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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
Make a drop pod that ejects in 2 directions and releases a scout drone.


Sun Jun 08, 2008 6:08 pm
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
I love the new changes on the pod, looking really good and no lag this time at all. The rpg is much more relying on accuracy with the reduced splash radius, but it still packs a nice punch. Although it feels like the reload on it is a tad too short.

The sniper is much more rapid and handles quite like the battlerifle from the old pack. I do understand how nasty it is to make a "perfect" sniper without making it overkill, but just a bit more mass or speed would be good for it. If not that, then up the particle count.


Also about the knife... when B21 comes, are you going to make it cause a custom entrywound to the target that would electrify and paralyze/cause nasty damage when slashing with it? It'd be pretty cool to sneak up on a random clone, slash him, fall back and watch him do some sick spasms as he's getting electrocuted slowly. :D


Sun Jun 08, 2008 6:34 pm
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
numgun wrote:
I love the new changes on the pod, looking really good and no lag this time at all. The rpg is much more relying on accuracy with the reduced splash radius, but it still packs a nice punch. Although it feels like the reload on it is a tad too short.

The sniper is much more rapid and handles quite like the battlerifle from the old pack. I do understand how nasty it is to make a "perfect" sniper without making it overkill, but just a bit more mass or speed would be good for it. If not that, then up the particle count.


Also about the knife... when B21 comes, are you going to make it cause a custom entrywound to the target that would electrify and paralyze/cause nasty damage when slashing with it? It'd be pretty cool to sneak up on a random clone, slash him, fall back and watch him do some sick spasms as he's getting electrocuted slowly. :D

Yeah, upping mass or speed wouldn't do jack, besides make it more terrain raping. I actually upped the particle count from 2 to 3 for the next release (I guess I won't pull it), and its a bit better I think. 4 might be too much.

And yeah, in B21 I'll try to implement some better melee stuff. That thing should be pretty deadly, for the sake of stealth kills. If I tried that now, though, it'd blast through terrain.

As for the RPG (as well as the grenade launcher), I made the shrapnel blast a bit bigger for more of a "splash damage" effect, though the blunt shockwave is the same size. Also, the shockwave is weaker, and the shrapnel isn't as sharp. But nailing a coalition soldier will still off him most of the time.

So, I guess the drop ship is next... maybe I should release my tweaks so far though.


Sun Jun 08, 2008 9:29 pm
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
Cloak gun would be good, If the HP would dissappear.
http://datarealms.com/forum/viewtopic.php?f=1&t=11282
BlipFlip found out how to make cloaking stuff.


Sun Jun 08, 2008 9:34 pm
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
Btw, just for fun, try adding a pinned grey/white circle glow effect for the explosions on the RPG and 'Nade launcher to make a cool visual effect to showoff the shockwave.

If you want it to take it to the next level, make a seperate smaller and a bigger circle glow and use the Start and Stop effect variable to time them to make it look like an animated shockwave blast.


Sun Jun 08, 2008 9:58 pm
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
So, I updated. Just a minor update. I'll keep the sniper rifle around for now. Changes can be found in the change log.

But here's the plan for B21: the current sniper rifle will get divided into two weapons. The first will, of course, be the D7 sniper rifle. It'll have big armor piercing bullets that are made for plowing through armor and damaging the stuff inside. The second will be an electrolaser gun. It'll basically fire a bolt of electricity in a straight line and cause a minor explosion, so small that it'll probably only damage the person it hits. It'll be more of the "raw damage" sniper rifle you guys are looking for, but it won't keep going past whatever it hits.

So, I guess now I have absolutely no choice but to make the drop ship. I know exactly how it will function. Problem is, I haven't designed it visually at all. I need to do that.

Roy-G-Biv wrote:
Cloak gun would be good, If the HP would dissappear.
http://datarealms.com/forum/viewtopic.php?f=1&t=11282
BlipFlip found out how to make cloaking stuff.

