[WIP] DSTech Corp (UPDATED: 5/22/09)
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 8/23/08)
Make... Blade digger safe...?! I use this tool more then all my melee weapons! And the pile bunker? I love it ._.
*Sugar rush mode*
HAHAHAHAHAHAHAHAHAHAHAHA!!! ITS MINE! ALL MINE AND ITS GONNA BE MINE FOREVARRRRRRRRRRRR!!! Ha...
*Sugar crash*
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Sat Sep 06, 2008 12:53 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: DSTech Corp (UPDATED: 8/23/08)
If there were a way to attach an object to it that would not collide with anything, then you could integrate an always-on straight-line laser sight... perhaps rather crude compared to fancier methods, but it could still be quite effective, simple and not too performance-draining. With a little tweaking, the Hi-Laser's ejected battery/magazine would make a perfect laser-sight module for slapping under the barrel, onto the side of the gun, or on top. A target designation line with a chargeup would work too, but I think that would more suit a laser version of the AC.
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Sat Sep 06, 2008 12:54 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 8/23/08)
Arcalane wrote: If there were a way to attach an object to it that would not collide with anything, then you could integrate an always-on straight-line laser sight... perhaps rather crude compared to fancier methods, but it could still be quite effective, simple and not too performance-draining.
A target designation line with a chargeup would work too, but I think that would more suit a laser version of the AC. That way is actually the easy way out, it works but, I find it ugly. One of the key things I want with laser sight, is control over it, not very happy with a laser sight that's always on. (I wish I wish I could use Lua in this... They call it Pixie dust heh heh). The laser version of the AC would be something like the JUDGEMENT, only smaller. I'll just make a laser turret and see how it goes from there.
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Sat Sep 06, 2008 1:05 am |
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MidnightMuffin
Joined: Tue Aug 26, 2008 2:21 am Posts: 36
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Re: DSTech Corp (UPDATED: 8/23/08)
Is the pile bunker for drilling small holes?
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Sat Sep 06, 2008 1:32 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 8/23/08)
Its basically a stake driver, it rams a metal (in this case... Super metal) spike into a target, and quickly retracts it. In Armored Core (excluding AC4) it was called a parrying blade, a hard to use weapon that practically wipes out other AC's if it hits.
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Sat Sep 06, 2008 1:46 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: DSTech Corp (UPDATED: 8/23/08)
Besides looking coll and making the game slow-mo, what does the Shrapnel Gun do?
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Sat Sep 06, 2008 2:21 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 8/23/08)
What were you trying to use it for?
Made to stop homing missiles and other explosives. Hrmmmmm....
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Sat Sep 06, 2008 2:29 am |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: DSTech Corp (UPDATED: 8/23/08)
Awesome! This's a MUSTHave. Finally got CC back and it's incredible how the mod is so advanced now... Need DST doors too.
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Sat Sep 06, 2008 3:59 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DSTech Corp (UPDATED: 8/23/08)
yeah i suppose it would make some lag. eh, i just use the dots XD
and hooray now i know what the shrapnel gun is for XD
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Sat Sep 06, 2008 4:54 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: DSTech Corp (UPDATED: 8/23/08)
DSMK2 wrote: That way is actually the easy way out, it works but, I find it ugly. I never said it wasn't ugly, just that it's one possibility. DSMK2 wrote: The laser version of the AC would be something like the JUDGEMENT, only smaller. I'll just make a laser turret and see how it goes from there I suggest green or orange for the beam colour, just because I haven't seen many green or orange beams. On the turret note, a chaingun turret might not go amiss. Something like the Chaingun Spider-Walker's gun, but maybe with a slower rate of fire but more larger, powerful shots? DSMK2 wrote: One of the key things I want with laser sight, is control over it, not very happy with a laser sight that's always on. (I wish I wish I could use Lua in this... They call it Pixie dust heh heh). Understandable. As for Lua; it can be. Be nice to see some good homing missiles worked up in Lua - or even cursor-tracking missiles, for that matter. Also, is it just me or does the Drone Hive do nothing? The Drone Launcher also seems a bit wobbly. More documentation-slash-testing required! MidnightMuffin wrote: Is the pile bunker for drilling small holes? The Pile Bunker is also a nice melee weapon. It's got respectable range, is fast firing(ish), pretty easy to use, low chance of collateral damage, boasts fairly decent attack power and is good versus armoured enemies without having the recoil effect of the Lance/r or the unwieldy size and hard-to-use-indoorsness of the CHAINSAWD. That sum it's purpose up well enough? On a sidenote, the MRL reloading sound is also rather loud and annoying. ~~ More randomness; I was bouncing a scene/mission idea. Basically had a commander/AI goes rogue with a heavy space transport of some kind (setting the scene for the mission). You get a small squad to start with (An Imperator and a couple of Ferratii?) and have to fight your way through the subverted mechs (mostly Oculi?) under the rogue commander's control to take it out. Optionally, you could disable some of the transport's subsystems to allow you to deploy additional reinforcements (destroying the turret controls would stop turrets from shooting down dropships/etc.) and so on. Eventually, you face off with the rogue in the transport's bridge and destroy it. Once that's done, your mission is complete!
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Sat Sep 06, 2008 10:02 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 9/6/08)
Small update, added a "basic" shotgun, bumped up the older one to S status. Three new construction based tools, and a new robot type. Some fixes with the base walls. Still can't get that bloody drone hive to fit into the damn ceiling slot I made for it! Not much changes to anything else though. EDIT: NOW TO THE ACTIVITIES.INI GRAH!
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Sat Sep 06, 2008 8:38 pm |
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MidnightMuffin
Joined: Tue Aug 26, 2008 2:21 am Posts: 36
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Re: DSTech Corp (UPDATED: 9/6/08)
The download link goes to a page with no download.
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Sat Sep 06, 2008 9:11 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 9/6/08)
Sorry! Its now up.
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Sat Sep 06, 2008 9:33 pm |
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MidnightMuffin
Joined: Tue Aug 26, 2008 2:21 am Posts: 36
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Re: DSTech Corp (UPDATED: 9/6/08)
Ahh, the drone hive froze CC, and it won't close
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Sat Sep 06, 2008 10:12 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 9/6/08)
Updated AGAIN! Now the drone hive fits into the slot as intended! Its a ceiling mounted "passive" defense, it acts on its own when it sees an enemy target. Meant for inner base defense.
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Sat Sep 06, 2008 11:10 pm |
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