W40K.rte: Imperium of Man [Standalone/Steam: R20.8b]
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Arcalane wrote: Marine backpacks are merely powerpacks for their armour. They also have stabilizing thrusters. That is what those rounded protrusions with the grated ports at the top are. Certainly they are not strong enough to produce any meaningful lift in a near earth gravity, but they do have some amount of thrust.
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Mon Feb 20, 2012 12:36 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Arcalane wrote: NeoSeeker wrote: ....grappling hook... yeah...
they aren't batman, they're space marines As far as I'm aware, jetpacks aren't standard issue for the Imperial Guard, and Marine backpacks are merely powerpacks for their armour. I'm not sure how their presence (or lack thereof, more accurately) is a realism issue in this case. Is it good in Cortex Command terms? Probably not. But seriously, try the hook before you snub it. It's extremely useful. we're playing cortex command, not some 40k side scroller. people take liberties all the time with their mods (especially mods that are based on races from other media). it isn't an issue of realism or anything like that, it's a matter of principle and convenience. the jetpack is a core element to gameplay. honestly in the end i couldn't be shitted either way, but it still bothers me when people do ♥♥♥♥ like this in mods. killing tired and true concepts and replacing them with wonky ones that don't work a quarter as well. still a good mod. do whatever the ♥♥♥♥ you want with it cause i mod all my favorite mods anyways.
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Mon Feb 20, 2012 2:10 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Asatruer wrote: Arcalane wrote: Marine backpacks are merely powerpacks for their armour. They also have stabilizing thrusters. That is what those rounded protrusions with the grated ports at the top are. Certainly they are not strong enough to produce any meaningful lift in a near earth gravity, but they do have some amount of thrust. Given how awfully inefficient the Imperium seems to be I'd figured they were just part of the cooling system. Makes sense though, I guess. ~~~~ olo wrote: Hi , great mod but when I shoot two hellguns they shooting each other and then one is destroyed. Should be an easy fix if it's what I think it is. I'll look into it in a bit.
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Mon Feb 20, 2012 3:30 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Alright, as much as I love this mod, I'm back again with some complaints and suggestions.
First, the terminators are god awful. They're a whole head shorter than the regular marines, damned near! New sprites are much needed. They're supposed to be some of the most feared warriors in the Space Marine arsenal, but right now, they're a joke.
Second, I'm having serious issues with lasguns shooting themselves while you walk forward, even slowly. Has caused a lot of broken weapons, and injuries too.
Other than that, keep up the good work. Lots of care an attention in this mod, and the weapons all work great, for the most part.
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Tue Feb 21, 2012 3:33 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
1) I covered this ages ago - I work with what I'm given, and Kettenkrad made a mistake. Unless you're going to help fix them, reiterating the problem helps nobody.
2) As you'd see in my post above - if you read it - I'm already trying to fix this issue. I've sent CC48 a PM about it since the fix I thought might do the trick didn't work.
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Tue Feb 21, 2012 4:36 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Yeah I made them too short. Go crazy on respriting them if you want.
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Tue Feb 21, 2012 4:40 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
i feel i should add some input on a number of things.
the first thing is regarding the whole space marine with jetpacks.
Assault marines exist for a reason. you know, the hint is in the name. while fluff wise space marine are use to attack on the front lines while assault marines fly and crush the enemy from behind in a somewhat stealthy strike.
this can also be applied in Cortex command by making space marine defence units holding the fort with heavy weapons while the assault goes in close combat and infact assault them.
i was at first against the whole space marine without a jetpack because i felt they became useless, but then i realized, normal space marine with jetpack pretty much make assault marines pointles.
the next point is the termis sprites. just resize them for the time being. Sure it will look bloody awful but it better without a bunch of people buttclenching because of the unflufflike size of termies.
regarding the lasgun shooting itself. i yet to experiance this what so ever. That said i shove all my Imperial guards on Defence... like they should be (in my eyes at least i only see them charging with close combat weapons rather than charge and shoot).
i've still unabled to get a new computer so i still yet to be able to sprite any new imperial stuff so apologise for the lack of input and sprite updates.
