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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Roy-G-Biv wrote:
Also, you should make the mortar carpet bomb not kill the user.
It's like the ultimate suicide machine.

Uhm... don't fire it upward? If you're killing yourself, you're using it wrong. You're supposed to just launch it in the general direction of the enemy. And its supposed to be a lot more useful when there's more than just one potential target. Once we get later builds that support an "all units ATTACK" command, it'll probably become a lot more useful. Maybe even too powerful...


Wed Jun 11, 2008 2:14 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
I kinda liked it better when the knife and revolver were seperate. It looks cool and all but having both go off at once is a bit annoying.


Wed Jun 11, 2008 2:46 am
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
Darlos9D wrote:
You know what, replacing the sniper rifle with some kind of straight-shooting lightning gun might not be a bad idea. I kinda wanted to make an electrolaser, which is a type of laser that uses the ionized path made by the laser to send an electrical discharge down the length of the path, effectively hitting the target with a laser AND a bolt of electricity, though I suppose the laser itself wouldn't have to be too strong. And it'd be accurate and semi-automatic, so it'd probably warrant having a scope. It'd be like the lightning gun from UT2004, but cooler.

I love you.
Elecrolasers rawk~!!

They use them today to detonate explosives from a distance, but to make the electrical charge strong enough to do anything the laser has to be quite large, which causes issues with man-portable versions.
I aspire in my lifetime to research a way to make lasers bloom* more efficiently, which would make electrolasers a new possibility in riot control and police forces.
A tazer gun that you don't need to reload after every shot.

*Blooming is the process by which a laser hits a particle in the air, and ionizes it, leading to a short-lived plasma stream through which the electricity can be run.


Wed Jun 11, 2008 4:38 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Are you working on a way to make the clones climb walls, or at least steep hills?


Wed Jun 11, 2008 5:00 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
CandleJack wrote:
Are you working on a way to make the clones climb walls, or at least steep hills?

..............................................no?


Wed Jun 11, 2008 5:55 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Darlos9D wrote:
Roy-G-Biv wrote:
Also, you should make the mortar carpet bomb not kill the user.
It's like the ultimate suicide machine.

Uhm... don't fire it upward? If you're killing yourself, you're using it wrong. You're supposed to just launch it in the general direction of the enemy. And its supposed to be a lot more useful when there's more than just one potential target. Once we get later builds that support an "all units ATTACK" command, it'll probably become a lot more useful. Maybe even too powerful...


This mortar IS actually a bit of a problem. unlike the grenade launcher, there's a lot of luck involved when aiming at multiple enemies. shooting it at a rough angle and running is the only use for it. needs to be a tad more accurate methinks.


Wed Jun 11, 2008 6:53 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Exalion wrote:
This mortar IS actually a bit of a problem. unlike the grenade launcher, there's a lot of luck involved when aiming at multiple enemies. shooting it at a rough angle and running is the only use for it. needs to be a tad more accurate methinks.


I actually think it works really really well, i mean, it's not supposed to vaporize everything in it's path, it's relatively balanced now. Also, after about twenty minutes of owning things up for the first time i killed my self about 3 times, after that I've pretty much figured out the arc and spread of it and I live a lot longer now.


Wed Jun 11, 2008 7:04 am
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Post Re: DarkStorm Military Technologies - Updated 6/7/08
Winterous wrote:
They use them today to detonate explosives from a distance, but to make the electrical charge strong enough to do anything the laser has to be quite large, which causes issues with man-portable versions.
I aspire in my lifetime to research a way to make lasers bloom* more efficiently, which would make electrolasers a new possibility in riot control and police forces.
A tazer gun that you don't need to reload after every shot.

Then in that case, wouldn't you want to make it so they DON'T bloom as much, or to be more exact, not be affected by blooming since blooming is the act of the laser reacting to the atmosphere? "...a way to make lasers bloom more efficiently..." just sounds like you're trying to keep it, rather than eliminate it.
And it sounds downright weird to say.


Wed Jun 11, 2008 7:48 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Err...
Ok, let me explain how electrolasers work.

When a laser blooms, it ionizes air particles etc. which leaves a small 'string' of plasma in the air, which is electrically conductive.
Immediately after the laser is fired, an electrical charge is surged through the string, which delivers a shock to the target.

So:
more blooming = higher conductivity
higher conductivity = more electricity hitting the target


Wed Jun 11, 2008 9:07 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Uh... so where's the flamethrower?
I found it in the weapon descriptions, but not in the weapons.


Wed Jun 11, 2008 9:48 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
He's explained that before.
He hasn't updated the weapon descriptions.

Either that or he's got what he intends to have in there, can't remember.


Wed Jun 11, 2008 10:31 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Nathrak wrote:
Uh... so where's the flamethrower?
I found it in the weapon descriptions, but not in the weapons.


the file for the flamethrower is there, just go to index.ini and add
IncludeFile = DarkStorm.rte/D72Flamethrower/devices.ini

it is rather powerfull and somewhat dangerous.


Wed Jun 11, 2008 2:05 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Temujin wrote:
Nathrak wrote:
Uh... so where's the flamethrower?
I found it in the weapon descriptions, but not in the weapons.


the file for the flamethrower is there, just go to index.ini and add
IncludeFile = DarkStorm.rte/D72Flamethrower/devices.ini

it is rather powerfull and somewhat dangerous.

And it has not sounds and messed up sprites.


Wed Jun 11, 2008 2:12 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Yep. I tried using it, and it looks really weird. Cool, though. :)


Wed Jun 11, 2008 11:12 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
I think the flamer should use black napalm like the kind in Command and Conquer Generals.


Thu Jun 12, 2008 12:06 am
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