thesoupiest's Combined Forces - R.I.P.
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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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.
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Sun May 29, 2011 4:31 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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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.
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Sun May 29, 2011 4:29 pm |
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111herbert111
Joined: Fri Jan 07, 2011 12:31 am Posts: 550 Location: error: location not found
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
It worked for me.
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Sun May 29, 2011 7:13 pm |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Same here.
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Sun May 29, 2011 9:06 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: 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.
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Sun May 29, 2011 9:10 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
yeah plus the fact i can see where im shooting
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Sun May 29, 2011 9:21 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: 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.
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Sun May 29, 2011 9:48 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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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
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Sun May 29, 2011 9:55 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: thesoupiest's Combined Forces - Release 3 (5/27/11)
That's what I mean. They are very weak.
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Sun May 29, 2011 10:13 pm |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Indeed. There's a difference between 'balanced' and 'nerfed'.
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Sun May 29, 2011 10:50 pm |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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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.
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Mon May 30, 2011 1:46 am |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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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
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Mon May 30, 2011 2:02 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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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.
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Mon May 30, 2011 2:02 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: 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.
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Mon May 30, 2011 3:42 am |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: thesoupiest's Combined Forces - Release 3 (5/27/11)
Do not delete it. Set smaller mass and sharpness of it would be better.
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Mon May 30, 2011 5:04 am |
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