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 DarkStorm Military Technologies -- Updated 12/20/09 
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
deskup wrote:
2) Are defensive thingies going to return? Running around with p.d. oni was fun, until it broke.
Darlos has stated before that until he feels it meets an acceptable standard it won't be in the pack.


Wed Jan 20, 2010 12:15 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I was just pointing out why the gun didn't need a nerf, it is strong against actors but not vehicles, I love it to be honest, please don't change it :D


Wed Jan 20, 2010 12:17 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
wiffles wrote:
I will fall to the ground and cry if you nerf the coil gun darlos, please don't. Also, Methinks you should make variations on the drone guy, like giving it a flamer or an assault laser variants instead of just a normal AR.

I would like to make it so it's more variable and customizable, but like everything else I'm gonna wait till next build.

And I won't nerf the coil gun. I had to fiddle with it a lot just to get it to where it is.


Thu Jan 21, 2010 5:45 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
You have granted my wish, and kept anticipation in cortex command for the next while, thank you.


Fri Jan 22, 2010 5:12 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Now, officially, this is my favorite mod of all time.

I just figured out how to use the melee on the tartarus mission, and I just LOVE that metallic "shink-shink-shink" sound, also the AI seems to gave trouble using the jetpack, they just jump up into the ceiling and get stuck.

On the tartarus mission i thought i could beat the damn behemoth with the electrolaser, but usually it ended in me being at 13 health with no legs and arms and jumping at him with the "shink-shink-shink" knives "last stand" style.

I actually killed him that way.


Fri Jan 22, 2010 10:35 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
LoL to the above post. I usually lose my temper every other try and just by a Slayer and make him fall before the STD XD

On topic, this mod is pretty good, but the missiles don't seem to have detectable homing... The coilgun is the highlight to me (Launch your enemies... And watch their torsos spin 10000 times per second!!!)


Sat Jan 23, 2010 4:27 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The homing only works on enemies that the laser pointer is pointed directly at upon firing. It says this in the first post. Please read.


Sat Jan 23, 2010 8:29 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Who has the time? I read the in-game descriptions only -_-;; They come first, comments on a mod in this forum second.


Sun Jan 24, 2010 1:22 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
RTFM.


Sun Jan 24, 2010 6:37 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I was playing tartarus with darkstorms again, and the funniest thing happened-

On my first attempt at the boss, he punished me with the shotgun, and my body and my D37 pistol landed near the behemoth.

A short while later two darkstorms went in the boss chamber. I noticed an unusual absence of "squelch" es and death throes.

I scoped to it, and guess what? The Behemoth had picked up the PISTOL and was shooting my guys. I LOL'ed.

A short while later there were 5 darkstorms pounding on the boss.

Then another one came up with an electrolaser. That was lucky.

I emptied a clip of electrolaser to his head. The giant finally buckled.

Best thing is, as this was a clean kill, the behemoth shotgun was still there.

I picked it up and raped the dummies who had pushed my darkstorms back almost as fat as the entrance.

LOL

Image


Sun Jan 24, 2010 9:35 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Good news everyone! (/farnsworth)

I was thinking about cryo-explosives. Before I thought they were silly because how could that much cryo stuff come out of a grenade. Then I realized that massive chemical compression was the whole idea behind the fuel sources of the flame thrower and cryo gun. So, next go-around I'll try to make some legitimate cryo explosives.

It helps that I've been playing Metroid Prime 3, which has Ice Missiles.


Mon Jan 25, 2010 4:21 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Glad to hear that cryo explosives are being worked on.


Mon Jan 25, 2010 7:49 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote:
Glad to hear that cryo explosives are being worked on.

Well, they WILL be worked on. Don't expect anything anytime soon.


Mon Jan 25, 2010 8:07 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ah, Metroid Prime 3, I do love that game, the ice missiles are indeed awesome.

Good to hear that this mod is still evolving, it is deffinatly one of the best (if not the best) mod I have had the joy to use :)

Keep up the good work


Mon Jan 25, 2010 10:39 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
FOR ADDED SENSE OF TACTICOOL: Sleep gas. Either in the form of a grenade or mine. When activated, it 'knocks out' any actors within 5m or so for a minute, causing them to fall down prone and stay still for that minute. Basically just a lengthened EMP, but eh... cleaner and less of a chance of hurting yourself by using it.

EDIT: I also just realized that the Yuurei's are ridiculously similar to FROGs :P Do they use the Van der Waals force to cling to walls, by any chance?


Tue Jan 26, 2010 12:04 am
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