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Wed Feb 22, 2012 1:10 am |
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Glowsticks
Joined: Sat Jul 10, 2010 5:19 pm Posts: 543
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
I feel as if most of the people working on this are so consumed with sticking to codex, that they are forgetting the most important factor behind every mod: FUN. Who cares if technically only assault marines use jetpacks? Last time I checked Cortex Command wasn't exactly based on realism or technicality. tl;dr: My two cents. take em' or leave em', tis' up to you.
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Wed Feb 22, 2012 1:19 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
fun is a very very fine line between people.
for example, fun for me isn't just being awesome and blowing ♥♥♥♥ up.
In mods i will judge harshly more so if it's a mod if it somthing i really enjoy, and i feel more fun playing the mod if it's at the least somewhat fluff correct.
While other people on the hand just want it to be well enjoyable. i think a nice mix of both is a good way for this to be in the safe zone i've yet to stop enjoying using space marine against a large amount of other factions however it really does need Chaos to feel homely.
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Wed Feb 22, 2012 1:27 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Glowsticks wrote: I feel as if most of the people working on this are so consumed with sticking to codex, that they are forgetting the most important factor behind every mod: FUN. Who cares if technically only assault marines use jetpacks? Last time I checked Cortex Command wasn't exactly based on realism or technicality. The closest I have to any tabletop codices would probably be uh... my Fantasy Flight Games/Black Industries 40K RPG series books - ie Dark Heresy, Deathwatch, and so on. It's more like sticking to toned down fluff and occasionally lifting things from the various PC games and the Lexicanum website. Barring that, my only other reference is probably Wikipedia - which I used to determine the number of projectiles the shotgun should fire when using the shotshells. In other news, updated the upcoming changes list and todo/wishlist a little more. Also, those of you who regularly play with this stuff, please help debug Tea's earlier report of the Lascannon not harming anything if you can. Just... get a guy with a lascannon and shoot ♥♥♥♥, really. If they aren't blown to kingdom come, note the circumstances down as precisely as possible and try to replicate it. Finally, let me know if you have any input on the shotgun changes, and I'm also thinking of increasing the Lascannon's firepower and area of effect, so it's got a little more oomph vs larger actors/targets, to go with its sniping power. Good idea/bad idea? Useful and constructive feedback is always welcome.
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Wed Feb 22, 2012 12:17 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
last time i used the lascannon which was before my PC broke, it worked perfectly fine.
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Wed Feb 22, 2012 5:34 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
last time i used the las cannon i threw it away and called multiple airstrikes on it cause it was to ♥♥♥♥ big, looked a mess, and compared to the plasma cannon it's useless. well, less fun to use. the plasma cannon vaporizes everything. it never gets old exploding coalition one after the other in my base's main choke points.
if it's supposed to be the imperial guard's answer to the plasma cannon it has to at least look like they can actually carry it.
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Thu Feb 23, 2012 10:18 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
Noted. It's not meant to be used by the IG (at least, not often! maybe if they get Ogryn actors...) since the rules/fluff I've found suggest it's for use by the Astartes and only then because it's been extensively modified to reduce weight as much as possible. The Dark Heresy core rulebook lists the "Man Portable" Lascannon's weight as 55kg, which is far more than most Inquisitorial Acolytes will be able to lift without serious penalties.
Besides, the Lascannon has tactical applications as well - it has much greater accuracy over long range compared to the Plasma Cannon, which has arcing shots. It's a precision tool to the Plasma Cannon's unrefined but undeniable firepower. Think the target will survive a Longlas or Scout Sniper Rifle shot, but you can't get an easy angle with the Plasma Cannon? Hit them with the Lascannon.
