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 The Lazarus Brigade - INACTIVE 
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Data Realms Elite
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Lovely, a mod for everything!
I just hope you can continue these things.


Sat Jan 29, 2011 9:42 pm
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Pitchfork: Neat, though the shot could use something, like shooting an ethereal demon head or something, just something more then little purple balls. It's nice that it takes down health directly, and would probably be very useful against heavily armored units, but against normal infantry it's too slow and too weak. If thats what you're going for then thats fine though. Seems like it still needs something though, some added effect to make it more "magic". Something like turning the men it kills into zombies or making them explode into gore.

spine launcher: much better, though it still seems like the spines disintegrate upon being fired occasionally. I tried some point blank shots and maybe one out of ten shots didn't seem to have any effect on totally unarmed and unarmored targets. Pretty cool anyways, but it would be neat to have it be just a bit more powerful, and more damaging. It still lacks a real sense of impact when it hits.

Firebreather: Only thing bad about this is the fact that aiming it down while in mid air will tear your legs off.

I look forward to the actors.


Sat Jan 29, 2011 10:06 pm
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Yikes, you are one tough critic.

The demon-head thing would just be a sprite change, and also serve no purpose other than visual flair. Its usefulness against heavily armored targets is intended; as is its reduced effectiveness against infantry. However, it can demolish enemies very easily if you know how to use it. About the effects like zombifying foes or making them explode - if I knew how, I'd do it, but not in the same gun.
I had a lot of difficulty making the Spine Launcher work well, and ended up settling on it the way it is now simply out of frustration. I admit it's a bit buggy, but that's a project for another day.
The issue with the Firebreather is one present among almost all weapons like this, from what I've seen - even vanilla ones and ones from other mods. It's an issue with the way actors work, I think.

I do thank you for all of your input, it's been very useful in creating the mod. The comprehensiveness is appreciated.


Sat Jan 29, 2011 10:28 pm
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Yeah, we need some kind of blue-clad giant undead merc. Possibly spacesuit-clad? If their faces are obscured, you won't know if they're dead or alive...


Sat Jan 29, 2011 11:02 pm
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
thesoupiest wrote:
Yikes, you are one tough critic.

The demon-head thing would just be a sprite change, and also serve no purpose other than visual flair. Its usefulness against heavily armored targets is intended; as is its reduced effectiveness against infantry. However, it can demolish enemies very easily if you know how to use it. About the effects like zombifying foes or making them explode - if I knew how, I'd do it, but not in the same gun.
I had a lot of difficulty making the Spine Launcher work well, and ended up settling on it the way it is now simply out of frustration. I admit it's a bit buggy, but that's a project for another day.
The issue with the Firebreather is one present among almost all weapons like this, from what I've seen - even vanilla ones and ones from other mods. It's an issue with the way actors work, I think.

I do thank you for all of your input, it's been very useful in creating the mod. The comprehensiveness is appreciated.

I try not to be too tough, I just talk about anything that came to mind, even if it was just a tiny nitpick.

The demon head would be purely visual, yeah, so it's your choice, i just think it would look pretty. When I first fired the devilfork I actually thought the projectile was something like claws and thought that was neat, and was a little disappointed that it wasn't . Still, it will be useful for bringing down those bastard armored troops in the Bear federation.

As per pulling off the "zombifying" effects, take a look at zombies 09 (viewtopic.php?f=61&t=15684), specifically the green gas grenade. They achieve the effect pretty well I think. There are a few other mods that do similar things, like shook's Pylons that turn people into skeletons when they die, (viewtopic.php?f=61&t=10318&hilit=pylon)
Image
and the Cyborg Zombies which zombify whatever gets close.(at least in their activities)
(viewtopic.php?f=24&t=15580)


Sat Jan 29, 2011 11:06 pm
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Well not only are you helpful in your criticism, but also useful in your provisions. Thanks, I'll look into each link and try to figure it out - if not, crediting ahoy!


