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 [WIP] Orion Arm Union 
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Post Re: [WIP] Orion Arm Union
Just a note: sorry for the lack of updates here, but I finally have some time, so I will start working some more on the dropship.
And here's the gun (yeah it's HUGE)
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Sat Dec 19, 2009 12:19 am
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Post Re: [WIP] Orion Arm Union
It's going to have a gun.
Best.
Faction.
EVAR.


Sat Dec 19, 2009 1:24 am
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Post Re: [WIP] Orion Arm Union
is that so?
So just because a dropship has a gun like, he battleship from EDV or UAV, or maybe Whitty's flying battle thingy, they are awesomeness?

THEN I MUST ADD GUN TO MINE!

Edit: Jon that is 1337 gun sprite man.


Sat Dec 19, 2009 3:18 am
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Post Re: [WIP] Orion Arm Union
spriting has a lot to do with it you know...


Sat Dec 19, 2009 3:19 pm
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Post Re: [WIP] Orion Arm Union
Best first mod ever, seriously.

Your spriting is amazing, Jon.


Sat Dec 19, 2009 8:31 pm
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Post Re: [WIP] Orion Arm Union
Okay, this mod has one of the best sprites I've ever seen.

However, there's two glaring problems, one for each current component of this mod- The gun and the guy. No, I'm not bashing the lack of content, I'm going to bash the content.

The gun- The only person who can use this is the actor in here (Or the infamous Reflective Robot Mk. II) since it works by hitting things to emit the plasma. The one problem is that you have to shoot the ground, and more than likely any other actor will kill himself or have his arm taken off because pathetic range of the gun and the mostly forgivable spread that will more than once per magazine shoot the ground a little too close to the wielder. You HAVE to activate the energy shield to use this.

The guy- The shield is awesome, but WAY TOO BIG. It was taking so many hits that it failed five seconds after I activated it in the Swarm mission, and after that he's dead unless he can run. He is incredible easy to gib after the shield fails, and impact damage- He doesn't take that well either. The armor appears to have no use at all, despite its awesome looks.

I can still shoot into the wall, but how many times will I get the opportunity to do that? And the actor is the last word in bunker fights, but only if you can strategically use the shield, which in itself is very difficult, as above mentioned, because of the shield size.


Tue Dec 29, 2009 9:05 pm
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Post Re: [WIP] Orion Arm Union
Zoroaster wrote:
Okay, this mod has one of the best sprites I've ever seen.

However, there's two glaring problems, one for each current component of this mod- The gun and the guy. No, I'm not bashing the lack of content, I'm going to bash the content.

The gun- The only person who can use this is the actor in here (Or the infamous Reflective Robot Mk. II) since it works by hitting things to emit the plasma. The one problem is that you have to shoot the ground, and more than likely any other actor will kill himself or have his arm taken off because pathetic range of the gun and the mostly forgivable spread that will more than once per magazine shoot the ground a little too close to the wielder. You HAVE to activate the energy shield to use this.

The guy- The shield is awesome, but WAY TOO BIG. It was taking so many hits that it failed five seconds after I activated it in the Swarm mission, and after that he's dead unless he can run. He is incredible easy to gib after the shield fails, and impact damage- He doesn't take that well either. The armor appears to have no use at all, despite its awesome looks.

I can still shoot into the wall, but how many times will I get the opportunity to do that? And the actor is the last word in bunker fights, but only if you can strategically use the shield, which in itself is very difficult, as above mentioned, because of the shield size.

Though I respect the problems you have addressed here, I do believe that changing them would make the mod too overpowered. The shield was made so that it could take several seconds of dreadnought fire, which in my opinion is enough. Like you said, the shield can get you through most situations if you do not go right into the fray. Remember, he's a soldier, not a tank.

As for the gun, I may look into that. However, because it is fully automatic, giving it a longer range may make it too overpowered. If this is not the case, then I will release a longer-ranged plasma cannon in the next update.

Thanks for the feedback.


Wed Dec 30, 2009 3:20 pm
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Post Re: [WIP] Orion Arm Union
Okay, but!

What about the actor's armor? I saw him die after a single DUMMY sniper rifle shot. To the torso! And he was at full health! I know you're trying to balance out the guy, but after the shield he's dead. I know he's no tank (I can use a AAL Slayer or a MPAM for tanking) but at least make him slightly more resilient so he doesn't die in one hit. Two is fine, three, maybe a bit overboard (But still underpowered), but add some extra armor or SOMETHING, I'm no programmer.


