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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Yeah, I remember at some point that Darlos' backstory had them rarely set up actual full base complexes and using other companies' products for that when they were forced to.


Sun Aug 28, 2011 12:46 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
this has probably been asked many times before, but......

what is the secondary fire button, or the melee button?

i cant seem to find one in the original post, or anywhere on the fourms.
thanks.

epic mod BTW.

well balanced. the soldiers are strong and the guns are powerful, but they cost a ♥♥♥♥ load to get.


Wed Aug 31, 2011 11:36 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hotshot3434 wrote:
this has probably been asked many times before, but......

what is the secondary fire button, or the melee button?

i cant seem to find one in the original post, or anywhere on the fourms.
thanks.

epic mod BTW.

well balanced. the soldiers are strong and the guns are powerful, but they cost a ♥♥♥♥ load to get.

Starting secondary fire and melee are N and M i changed it to C and V.


Thu Sep 01, 2011 2:11 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
AJ12 wrote:
Hotshot3434 wrote:
this has probably been asked many times before, but......

what is the secondary fire button, or the melee button?

i cant seem to find one in the original post, or anywhere on the fourms.
thanks.

epic mod BTW.

well balanced. the soldiers are strong and the guns are powerful, but they cost a ♥♥♥♥ load to get.

Starting secondary fire and melee are N and M i changed it to C and V.



yeah... found it on the front page a few minutes after i posted this..... i feel stupid


Thu Sep 01, 2011 7:32 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I need to set up a better system for key configuration...

No that's not an invitation for suggestions. Just letting you know I'll probably make some changes.

411570N3 wrote:
Yeah, I remember at some point that Darlos' backstory had them rarely set up actual full base complexes and using other companies' products for that when they were forced to.

Oh, if DarkStorm itself mobilizes for whatever reason, they'll go whole-hog with their own products. The "supplimentary" notion is more for other factions who buy their products.

They rarely strike out on their own though, content to just sell crap. They may have some wild adventure in the future though. Who knows. I'll have to see how the campaign mode shapes up.


Thu Sep 01, 2011 4:00 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I absolutely cannot wait to see what you'll implement for b25, darkstorm has always been my favorite mod.



also i wanna suggest dar-dar that you include loads of weapons. darkstorm seemed to me to be a very specialized faction thusly they're have very many means to an end for any kind of situation. a sort of swat team if you will. (like how police only have at most shotguns and semi automatic rifles but swat teams have all sorts of different stuff like assault rifles, sub machine guns, sniper rifles, grenade launchers and such.


at the very least a dedicated shotgun would still be nice


Fri Sep 02, 2011 6:13 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
They already do have a wide range of weapons for nearly every possible scenario.


Fri Sep 02, 2011 6:29 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Yeah, I don't see how their weapons don't cover most situations as it is.


Fri Sep 02, 2011 6:43 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Dedicated shotgun... DarkStorm...

Here's a concept thing.

The energy mauler. Area of denial more than a good ol' lead slinger.
1. A short charge time before firing. Have to get those internals warmed up, you know.
2. A swarm of nice cozy energy flies out with a nice loud pop. Get hit by that stuff at close range and you'll wish you'd been peppered with lead.
3. The swarm moves slower and slower and keeps expanding. When it expands too much it starts to crackle and loses damage capability. Eventually dissipates into nothing.
EMP damage with a twist?

It could fit.


Fri Sep 02, 2011 6:55 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Slax wrote:
Dedicated shotgun... DarkStorm...

Here's a concept thing.

The energy mauler. Area of denial more than a good ol' lead slinger.
1. A short charge time before firing. Have to get those internals warmed up, you know.
2. A swarm of nice cozy energy flies out with a nice loud pop. Get hit by that stuff at close range and you'll wish you'd been peppered with lead.
3. The swarm moves slower and slower and keeps expanding. When it expands too much it starts to crackle and loses damage capability. Eventually dissipates into nothing.
EMP damage with a twist?

It could fit.


it seems to me that the company is more of a power/precision oriented force. this weapon seems kind of niche use, and like it wouldn't fit. :???:


Fri Sep 02, 2011 8:01 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hotshot3434 wrote:
it seems to me that the company is more of a power/precision oriented force. this weapon seems kind of niche use, and like it wouldn't fit. :???:

Point. Guess I should lay off the coffee.


Fri Sep 02, 2011 8:23 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
That's actually a cool idea.
Just like me. 8)
But anyway, seriously that is pretty inventive. Did you come up with that yourself, ooor were you inspired by something?


Fri Sep 02, 2011 8:39 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
i think a good next addition would be some vehicles.

nothing big, like a tank. maybe a light mech, or a gunship


Fri Sep 02, 2011 8:58 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Huh? Well sure I was inspired by something. 25 years of living on this planet, most likely.
I don't know. Sometimes these things just pop up. :???:


Fri Sep 02, 2011 9:09 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hotshot3434 wrote:
or a gunship


Well, the dropship could probably stand to have some offensive options. Dunno about a full-blown dedicated gunship though. I feel like altitudes are just too low in this game to warrant actually having one onscreen. CC altitudes are helicopter-level at best.

In other news: I just got done hammering out the new functionality for the Tengu. Now rather than having a typical CC jetpack, it instead can engage a full flight-mode, which gives you a lot more control. Basically, it can fly just like the yosei flying drone if it wants, though with limited flight time. Now I just need to tweak numbers and aesthetics. The Tengu's wings are about to get a lot more animated and impressive-looking.


Sat Sep 03, 2011 3:50 am
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