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 thesoupiest's Combined Forces - R.I.P. 
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Joined: Thu May 15, 2008 11:40 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
I'm actually quite satisfied with the weapon balance this time.
The new sprites for the GS machine guns are great.
Good to see a new tool. While it isn't anything too revolutionary, the sprite and effects fits with the SA theme. Though I think the effects should have a different colour than white, because white glowy things mean "hurt" in SA devices.
Also, I have no problem with the heavy trooper's jet. It takes certain delay to lift you off ground, but I think that only adds to the 'heavy' nature of the unit.

The light trooper would be a nice addition if not for the dysfunctional jetpack.
The Goliath's walking noise make it seem like a remote controlled toy. Low-pitched machine noise might fit its namesake better.
The new sprite for the shock pistol I don't like, but see what others think.


Sun May 29, 2011 4:31 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
The survey is broken. It won't let me finish and says that question five needs at least 2 answers, and I gave it ten but it still didn't work. Even when I put ONLY two answers it was still broken. I dunno, man.


Sun May 29, 2011 4:29 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
It worked for me.


Sun May 29, 2011 7:13 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Same here.


Sun May 29, 2011 9:06 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
I think most of the Green Storm weapons should get buffed up.

I mean, the standard vanilla coalition weaponry is stronger, for example, comparing the HMG to the Gatling gun or the close combat shotgun with the auto shotgun.


Sun May 29, 2011 9:10 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
yeah
plus the fact i can see where im shooting


Sun May 29, 2011 9:21 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
I don't think that visible bullets are a major issue, I mean, with the tracer rounds it's enough for me. But well, that's me, everyone thinks different.

But seriously, those weapons need a buff. I can't believe that the bullets of the HMG bounced off of a zombie head. And the HMG is supposed to be anti-armor.


Sun May 29, 2011 9:48 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
yeah i may as well use vanilla weapons because the burst rifle is less accurate and less powerful that the standard one


Sun May 29, 2011 9:55 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
That's what I mean. They are very weak.


Sun May 29, 2011 10:13 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Indeed. There's a difference between 'balanced' and 'nerfed'.


Sun May 29, 2011 10:50 pm
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Well, a bit of a dev-log post:
Every ballistic Green Storm weapon has been reworked to be more powerful. All non-tracer bullets are now visible. For aesthetic purposes, bullets now have drop so they don't float upon hitting the ground. Tracer rounds are now longer and brighter, and have a glow. Tracers are also more frequent, averaging at about 1 per 3 bullets. Tracers used to be vastly weaker than normal bullets, but are now equal in power.
To finish off the bullet problem once and for all, I need a way to reduce terrain rape. I remember there's a .lua script utilizing altitude for it... If any of you can find it, I'd be grateful to have it, properly credited of course.


Mon May 30, 2011 1:46 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
strange i didnt notice any terrain rape
might of been the maps i was using though


Mon May 30, 2011 2:02 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
wooden wrote:
strange i didnt notice any terrain rape
might of been the maps i was using though
With the newly-buffed guns, I mean. The Heavy Machine Gun and Combat Shotgun chew through dirt now.


Mon May 30, 2011 2:02 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Code:
function Update(self)

local terrcheck = Vector(0,0);
   if SceneMan:CastStrengthRay(self.Pos,Vector(self.Vel.X,self.Vel.Y):SetMagnitude(16),0,terrcheck,0,0,true) then
            self.ToDelete = true;
     end

end


This one is MDC's Beam Cannon's Terrain Rape Reducer's code.

All the credits about this code goes directly to MDC.


Mon May 30, 2011 3:42 am
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Post Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Do not delete it. Set smaller mass and sharpness of it would be better.


Mon May 30, 2011 5:04 am
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