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 Red Loki Weapons Development - INACTIVE 
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Joined: Thu Dec 16, 2010 11:06 pm
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Post Re: Red Loki Weapons Development - Version 1.31 (1/16/11)
Thanks! I figured the Ronin would make far more sense as a sort of entirely thrown-together faction.


Sun Jan 16, 2011 11:14 pm
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Post Re: Red Loki Weapons Development - Version 1.31 (1/16/11)
Oh hey! The sacred relic from the unholy Viet Wars has been finally recovered! The sprites for this one is very well done.
I think the explosion is a little too powerful. And we need the iconic 'thump' sound.

Auto shovel is pure humor and genius. And it's so fun to use.

Shields though. I always have this problem with shields: They get tucked back when reloading, and most guns that are usable with the shield has a small clip size. Which means the actual protection given during combat is very little. Might be useful when retreating but we all know real men stand firm in their position and fight.

So I'd rather have a shield-gun for the Ronin, just a gun with an over-sized armor plate attached to it. Since the Ronin have the worst armor out of all vanilla factions, I think it's fair to give them an item that boost their survivability.


Mon Jan 17, 2011 2:40 am
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Post Re: Red Loki Weapons Development - Version 1.31 (1/16/11)
Why not make the shield held with the fg hand, and the gun held in the bg hand? Maybe it solves things.


Mon Jan 17, 2011 3:57 am
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Post Re: Red Loki Weapons Development - Version 1.31 (1/16/11)
Except you couldn't reload the bg hand gun. I think a small shield would work - just like one of the rocket launchers in the Green Storm pack.


Mon Jan 17, 2011 1:08 pm
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Post Re: Red Loki Weapons Development - Version 1.31 (1/16/11)
Well the Ronin is in serious lack of armor.

We know the Scrapbots and Browncoats are tough on their own, Dummies are resistant to impact, and the Coalition have helmets and chest plates. The Ronin are left with their squashy juicy flesh.

So I think an outrageously large shield gun would serve them good, like this.


You could make it a short-ranged shotgun or an inaccurate semi-auto rifle to force the user to push forward with the shield instead of camping. Also avoids the shield gun dominating over all other available weapons.

Still, just my thoughts on the matter, not demanding anything.


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gunnershield.jpg
gunnershield.jpg [ 88.98 KiB | Viewed 4553 times ]
Mon Jan 17, 2011 6:01 pm
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
VERSION 1.4


Quote:
Changelog
- Reduced AS magazine size
- Tweaked GL explosion radius
- Made GL one-handed
- Increased GL reload rate
- Tweaked TNT explosion radius
- Made FWL magazine undetachable
- Changed the HDS sprite
- Renamed the GL so as to not conflict with LUA code usage
- Added the AC
- Added the NG


Hm... 8 weapons in total, just like the Green Storm. Isn't it missing something?


Last edited by thesoupiest on Sun Jan 23, 2011 3:12 am, edited 1 time in total.



Sun Jan 23, 2011 12:10 am
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
This is fantastic. Even more so than Green Storm, most of the ideas here NEED TO BE PUT IN THE VANILLA GAME. Keep modding. I haven't seen quality of this kind since Major and Darlos, and they're both inactive for the time being.

Yes, that's right. I think this pack rivals Darkstorm. It's possibly better.


Sun Jan 23, 2011 1:31 am
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
[Insert Name Here] wrote:
fantastic
thanks
[Insert Name Here] wrote:
more so than Green Storm
well, I suppose
[Insert Name Here] wrote:
most of the ideas here NEED TO BE PUT IN THE VANILLA GAME.
oh, you flatter me
[Insert Name Here] wrote:
this pack rivals Darkstorm
wait, what?
[Insert Name Here] wrote:
possibly better.
HOLD ON

First of all, thank you thank you thank you thank you one - for downloading and enjoy the pack and two - for singing your praises for all to hear. But I think you might be going a bit past compliments here.
Darkstorm? I just looked at the thread for it and that stuff is a gay otter - it blows me out of the water. I can't compare to that! That's some really complicated coding and spriting, and it's got like ten actors and two modules and four craft and sixty million guns and bombs and such.
I mean, thanks, but I'm never going to be that good.


Sun Jan 23, 2011 1:38 am
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
I'd say that this isn't even nearly as good as DarkStorm but if you keep getting better and pumping out stuff at the rate of this you'll soon be considered one of the best modders of these forums.


Sun Jan 23, 2011 1:45 am
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
Dude, this mod can be comparable to DarkStorm. Not talking about size, size doesn't matter, the thing that matters here is the fun factor, playability (if I wrote that right) and uniqueness.

And this mod (with Green Storm, and I wish that there are more to come with the rest of the colors) are pure epicness, this ones are like expansion-packs to the current Vanilla CC.
And that means a lot, all CC players like a lot Vanilla. There isn't a mod that will be ever as Vanilla-ish as yours.

thesoupiest wrote:
VERSION 1.4


Quote:
Changelog
- Reduced AS magazine size
- Tweaked GL explosion radius
- Made GL one-handed
- Increased GL reload rate
- Tweaked TNT explosion radius
- Made FWL magazine undetachable
- Changed the HDS sprite
- Renamed the GL so as to not conflict with LUA code usage
- Added the AC
- Added the NG


Hm... 8 weapons in total, just like the Green Storm. Isn't it missing something?


Could it be missing an actor?


Sun Jan 23, 2011 4:17 am
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
Asklar wrote:
Could it be missing an actor?
Perhaps.


Sun Jan 23, 2011 4:25 am
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
The new shield sprite is cool, the metal wire look-out hole is a very nice touch. The m79's blast radius is now more reasonable. The negotiator is simply way better than the vanilla shortgun, I'm issuing this gun to all my troops as a secondary weapon now.

I'm not sure about the visual looks of the armor cannon though. It sure look rag-tag, but it also look very bulky and unwieldy. It's function though, is good, it's probably better than the Coa's autocannon.

Actor? Yes please, I'll have one of those.


Sun Jan 23, 2011 5:00 am
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
This mod is so much fun, grenade launcher and negotiator is lovely combination!
[First time I used the tesla rifle, the shot bounced off a wall, and hit me, the shooter of said rifle, in the face... I was a brain bot]


Sun Jan 23, 2011 7:20 am
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
Hmm, the new Version seems to doesn't work with me.
Im using a Mac. It says it couldn't load a file called DSsprite000.bmp but it is there.


Attachments:
Bildschirmfoto 2011-01-23 um 13.10.09.png
Bildschirmfoto 2011-01-23 um 13.10.09.png [ 53.71 KiB | Viewed 4642 times ]
Sun Jan 23, 2011 1:09 pm
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
Same problem on Linux, because of character \

Replace CortexCommand/RedLoki.rte/DS/DS.ini or edit it and replace \ with / character.


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DS.ini [4.34 KiB]
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Sun Jan 23, 2011 3:38 pm
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