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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: DSTech Corp (UPDATED: 6/30/08)
And lower the sharpness.


Sun Jul 06, 2008 2:52 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
I suggest you start off by halving everything(sharpness, particle count, rate, etc.). Then, tweak it from there. When I say everything, I also mean the jet packs and options(except maybe the shields).


Sun Jul 06, 2008 4:11 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Hmm? I lasted 20 minutes on Grasslands against them with just the things in the Toybox pack. I would still suggest you halve some of the particles and work from there.

Of course, I take 30 minutes to build a bunker just the way I like. Which usually makes it pretty well protected.

EDIT: And to those saying it's overpowered, I bring some food for thought. The faction's units are all mechas, similar to those seen in animes. Just like the ones from the animes, they wtfpwn everything.


Thu Jul 10, 2008 1:26 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Lambda wrote:
Hmm? I lasted 20 minutes on Grasslands against them with just the things in the Toybox pack. I would still suggest you halve some of the particles and work from there.

Of course, I take 30 minutes to build a bunker just the way I like. Which usually makes it pretty well protected.

EDIT: And to those saying it's overpowered, I bring some food for thought. The faction's units are all mechas, similar to those seen in animes. Just like the ones from the animes, they wtfpwn everything.

Food rejected. While a modder is free to do as he pleases, whether or not its balanced is up to the judgment of the rest of the community. And this is a pretty community-based game. Saying "well, X other thing is like this" doesn't really pass muster, if that other thing doesn't really have any basis in game design.

Those mechas you speak of are super-spiffy main character mechas. The stuff we design for CC is more like the regular mechs that they knock off on a regular basis. Except in CC, there are no super-spiffy main character mechas, at least not yet. It's a balanced war. Or at least it should be if it's going to be any fun.


Thu Jul 10, 2008 4:27 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
In response to Darlos's comment- this is true, they are all mass produced. To continue the /m/etaphor, the mechs being deployed are Valkyries, not Gundams.
However, what must be remembered is that a robot can lift heavier loads, fly farther, and sustain more damage than a human being can. Even a cannon-fodder DST robot should be able to maul the hell out of nearly any organic unit that's thrown at it; this does not, however, extend to cyborgs or enhanced humans like the Crobos or DS Clones (goddamnit Darlos, why those initials? Confusing.) So yes, they should be weakened, but they should still be able to maul any Coalition unit and withstand at least 20 AK rounds to the chest. Also, they should be hella expensive.
And more detailed. Flat grey is meh.
tl;dr;secret- zoom zoom, zoom zoom, I'm deploying cannon fodder robots, but they're expensive and powerful.


Thu Jul 10, 2008 4:40 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
I ♥♥♥♥ love this mod, and I'm even more in love with it now that it has a crab.
Personally, I think the shading style on this mod is perfect--they look like they're made of angular, flat bits of metal and I like that.

My only beef with the last version is that these guys felt a little spindly and light--I haven't tried the new version yet, but I'm excited to.


Fri Jul 11, 2008 3:39 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Just DLed. While I really like this mod, I can't play it for more than 10 mins because of the lag. :( For some of the jetpacks and the dropship, where particle count isn't essential, could you increase the mass of the particles and have fewer of them?


Wed Jul 23, 2008 7:09 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Hm, I'm still in the process on nerfing my guys and creating more content. Strangely when I lowered the particle count and increased the mass (for the dropship) the lag is still there, I think size of the sprite affects the game's preformance.

So I finished redesigning and putting together the DSA9...


Wed Jul 23, 2008 10:14 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
I shot one of your robots with the lethal injection(500 super sharp particles) and it did not gib.


Wed Jul 23, 2008 10:22 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
CandleJack wrote:
I shot one of your robots with the lethal injection(500 super sharp particles) and it did not gib.

Your point?
Some of these actors have extremely strong armor, allowing them to resist these types of things


Wed Jul 23, 2008 10:50 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Where's the uber big robot I heard about a couple pages back?


Fri Jul 25, 2008 4:49 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
wutangfan1990 wrote:
Where's the uber big robot I heard about a couple pages back?


He's still spriting it I think. Altough I doubt its gonna come out for this build.
One thing I'm just wondering about: How the hell do you deliver it to the field?


Fri Jul 25, 2008 6:57 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Crobo telepod, duh. :P


Sat Jul 26, 2008 11:20 am
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Dal wrote:
Crobo telepod, duh. :P

I devlivered an MPAM through that and it died.
So, I'd assume he'd make an instagibbed invisible dropship.


Sat Jul 26, 2008 1:28 pm
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Post Re: DSTech Corp (UPDATED: 6/30/08)
Or it would just be on the scene when you start.

I don't think he was planning on making it buyable.


Sat Jul 26, 2008 7:31 pm
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