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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
O_O

k, Im back and I just shat a truckload of bricks.

This is fudge crazy. When I opened up the bunker building menu, my head almost exploded from all the neat stuff spreaded in the DSTech categories. The modules are pure WIN, and the walls just double that WIN. The turrets, the drone hive, the ridiculously huge bladedigger dreadnought (I fell of my chair when I saw it.), the new weapons, the smaller dropship, cleaner thingys, the new tools and excellent sprites... damn.


While everything is looking amazing and some of the weapons are actually feeling balanced and fair towards the default ones, there are a few improvements that one could wish for.

The cleaner systems, while damn cool and effective, they are indestructable. I'd love to see them be able to get destroyed.

Then the new laser weapons are totally overkill. Particularry the laser shotgun.
While I love the way they look like and funcion, they just pierce and rape the terrain way too much.

Also the Incenerator Flamer lags extremely alot whenever fired due to the amount of glows and particles. It makes it not much fun to use while it lags so much.


Sun Aug 24, 2008 1:22 am
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Post Re: DSTech Corp (UPDATED: 8/23/08)
Are these sprites... shaded?! :o


Sun Aug 24, 2008 1:45 am
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Post Re: DSTech Corp (UPDATED: 8/23/08)
Bah, my bombs still crashes the game and I can't figure out why.

How should laser weapons work? Have them explode (tiny tiny tiny blast radius)?

And the one thing I hate, this applies to most of my emitter based weapons, I can't get the looks and effects when I set the particle rate lower, I usually have to set it around 10000+ or so, anything lower and it loses the effect, especially at high speeds.


Sun Aug 24, 2008 3:41 am
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Post Re: DSTech Corp (UPDATED: 8/23/08)
DSMK2 wrote:
Bah, my bombs still crashes the game and I can't figure out why.

How should laser weapons work? Have them explode (tiny tiny tiny blast radius)?

And the one thing I hate, this applies to most of my emitter based weapons, I can't get the looks and effects when I set the particle rate lower, I usually have to set it around 10000+ or so, anything lower and it loses the effect, especially at high speeds.


What errors do the bombs give and what are their functions?
If it involves emitters, it might be better to make the emitters attached to MOSRotating. I had some problems too with using a bare and free emitters with bombs and attaching them on other objects like MOSR or actors or rockets solved the problem.


Its true that laser weapons are piercing, but still those mile-long holes in the terrain look terrible. I find the best idea when making weapons is doing them terrain friendly to the extent that they dont pierce like that, but they do cause devastation that is actually plausible to see. A good idea is to make the weapon leave a trace like remains of shells, glassed earth that was caused by the incinerating lasers ect.

How about if you combine the small explosion and the laser beam together?
Make the laser do less terrain rape, but enough to make it feel powerful and consentrate the payload of damage on that small invisible explosive. You can make that small explosive leave a few glowing pixels at area of detonation.


As for the emitter weapons all I can its a choice between Beauty and Gameplay.
For me, I go for gameplay and try to optimize the funcionality as much as possible just to make it playable. For instance the newest mod I released, the TER gun that is a beamrifle with a fancy trail. I meant the shot to be twice the faster then it is now, and the reason is to save the trail that made the gun awesome.

So its all about optimization, either slow down the shot, less particle emission, or rethink the weapon.


Sun Aug 24, 2008 6:01 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
I just got an idea for a map. It's the inside of a giant beehive-like building and you have to destroy several giant drone nests. It would have several DSTech jetting down and you have to use their weapons to destroy the nests.


Sun Aug 24, 2008 6:35 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
^Sounds pretty anti-DSTech mission to me. I bet an all out assault against a large enemy base that is about to fire a giant laser at a far DSTech base from a wtf-long range would be much more suitable for a DSTech mission. So its basicly an assault mission with a timer.

It would suit DSTech alot because the equipment is really powerful for a normal attack mission.

Another good mission idea would be an infiltration at a large complex that found an DSTech Judgement gun and is currently researching it deep within the base and your small squad of ferratus robots armed with elite weapons to retrieve that judgement gun and gtfo... but not before raping the entire complex with the cannon.


Sun Aug 24, 2008 8:05 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
I think a mission using dst troops would be a wonderful idea.


Sun Aug 24, 2008 8:25 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
A siege of the caliber of helm's deep would be nothing less than orgasmic as a mission.


Mon Aug 25, 2008 2:29 am
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Post Re: DSTech Corp (UPDATED: 8/23/08)
Wow, I can't see anything that would put me in the that I can remember but thanks.

Anyways , I'll keep this until it can't function properly in the Cortex Builds!


Mon Aug 25, 2008 8:22 am
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Post Re: DSTech Corp (UPDATED: 8/23/08)
numgun wrote:
Another good mission idea would be an infiltration at a large complex that found an DSTech Judgement gun and is currently researching it deep within the base and your small squad of ferratus robots armed with elite weapons to retrieve that judgement gun and gtfo... but not before raping the entire complex with the cannon.


Small squad of Ferrati? I think not. A single Imperator could do it, and more cost effectively. Give him a digger and rifle and he'd be set. Wow, that would be great... Are you thinking using regular bunker tiles for the enemy base or the DSTek ones? I'm not sure regular could take the punishment without becoming impassible.

For n00bs who don't want to bother converting the device names by themselves:,
activities with updated names:
Attachment:
File comment: bang bang, youre dead...
Activities.rar [756 Bytes]
Downloaded 150 times


Mon Aug 25, 2008 3:29 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
this is a really huge update, biggest all at once update I've seen in quite a while. However, I'd really like a better description of all this new stuff. For example, what does the drone hive do and how do i use it? also, a high rate of fire but weak turret would be appreciated, despite the current ones being sweet.


Mon Aug 25, 2008 7:29 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
10050 wrote:
For example, what does the drone hive do and how do i use it?


The drone hive will launch multiple small murdering drones that will home on to enemies and eviscarate them into shreds. Place it somewhere where you dont want your enemies to go.


Mon Aug 25, 2008 8:18 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
numgun wrote:
10050 wrote:
For example, what does the drone hive do and how do i use it?


The drone hive will launch multiple small murdering drones that will home on to enemies and eviscarate them into shreds. Place it somewhere where you dont want your enemies to go.

Don't put Three together, or the Slo-Mo Feature will show you the Epic Evisceration, Epic'er than than normal.


Mon Aug 25, 2008 8:20 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
Ok cool. so just place it in the editor and it'll do that automatically? also, can i fire them off manually? doesn't seem to do anything when i place it.


Mon Aug 25, 2008 9:24 pm
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Post Re: DSTech Corp (UPDATED: 8/23/08)
All right, why isn't this mod working for me? I've attached a screenshot for everyone to analyze. Line 19 in the .txt file mentions "stickiness" as .2. Any ideas how to make this work?


Attachments:
File comment: (My epic fail)
wtf.JPG
wtf.JPG [ 131.29 KiB | Viewed 4549 times ]
Mon Aug 25, 2008 10:42 pm
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