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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Alright, I had a match with these guys invading me on my fav map and...

I did not last long.

The very moment the dude with the JUDGEMENT saw my sniper troop from miles away, it was all over. A frikkin huge beam just enlightened the entire base and soon the sniper was gone without a single chance of dodging the beam of doom.
Even though my sniper guy already gibbed a few times, it kept shooting and it wiped my Snake in his "safe" room he was in which happened to be in the line of fire after the sniper. Seriously. That match lasted less than a MINUTE.

Next match I played on a different map with more complex base and it was mostly indoor fighting this time. I fought the DSTech as well as possible using pelians, darklones and crobos. But it was completely hopeless anyways this time too. As they kept invading and using blade diggers and FORCE guns that chewed my awesome base into swiss cheese quite fast. Any direct conflict using my units against the DSTech was useless. The DSTechs weapons are COMPLETELY OVERKILL.

Melee weapons are even more useless because the hazardous explosion the robots produce when killed.

Also a game against DSTech has very heavy lag spikes too often. These are most commonly happening when a DST robot is killed and he explodes while releasing all the guns he had causing massive wound chainreactions that lag the game because the robot's own death hits the weapons. Then the weapons themselves have way too high gib limits and if you want to keep em that way, give them a custom wound that is only a fraction of the sparks it emits.

Then the weapons sharpness levels are so high and most of them are ridiculously overpowered generally that you can render an entire map completely wiped clean. The lance is ridiculous as Darlos said and you can slice stuff really fast with it.

Then the robots, the hit wounds they have eat the terrain! And if you kill them by gibbing, they will explode violently and kill you (if were melee) and eat even more terrain and cause lag when exploding with so many particles.

Back at the weapons, they use WAY too much particles, so please tone down the ones that use emitters or explode. They not only rape terrain but are the responsible for enourmous lag spikes that cause the game to freeze temporarily very often while all the wounds and particles spewed out of the wounds will be created. Although smgs and macs and rifles are good.

Then the bots again, they all perform way too similarly and a player cant really notice the difference on how could the other bot be stronger than the other?
Try to divide your bots to make em look like they have special purposes besides just "owning stuff". Like one could be more ground based, have a less jet, more armor, maybe even pre-equipped guns designed for him and the other could be more aerial, lots of armor, but use more controllable and less powerful weapons unlike the FORCE weapons tha cause massive recoil. Or then a tech unit that doesnt really go fighting straight on, but deploys mines, digs for resources, uses the shaprnel gun to protect other units and that kind of stuff.

Ya know, more tactical and class based. Cortex Command is a tactical squad control game, while these bots can manage to rape the living crap out of everyone just by a single unit.

So please: NERF.


Thu Jul 03, 2008 9:32 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
^ I second that...


There's just to much lag to enjoy this pack.


Thu Jul 03, 2008 9:47 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
I'll just make the weapons have "dead" wounds, no sparks, the gibwoundlimit will be lowered as well. I'm thinking of creating a ballistics version thats nearly equivalent to the FORCE but hmmm... I do have a set of weapons in my sketchbook that I originally designed for the Oculus A that might be intresting. As for the reactor explosion on my robots, how should it go?

I like how the weapon descriptions fit the story in your post nonetheless (heh heh) you aren't exactly fighting a human-made fraction. They die as designed as well. I usually bury my brain as deep as possible underground and have a small outpost above, I use the DS02 Rifle S (Practically an anti-tank rifle) and focus on headshots. I'd take out the DSXX classed weapons from the Activities.ini.

For the humans and other organic fractions, I want my robots to be like humanoid tanks, not something that can be easily put down by normal firearms. They're the sort of side where "last message" type situations appear, and where a hero guy/girl/it just wipes them out like nothing, unless he/she/it trips and falls victim to a boss. I'm actually interested to see when a fraction gets fed up with it, and accelerates their technology to the point where the DSTech robot classes stand out more (thats a light, thats heavy, thats a boss...). WH40k is starting to hang in my mind...

Oh wait... I'm thinking on the army level...


Thu Jul 03, 2008 11:15 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
DSMK2 wrote:
As for the reactor explosion on my robots, how should it go?


How about something like this:

A more kinetic based small shockwave blast that pushes stuff away with a semi-powerful force, a pinned wide electric "lightning" glow that stays for 2 seconds combined with few very slow and tiny fiery fireballs that spread around the area where the robot was destroyed and burn for 1-2 seconds and cause very little terrain damage.


Also I see what you mean there.

You dont want to have any "grunt units" in this faction that die from few shots, but more like walking tanks as standard.

I'd suggest making them tough. Material and gib limit wise. And if possible, more attachable based armor would be better. But as you make them tough, try to give them a tiny weak point that the player would be forced to find and hit it instead of fighting it head on. Or something that would weaken them enough(Or disable some feature like a shield or limit its mobility capabilities by making the destroyed weak point leave a very heavy breakwound that practically limits the robot's flight capabilities to a certain extent.) so that you would be able to take on them with an organic faction unit.


Thu Jul 03, 2008 11:31 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Idea! The jetpack, they're the biggest target to be hit, raining a couple of shots to the rear will:
a) Kill its ability to fly
b) Violent explosion if hit enough (that would mean the jetpack is self powered)
I need to make this weakness seem more forseen, rather then a forced design flaw. I'll have to brainstorm this... The player must figure out a way to get on the opposite side of the more tougher front and focus fire on the rear before the robot catches on. How should I make the jetpack melee-able (Stab jetpack, get away, after a bit, explode)?. But should the jetpack have the same structural integrity... Nahhhh if the weapon can damage the front it should have no problem.


