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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Scope0 wrote: Then don't download it. You can't really give critique without testing a mod.
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Tue Apr 28, 2009 8:45 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
I've had it for months now. I noticed just today I never use it. I used it and hey presto! It was boring. Diemos Fed is better.
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Tue Apr 28, 2009 8:50 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Geti wrote: on the light sentries make the sound softer, almost "silenced" (more pew pew than bang bang), because they are light they shouldnt be that much more powerful. however, maybe make some terminal ballistics for the round, like darlos9D's AMSR round. soft nosed gattling gun = anti fleshy destructive power. if you do make terminal ballistics for it though, make sure to make the fragments quite blunt.
i still think you need to balance it more. and make the exit wounds on the actors (or at least the breakwounds) nice and wirey. and i hope you're still cutting down the numbers of everything, and merging similar concepts.. Slowly working on it, so far I've eliminat(ing)ed: SMG/Pistol Chain sawd Sniper Cannon DSA10 Imperator <I've been rarely using it> DSAQ Series Dropbox FORCE mini's FORCE R Beam Crawler Right now: Redoing the cannon in spriting and design Reclassifying the DSA8 C - Jetpack and shell design are too different from the DSA8 Series. Creating a <Player> DSA8 Command (DSA8 A with a command horn, additional shell over the normal shell, armor segment leg plates) and Special weapon Sprite the Plasma Cannon Redux: Animating/Detailing the mass <gold> generator: On a further note, I'm not going to make these a brain unit, but rather a double edged sword in a DSTech fort, it produces gold overtime, but if its destroyed <hard to do, but with a beam weapon... Or maybe explosives>: 1) Gibs to a timed explosive, the hero unit has to get out of its explosion radius 2) Explodes, destroying the DSTech fort parts, making it quicker for other units to dig to the base, thus bypassing the surviving defenses.
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Tue Apr 28, 2009 11:43 pm |
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Dance Commander
Joined: Sun Apr 26, 2009 8:53 am Posts: 9 Location: Chicago, IL.
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
I love the design of the pretty much the whole damn faction, from the base modules to the lovely sounds of the guns. But when pitted against most other mod factions it proves to be well, not much of a challenge. (haven't gotten around fighting the Crobos or AAL with them though) I'm with Flammablezombie on the Diemos guys, I hope to see futher updates on them.
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Tue Apr 28, 2009 11:54 pm |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
DStech is much better! I love the weapons, though the explosions need work Attachment:
ScreenDump167.bmp [ 900.05 KiB | Viewed 3889 times ]
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Wed Apr 29, 2009 12:05 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
3POK_PHALE wrote: DStech is much better! I love the weapons, though the explosions need work Attachment: ScreenDump167.bmp From the explosion marks... Were you spamming the DSWB0.... Forgot the name <Renamed stuff>, the large missile launcher? Mind if someone tell me their gameplay with the DSTech faction? That'll give me a sense of "overpowered"
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Wed Apr 29, 2009 12:26 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Gameplay...
Uhh...
Well, testing all your ♥♥♥♥ is fun.
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Wed Apr 29, 2009 12:29 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
hey guys i really need help i htought buying cc would give me new characters and stuff but it didnt so i tried to mod it and have been trying to mod it for like 6 months i love how this mod looks so i want to mod cortex command i tried to mod and it said error no files to extract to specified folder and i already downloaded link can some one help PLEASE !!!!!!!!!!!!!
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Wed Apr 29, 2009 12:36 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
acemaclace wrote: hey guys i really need help i htought buying cc would give me new characters and stuff but it didnt so i tried to mod it and have been trying to mod it for like 6 months i love how this mod looks so i want to mod cortex command i tried to mod and it said error no files to extract to specified folder and i already downloaded link can some one help PLEASE !!!!!!!!!!!!! THIS IS EXACTLY WHY NOOBS GET FLAMED. IF YOU EVER, EVER POST LIKE THIS AGAIN, YOU WILL NOT MAKE IT OUT OF HERE SANE.
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Wed Apr 29, 2009 12:37 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
oh and i just joined so im a little crabling wich lookes COOL
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Wed Apr 29, 2009 12:38 am |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Is the 5000-pixel high metal monster still in the works?
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Wed Apr 29, 2009 12:39 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
yes im very much a noob BUT PLEASE I NEED TO MOD!
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Wed Apr 29, 2009 12:40 am |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
any one out there?
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Wed Apr 29, 2009 12:42 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
acemaclace wrote: oh and i just joined so im a little crabling wich lookes COOL You CANNOT post like this. Proper grammar, sentence structure... Ahh ♥♥♥♥ it I'm too lazy to explain everything thats wrong with that sentence.
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Wed Apr 29, 2009 12:46 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
acemaclace wrote: any one out there? Why are you posting here then.......and you almost triple posted.....
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Wed Apr 29, 2009 12:48 am |
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