Wed Dec 30, 2009 7:18 pm
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Post Re: [WIP] Orion Arm Union
actually, this guy is pretty tank, i've seen him take a bazooka clip to the chest with no damage, so it really depends where and when you hit heem. I think the soldier and his gun are perfect for me, and am impatiently waiting fo an update


Wed Dec 30, 2009 7:23 pm
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Post Re: [WIP] Orion Arm Union
wiffles wrote:
impatiently waiting fo an update

An update will come soon.
Image
That is the coil gun, a new weapon. Unlike most weapons, the bullets can randomly ricochet, and they also deal minimum terrain damage. The solenoid casing also explodes when the gun is destroyed (don't tell me this is unrealistic, I know).


Thu Dec 31, 2009 1:27 pm
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Post Re: [WIP] Orion Arm Union
I love the unit it has all kinds of little details :grin: ! I have noticed the jetpack exhaust offset is to high, it is coming out of the center of the jetpack. will this be fixed in the next update?


Thu Dec 31, 2009 6:06 pm
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Post Re: [WIP] Orion Arm Union
It's perfectly reasonable that a soldier from a more settled section of the galaxy might rely almost entirely on shielding.

Also, it is not at all unreasonable that the gun can only be used by the OAU, seeing as that is who it is made by and for.

LOVE the spriting, going to try the mod now.

edit: How do you activate the shield?

edit2: Nevermind, found it. Didn't think to read the description. XD

edit3: Actually, this guy frequently dies just because he just tripped over. His head promptly falls of with a squelchy sound. I can understand if he's reliant on the shield, which is an interesting dynamic, but he shouldn't die because he fell over.

edit4: I've had a quick scan through the shield code and a few things stand out for me:
Quote:
local healthLoss = (absvelx * absvely * particle.Mass) / 12

The way you add up the velocities is a bit... odd. A particle travelling horizontally or vertically would impact no damage on the shield, while one travelling at 45 degrees would maximise damage. Also, negative velocity in one direction would produce negative damage. Shouldn't it look more like your relative distance code?
The result would be:
Quote:
local healthLoss = (math.sqrt(absvelx ^ 2 + absvely ^ 2) * particle.Mass) / 12


Secondly:
Quote:
if distx > 0 and relvelx < 0 then
AdjustVelocity(self, particle);
else
if distx < 0 and relvelx > 0 then
AdjustVelocity(self, particle);
end
end

The above code would not call AdjustVelocity on many particles approaching from above:
Image
Some of these can hit the actor with a steep enough angle (as seen above), and it would also work from below. Sadly, I cannot think of a better version at this time.

edit5:
Thought of a solution:
invtan(relvelx/relvely) = angle of direction
invtan(distx/disty) = angle of position
a greater than ninety degree difference indicate that it is travelling towards you. I do not know how to implement an invtan in LUA. Also, your implementation will need to count for some rather contrary-wise maths. For instance, 300 and 3 are less than 90 degrees separate, which might be difficult to code. Another thing to worry about is if LUA works in degrees or radians, or, heaven forbid, gradians.

Also, I don't like you deflection code, which (because, like much of your other code, it only deals with the x-axis) could deflect a shot from above or below into the actor. This would, again, require a steep angle to actually be a worry, but is by no means highly unlikely.


Mon Jan 04, 2010 9:58 am
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Post Re: [WIP] Orion Arm Union
just reread the topic and I am glad to know I am not the only one with the Gib impulse problem :wink: I have the above post is the niceist most helpful post I have seen here since build 18. to try and prevent the constent repeating of bugs and annoyances with the mod so far as seen above, a list :-o

1.A 3 foot fall or a rock to the face will kill him...is the armor just for looks?
2.The shield is a bit big maybe half the size?
3.Jetpack's offsets are a bit to high.
4.Splash damage from the gun is a bit much and the bullets do not kill enemies when it hits them they kindof bounce off.
5.if the jetpack is going to have emissions like that it should remove heads (just saying :???: ).


Last edited by gtaiiilc on Mon Jan 04, 2010 7:52 pm, edited 1 time in total.



Mon Jan 04, 2010 6:00 pm
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Post Re: [WIP] Orion Arm Union
Ever thought about the fact thet he might not have discovered it?
And you're really the one flaming, haven't seen anyone else in this thread flame :P


Mon Jan 04, 2010 6:16 pm
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Post Re: [WIP] Orion Arm Union
ya I am having a bad day but that was no excuse for my last post edited to be nicer (but I am saving the bitching for the next time a flame war starts :-P )

on-topic: Looking at your ship I think it would look better if the back opened up like the Pelican in Halo
Image

since this mods hook is the units shield I think it would be neat if there was a unit with a "slow field" it would be effective against rockets, grenades, rocket propelled chainsaws, zombies that want a bit to close, and other such hazards!


Mon Jan 04, 2010 7:46 pm
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