It's really a case of pros and cons. They're both good weapons, with respectable firepower, and the Lascannon is the cheaper and lighter of the two. I have no doubt in fluff the Plasma Cannon is the more powerful of the two, but at the moment I don't have any good scripts handy to make it more dangerous to use (eg overheating) or anything. A random chance to have it blow up in your face seems like an awful idea for fun/gameplay, so I don't want to take that route.
That said I'll definitely buff up the blast radius/damage on the lascannon, and reduce the shot speed/increase the air resistance on the plasma cannon shots a bit, so the plasma will be useful for indirect fire, and the lascannon will be a good heavy sniping weapon.
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Thu Feb 23, 2012 11:25 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
LordVonKain wrote: jetpacks.
Assault marines exist for a reason. you know, the hint is in the name. while fluff wise space marine are use to attack on the front lines while assault marines fly and crush the enemy from behind in a somewhat stealthy strike.
this can also be applied in Cortex command by making space marine defence units holding the fort with heavy weapons while the assault goes in close combat and infact assault them.
i was at first against the whole space marine without a jetpack because i felt they became useless, but then i realized, normal space marine with jetpack pretty much make assault marines pointles. you see it's terribly inconvenient, especially in a mod like this where you're constantly ordering multitudes of different ♥♥♥♥ and ordering said ♥♥♥♥ around, to individually equip each actor with a waste of space so they can whip out a terribly inefficient grappling hook and be forced to use it just to get to the battle. i've got all the jetpacks sorted out anyways so that normal space marines and imp-guard are mostly base defense while assault and termies (i gave termies assault jetpacks) are for mopping up after artillery orgies. regarding the las cannon i think the biggest problem is the sprite's size. even if it's canon, it's ridiculous. as we've said before it's okay to bend the fluff... after all it's just fluff... make up a las cannon designed for for use by imperial foot soldiers. i dunno. it's dumb to have a bfg that's meant for a completely different (and much much bigger) soldier be the bfg of the normal human grunt. i think it's important that the imperial guard can function on their own without using any space marine stuff, and all they really need is some kind of master ♥♥♥♥ weapon like the las cannon to be in that space. and just the fact that plasma weapons explode if destroyed makes them unstable enough and and and-and if i were you and i did that nerf to the plasma cannon i'd add a few more shots to the magazine and up its rate of fire so the bigger magazine depletes at the same time the smaller 8 round mag would. the plasma cannon is almost like artillery. and and and and-and: thunderhawks... y/n?
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Thu Feb 23, 2012 2:53 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Warhammer 40,000: Imperium of Man Compilation [R8 Out!]
NeoSeeker wrote: make up a las cannon designed for for use by imperial foot soldiers. i dunno. it's dumb to have a bfg that's meant for a completely different (and much much bigger) soldier be the bfg of the normal human grunt But it's not the BFG for the Imperial Guard. It's called the Astartes Lascannon for a reason. I guess it could do with cutting down a bit. The Imperial Guard use Lascannons in two/three/whatever many man Heavy Weapons Teams, where the gun is usually mounted on a tripod and one of the team members carries the power supply. Only the Astartes are strong enough - with their armour - to carry the lascannon and wear the backpack-mounted power supply. -- NeoSeeker wrote: and and and-and if i were you and i did that nerf to the plasma cannon i'd add a few more shots to the magazine and up its rate of fire so the bigger magazine depletes at the same time the smaller 8 round mag would. the plasma cannon is almost like artillery. I dunno, I'd think something like the Plasma Cannon would need quite a bit of cooldown time between shots, increasing the rate of fire might be a bit much. I'll remove the awkward firing delay though - not sure why I added that, so it'll indirectly boost ROF a little - and maybe increase capacity a bit. I still need to fine-tune the shot arcing, but that's difficult when my PC is having some serious issues. If you want, mess around with the specs until you get some nice behaviour with it and let me know what you set it to - I'll try it out myself when I get the chance.
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Thu Feb 23, 2012 3:21 pm |
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