Sat Jan 29, 2011 11:10 pm
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Data Realms Elite
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Zombies '09, best inventory transfer system, and infection.

The spine cannon is very effective.


Sat Jan 29, 2011 11:11 pm
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Also, you could use some uber-basic Lua scripting to make a floating skull that could even spit fireballs. PM me if you want more information on it.


Sat Jan 29, 2011 11:13 pm
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Foa wrote:
infection.

No.

These are not this kind of zombies:
Image

These are this kind of zombies:
Image

Bloodthirsty undead mercs, not infected thoughtless shambling hordes. They had enough presence of mind to make weapons out of their own bodies, for crying out loud.


Sun Jan 30, 2011 12:43 am
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Data Realms Elite
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Well, officially, CC's zombies are clones gone wrong, but they retain that sense of bloodthirstiness a Coalition has. So really they're somewhere in-between the two.


Sun Jan 30, 2011 12:55 am
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
[Insert Name Here] wrote:
Foa wrote:
infection.

No.

These are not this kind of zombies:
[img]http://cdn.slashgear.com/wp-content/uploads/2009/08/zombies.jpg

These are this kind of zombies:
[img]http://www.toddalcott.com/wp-content/uploads/2010/06/pirates-32.jpg

Bloodthirsty undead mercs, not infected thoughtless shambling hordes. They had enough presence of mind to make weapons out of their own bodies, for crying out loud.

Hey man, who said they would be blundering ♥♥♥♥?
They could be like re-purposing raised dead foe.


Sun Jan 30, 2011 12:55 am
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
You should seriously start making actors and stuff, along with guns like these. We need modders like you around here, since no one seems to make any factions with actors much anymore.


Sun Jan 30, 2011 3:07 am
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
The spine launcher is definitely my favorite out of the 3 updated weapons. It's powerful. It also covers long range precision shots, something the blunder weapons hae a hard time doing. I did't like the spine shattering on impact at first, but it looks cool doing that nontheless.

The firebreather spews a lot of yellow pop-corn-like particles, funny actually. Function-wise it does its job right. I see the fire cone starts big, which makes me think a trumpet muzzle (like the blunders) would be more fitting. And... What exactly is that thing?

I don't have too much problem with the pitchfork's visual effects. They're just purple balls but it's okay to me. The problem for me would be the fork itself look to much like farming equipment instead of a necromancer's tool. I was thinking of adding something at the other end of the fork's handle, like a spike, or a symbol. And this weapon is very specialized at taking down impenetrable foes, which is an idea I like.

Now, side note:
The pitchfork's visual appearance is quite aggressive with the 3 protruding spikes. I think the impression would be a that weapon hurts a lot, instead of a gimmicky specialized weapon.

On the other hand, the energy balls' effects are closer to health drain and cursing than raw power. This, I don't think fits the devil's pitchfork. If it was a medallion that does the health drain, while the pitchfork just down right kills people, that'd be more adequate

So a bold suggestion here would be to shift the fork's ability to another weapon while giving it entirely new attacks.


Sun Jan 30, 2011 3:16 am
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
Nonsequitorian wrote:
Oh, damn, I didn't realize that the fork had a health drain. That makes the Vista Nova seem like I copied or something!
Trade you for the snippet of code that makes actors spaz.


Sun Jan 30, 2011 3:42 am
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Data Realms Elite
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Post Re: The Lazarus Brigade - Version 1.3 (1/29/11)
First: Hey! I downloaded the update and I get an error.
Reffering to an instance (Flame 1 Hurt) to copy from that hasn't been defined! In LazarusBrigade.rte/FS/FS.ini

D= I wanted to see the new weapons!

And now. Duuuuuuuuuuuuuuudeeeeee! You just finished up CC if you plan to make more mods for the rest of the factions!
When you finish them all, I'll put them in a modless CC. That will be surely EPIC.


Sun Jan 30, 2011 4:42 am
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