helmet, the helmet will get destroyed and the head will be fine.

So, increasing the number of bullets is fine and all, but a major problem with terrain rape arises. Suddenly, you have a gun firing 2+ bullets all overlapping each other, and each one is really penetrative. Such a shot will boar really deeply into terrain, and after a certain point you can just fire through the ground and concrete into people's bases, which is just ridiculous. But if you make the stats of the individual bullets lower in order to compensate, you end up with shots that might do less damage to actors because the shots don't penetrate all the way through.

So, finding the perfect balance is hard. Yeah, I figured I'd have to end up going back and trying to make the sniper rifle better. It does seem a bit weak for costing 100 gold. But you have to consider things beyond simple power: you also have to think of the range and accuracy advantages that the weapon presents. If I make the gun super-powerful AND really accurate AND give it the ability to fire over a long range, then it far surpasses the 100 gold cost, which I'd like to keep it at.

tl;dr version: Making a sniper rifle ain't easy. If I make it more powerful, it becomes too terrain raping. Also, power isn't the only advantage of a sniper rifle (most video games skew this point greatly). I'll take a look at it and try to make it... better.


Sat Jun 07, 2008 11:43 pm
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
Lots of good points, and I'm glad you could vent. Most sniper rifles don't shoot special bullets. Druganov shoots same round as an AK. 'Sniper' gets thrown around like it's a superweapon. Maybe if you renamed yours a precision rifle, or support rifle, people won't be nagging about it not one-shotting actors. It definitely operates more like a squad support weapon instead of an overpowered tankbuster.


Sun Jun 08, 2008 12:11 am
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
Make the rifle fire a lightning bolt at the same time as the bullet, or attach a laser emitter to the bullet.


Sun Jun 08, 2008 12:21 am
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
sal wrote:
Lots of good points, and I'm glad you could vent. Most sniper rifles don't shoot special bullets. Druganov shoots same round as an AK. 'Sniper' gets thrown around like it's a superweapon. Maybe if you renamed yours a precision rifle, or support rifle, people won't be nagging about it not one-shotting actors. It definitely operates more like a squad support weapon instead of an overpowered tankbuster.

Hm, interesting link you have there. I will take in that information.

Actually, the weapon I made kinda IS an overpowered tankbuster, being a .50 rifle and all. BUT that doesn't change the fact that .50 bullets don't make things explode, they just penetrate really really well. Thats great in real life where a correctly placed shot can kill a man instantly, but in CC, even a headshot isn't fatal.

Maybe I'll remove the sniper rifle until I can more better deal with the armor-piercing qualities. If the bullets could damage actors through armor, even though the armor doesn't get destroyed, then people would probably like the weapon a lot more. Also, CC, I'm starting to realize, isn't a game about long ranges. I wonder if really hardcore long-range sniper rifles even have a place in this game.

CandleJack wrote:
Make the rifle fire a lightning bolt at the same time as the bullet, or attach a laser emitter to the bullet.

You know what, replacing the sniper rifle with some kind of straight-shooting lightning gun might not be a bad idea. I kinda wanted to make an electrolaser, which is a type of laser that uses the ionized path made by the laser to send an electrical discharge down the length of the path, effectively hitting the target with a laser AND a bolt of electricity, though I suppose the laser itself wouldn't have to be too strong. And it'd be accurate and semi-automatic, so it'd probably warrant having a scope. It'd be like the lightning gun from UT2004, but cooler.


Sun Jun 08, 2008 12:24 am
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
You shouldn't abandon the sniper rifle, just add an emitter the generates sharp particles with a short life time, and make the emitter break on impact.


Sun Jun 08, 2008 12:40 am
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