Untitled Tech 2.5 (B31) [26th April 2015]
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Untitled Tech 1.8 [UPDATE]
the laser crabs are quite OP.
as soon as i get my hidey hole dug i put around 3 laser crabs at the entrance and don't worry about it for the rest of the round
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Mon Oct 15, 2012 9:26 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Untitled Tech 1.8 [UPDATE]
4zK what the hell is that beautiful thing you just shot with?
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Mon Oct 15, 2012 9:28 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 1.8 [UPDATE]
NeoSeeker wrote: the laser crabs are quite OP. I've nerfed them slightly for the next update. Asklar wrote: 4zK what the hell is that beautiful thing you just shot with? Something that will replace the Cerulean Rifle. I liked the sprite but not the gun, so I turned it into an energy weapon. It look very sweet so far, even if I do say so myself. Even better in action.
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Mon Oct 15, 2012 9:46 pm |
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(Insult)
Joined: Sun Oct 14, 2012 1:17 pm Posts: 22
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Re: Untitled Tech 1.8 [UPDATE]
But I LIKE that there's a semi-auto ballistic rifle! Just price it lower than the laser rifle 'cause it's not as powerful.
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Mon Oct 15, 2012 11:13 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Untitled Tech 1.8 [UPDATE]
Ballistics don't really fit in with the plasma / laser weaponry. They're good as sidearms, but as primary weapons they just don't fit in. I'd rather have the Cerulean replaced with some sort of an energy weapon.
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Mon Oct 15, 2012 11:17 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Untitled Tech 1.8 [UPDATE]
why get rid of the rifle? you have those 9mm and 10mm weapons...
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Tue Oct 16, 2012 1:39 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Untitled Tech 1.8 [UPDATE]
I like having those ballistic weapons as less awesome/cheaper versions of the plasma/laser awesomeness.
You shouldn't eliminate the cerulean rifle, just set it Buyable = 0, so that players will activate it if they want.
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Tue Oct 16, 2012 1:40 am |
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Roy the Cuttlefish
Joined: Tue Apr 03, 2012 7:28 am Posts: 67
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Re: Untitled Tech 1.8 [UPDATE]
You might consider making the shatter gun's shotgun mode the same as say the pump shotgun the ronin have, It would look more realistic that way. Also, what about modeling a gun after the Holorifle? Maybe something with lower damage, but that explodes on contact in blue light and sends your enemy flying backwards a little way? (small-medium range, Little bit like the impulse cannon, but with less damage and more kockback, Or maybe a stunning effect?) - description could be something like: A weapon originally used in riot suppression, until it was found to cause memory loss and led to some major lawsuits. This version is modified for military use, including more stopping power, a larger ammunition capacity, and double the memory loss per dose.
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Tue Oct 16, 2012 9:21 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 1.8 [UPDATE]
Well, I suppose I'll keep the rifle then due to popular demand. Roy the Cuttlefish wrote: You might consider making the shatter gun's shotgun mode the same as say the pump shotgun the ronin have, It would look more realistic that way. You mean reloading one shell at a time? The gun uses a drum magazine, so it's basically more realistic the way it is now. Besides, it would mess up the reload time with both modes. Roy the Cuttlefish wrote: Also, what about modeling a gun after the Holorifle? I've kinda tried to state a few times already that I'm trying not to make weapons based on Fallout anymore. Also, isn't that description a bit too long and specific compared to the others?
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Tue Oct 16, 2012 10:03 pm |
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motochad
Joined: Mon Apr 09, 2012 7:44 am Posts: 80
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Re: Untitled Tech 1.8 [UPDATE]
I think these guys should have some deployables, say a SAM launcher, or like a shield you could prop up, and shoot from behind.
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Wed Oct 17, 2012 12:35 am |
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(Insult)
Joined: Sun Oct 14, 2012 1:17 pm Posts: 22
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Re: Untitled Tech 1.8 [UPDATE]
A rapidfire stationary four-shot anti-craft gun turret might be cool. EMP/explosive rockets and all.
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Wed Oct 17, 2012 12:54 am |
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Roy the Cuttlefish
Joined: Tue Apr 03, 2012 7:28 am Posts: 67
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Re: Untitled Tech 1.8 [UPDATE]
Quote: You mean reloading one shell at a time? The gun uses a drum magazine, so it's basically more realistic the way it is now.
Besides, it would mess up the reload time with both modes. Not at all, I mean using the grey-ish looking projectiles and damage values of the "shots" From the pumpgun. Quote: I've kinda tried to state a few times already that I'm trying not to make weapons based on Fallout anymore.
Also, isn't that description a bit too long and specific compared to the others? The holorifle works very different in the game from the idea that I described, all I was suggesting was that you base a sprite off of its look, because the model of the holorifle would match your other sprites quite well I think. It does not even have to look that close to the gun, just the basic look. Sorry I got carried away with the concept, i just got really excited about it.
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Wed Oct 17, 2012 1:19 am |
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Sir
Joined: Wed Apr 25, 2012 4:17 am Posts: 202 Location: Brisbane
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Re: Untitled Tech 1.8 [UPDATE]
How about some sort of close combat weapon, like a sword dipped in poison that would have a damage over time effect?
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Wed Oct 17, 2012 8:59 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Untitled Tech 1.8 [UPDATE]
Because it's silly? In the time it would take the damage over time effect to kill the target it'd be more efficient to just, y'know, whack them with the pointy bit again. Besides, I doubt it'd fit the faction theme very well. A better 'melee'-type weapon might some kind of energy-based cutting tool that's been repurposed into a close-range weapon, but can still be used for digging, perhaps based on the frame of the Gatling Laser.
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Wed Oct 17, 2012 11:21 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 1.8 [UPDATE]
Woah, the faction seems to be building up from a group of smart ragtags into an arsenal of brute energy weapons. I don't mind though, it's just the story that might suffer a bit. motochad wrote: I think these guys should have some deployables. Now that I have my new weapon working, I can look into turning it into a turret. *coughteslacoilcough*How exactly should the shield work, though? Roy the Cuttlefish wrote: I mean using the grey-ish looking projectiles and damage values of the "shots" From the pumpgun. They got pretty OP after 1.0, but I can try giving the shotgun rounds a bit more punch. It's recommended to use the shrapnel shots, though. I got some subconscious inspiration from the gun's shape to another upcoming weapon, but it's not an impulse-cannon-memory-loss gun though, sorry! Sir wrote: How about some sort of close combat weapon? Use the wrench. Eh-heh. Dunno, I've thought about things like the shiskebab or the ripper, they would be perfect. There's just that one thing. Fallout.No poison, though. Too tribal. Arcalane wrote: In the time it would take the damage over time effect to kill the target it'd be more efficient to just, y'know, whack them with the pointy bit again. That is indeed true. I've noticed something similar with the flamethrower, as it's much easier to just spam the flames instead of waiting for the enemy to burn to death. I often try to leave them with just a little of their health left, just to see the lua kill them.
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Wed Oct 17, 2012 4:59 pm |
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