Thu Jul 03, 2008 11:45 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
At least the lag spikes let me take cool screen shots.
Image


Fri Jul 04, 2008 12:55 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
You know, if you want to make your units more tank-like, then perhaps you should make them less maneuverable. As it stands, they're all way to good at just flying around everywhere AND they're powerful. They don't feel like tanks, they feel like feathers. And they hit like nuclear bombs. It just FEELS wrong.

I actually like Numgun's idea of having units for different environments (land, air, underground). You could maybe re-design them to look more appropriate. Like, the land bot would just be a walking hunk of armor that can only boost up a short way, while the air one would look more sleek. Though I guess these suggestions are a bit too specific. It's your mod.

Still, he's 100% right about this mod just being overpowered and overly laggy. Take it from a guy who once also had an overpowered, nearly invincible unit: its easy to get caught up in your own faction when you only ever test it against your own faction. If it can wipe the floor with crobos, pelians, and darkstorms, then its probably too powerful, since we try to make it so vanilla actors might stand SOME kind of a chance. Or, at least I do. So, try fighting your own units with some other units that AREN'T yours, and you'll quickly see why people might get frustrated, and where your stuff might be completely unbalanced.

Also, I hope you heeded my suggestions on your shading. It would probably raise this mod up to being top-tier, I dare say even WITH the overpowered stuff.


Fri Jul 04, 2008 1:53 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
I Don't know why I have never looked at these before they are amazing!

I do agree with Numgun and Darlos about the over-powered stuff.
A few suggestions:
1) give them weaker armor (the jet pack idea sounded cool)
2) make them feel different (Have the heavy guys get more armor but have weaker jets, the light guys have better jets etc.)
3) weaken your weapons damage and sharpness wise (also lower the lances clip to 10-50 I did that and it feels a lot better)
4) keep the sharp blood (?) stuff but desharpen it
5) I don't think you should make air, land and underground units but make them feel different (shook does this quite well with his faction if you want to take a look)
6) finally lower the blade diggers dig speed (I stood on a mountain aimed down and fired, a few seconds later I found my self off the screen)

all in all this is one of the best factions I have ever seen (its my favorite) and I think you are doing an awesome job making it! (also the sprites are incredible!)

~Roon3


Fri Jul 04, 2008 8:30 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
^All above posts^

I thought this faction was meant to be overpowered as hell?


Fri Jul 04, 2008 8:54 am
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Joined: Tue Jul 24, 2007 1:13 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Tea wrote:
^All above posts^

I thought this faction was meant to be overpowered as hell?




When a faction lags the game because it's so overpowered, it isn't fun anymore.


Fri Jul 04, 2008 6:20 pm
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Joined: Thu Jun 14, 2007 4:24 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
DSMK2 wrote:
I'll just make the weapons have "dead" wounds, no sparks, the gibwoundlimit will be lowered as well. I'm thinking of creating a ballistics version thats nearly equivalent to the FORCE but hmmm... I do have a set of weapons in my sketchbook that I originally designed for the Oculus A that might be intresting. As for the reactor explosion on my robots, how should it go?

I like how the weapon descriptions fit the story in your post nonetheless (heh heh) you aren't exactly fighting a human-made fraction. They die as designed as well. I usually bury my brain as deep as possible underground and have a small outpost above, I use the DS02 Rifle S (Practically an anti-tank rifle) and focus on headshots. I'd take out the DSXX classed weapons from the Activities.ini.

For the humans and other organic fractions, I want my robots to be like humanoid tanks, not something that can be easily put down by normal firearms. They're the sort of side where "last message" type situations appear, and where a hero guy/girl/it just wipes them out like nothing, unless he/she/it trips and falls victim to a boss. I'm actually interested to see when a fraction gets fed up with it, and accelerates their technology to the point where the DSTech robot classes stand out more (thats a light, thats heavy, thats a boss...). WH40k is starting to hang in my mind...

Oh wait... I'm thinking on the army level...

Yeah...whatever. Great that you have all this inspiration for more content/changes but there needs to be a ♥♥♥♥ load of nerfing and balancing before anything else. Then the mod will actually be amazing, right now I'd give it a 4/10 just for the balancing issues. Sure they're supposed to be strong, but godlike, ♥♥♥♥ no. IMO, candy coating the pack with more content won't cover up the fact that this is a horribly unbalanced mod, to the point where it isn't fun....even taking out the judgment cannon from the activities. Playing against any other faction I feel too powerful.I've seen absolute noobs post mods more balanced than this. :roll:

Now for how to go about nerfing and balancing the above posts pretty much said everything.


Last edited by Hellfire999 on Sat Jul 05, 2008 5:51 pm, edited 1 time in total.



Sat Jul 05, 2008 5:30 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Ummmm... where do you get your sounds? :)


Sat Jul 05, 2008 5:44 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
The sprites need more shading, but other than that it looks great! :grin:


Sat Jul 05, 2008 6:13 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Nathrak wrote:
Ummmm... where do you get your sounds? :)


http://osabisi.sakura.ne.jp/m2/material3.html

I use most of my sounds from here.

Working on nerfing my actors. They take damage from AK-47s now, but its not a effective way of killing them. I'm not so sure about the weapons though.


Sat Jul 05, 2008 8:23 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
I'd say... start by reducing the Rate of Fire on most things... and maybe the bullet velocity on others.


Sat Jul 05, 2008 8:29 pm
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