Yeah, I've known about that. But I'd like to see if I can't wait and do something cleaner in B21, along with a force field

numgun wrote:
Btw, just for fun, try adding a pinned grey/white circle glow effect for the explosions on the RPG and 'Nade launcher to make a cool visual effect to showoff the shockwave.

If you want it to take it to the next level, make a seperate smaller and a bigger circle glow and use the Start and Stop effect variable to time them to make it look like an animated shockwave blast.

Actually, I originally planned to make an explosion animation like I did with the shock mortar. I might still do that.

OH GOD. Don't get me off track. I'll never make the dropship...


Sun Jun 08, 2008 10:04 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Yeah, seriously...waiting for the dropship is like waiting for the C&C3:KW patch... :neutral:


Sun Jun 08, 2008 11:27 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
I love these new magazine disintegration animations. Very stealthy.


Sun Jun 08, 2008 11:40 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
NEW IDEA

Project Ghost
After much experimenting, we have developed a new nanobot that will make our clones much more effective in battle. These nanobots provide the user with the following:
-High density bone structure
-More flexible joints
-Faster heart rate
-Quicker blood regeneration
-Thicker layers of muscles

In order to make these nanobots effective, they need to be maintained by a special nanosuit. We have also decided to equip the clone with new experimental weapons, armor, and a new jet pack. Because of the white armor, deadly silenced weapons, and the smoke given off by the jet pack, we have decided to name it the "Ghost Clone".


Last edited by CandleJack on Mon Jun 09, 2008 6:03 am, edited 1 time in total.



Mon Jun 09, 2008 12:21 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
This is great. I like the machinepistol, its an excellent sprite.
my only request (may have said this before) is that the dropship refunds you like the old one did. that was nothing short of brilliant.
good luck with the dropship!

edit: after playing with these guys some more, the grenadier is AWESOME. one of the most fun units to play with out of all the mods I have. top work!


Mon Jun 09, 2008 1:51 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Seeing as how the DarkStorm weapons revolve around being tactical and having something for every situation, I had this silly little idea. A burrowing rocket launcher. Basically, either a sharp of high mass rocket with a long delay on it. So you can fire through a concrete wall without the risk of obliterating your own face, as well as catching someone off guard as they're trying to walk past and a rocket suddenly flies out of the wall and lands at their feet.


Mon Jun 09, 2008 3:25 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
That'd be good but it should onnly do blunt damage so as to make it a tad bit more balanced.


Mon Jun 09, 2008 4:43 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
CandleJack wrote:
Project Ghost blah blah

Problem: DarkStorm clones are the way they are because of nanomachines, not genetic modification. At least, no genetic modification beyond whatever is standard in most clones already. Which means no modification that comes from in-house resarch. I'm sure if I do the berserker-mode thing, it'll be caused by some "glitch" in the nanomachines.

Exalion wrote:
This is great. I like the machinepistol, its an excellent sprite.
my only request (may have said this before) is that the dropship refunds you like the old one did. that was nothing short of brilliant.
good luck with the dropship!

edit: after playing with these guys some more, the grenadier is AWESOME. one of the most fun units to play with out of all the mods I have. top work!

The drop pod refunding you before was caused by making it gib into another craft that would appear way up off the map and immediately be sent back. Problem is, this craft was on your side even if the other side used it. There was no way to reconcile this problem, so I scrapped the idea. Now you just have to pay, though not as much as a rocket even.

dracura wrote:
Seeing as how the DarkStorm weapons revolve around being tactical and having something for every situation, I had this silly little idea. A burrowing rocket launcher. Basically, either a sharp of high mass rocket with a long delay on it. So you can fire through a concrete wall without the risk of obliterating your own face, as well as catching someone off guard as they're trying to walk past and a rocket suddenly flies out of the wall and lands at their feet.

Haha, no. No wall-burrowing. I've been trying to avoid such broken things.


Mon Jun 09, 2008 5:39 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
I edited my post to make it seem more clone friendly.


Mon Jun 09, 2008 6:03 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Something like a BLU-107 Durandal anti-airport bomb would be pretty cool though.


Mon Jun 09, 2008 6:35 am
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