[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: [WIP] DSTech Corp (UPDATED: 1/18/09)
Geti wrote: hey guys, PMs work fine too. it'll save me wading back a few pages to find DSMK2's reply. i think you need a good drop-pod; rather than the drop box, something a bit more.. streamlined. it would be great to see this get simplified down to say.. 10-15 really polished weapons, a few bombs and mines, 3-4 walkabout actors, 3 crafts, a few "special" units (stationary brain, walkabout brain, that awesome huge stomper-railgun-monsterbot) and the bunkermodules. it would be nice for it all to be set out nicely, and to have really polished effects as well. currently, you get some starring (the huge troughs cut into the terrain by oversharp particles) and generally not enough lingering effects. the wounds could have better effects on them aswell, for example have the burst on the exitwounds have a few Gib Metal Grey Micro A MOSPs, and maybe some properly dangerous energy leaking (take the lightning code from the darkstorm stuff, and make it a lot weaker but arc about for longer). oh, also, some unique things would be good, the robots doing robot stuff thing is cool and all, but it just doesnt feel interesting. make interesting stuff happen for the player (dangerous but awesome looking exitwounds, robots exploding into blue energy arcs, smoke, and bits of junked mechanics, cool looking explosions that leave some smoke and other residue behind, etc etc.). currently the most fun moment i've had with this mod was the first time i ever ordered a Tantus. face did this then this . the gibs need a bit of work aswell, they look far to clean, especially in the Tantus' case. id honestly rather play with something that doesnt have too much, but what it does have it does a bloody good job of, than something that has heaps of pretty looking, boring to use stuff. I've already replaced the dropbox with a teleport. I'm slowly working and reworking a lot of stuff. Just did a new cannon sprite. I think I've said this about exit wounds somewhere in the pages, exit wounds = chunks of electronics spew out, leaking electricity. The DSTech bot doesn't have any sort of fluids. I'm going to rework the robot reactor explosion so that it leaves something akin to the FORCE particles and a bit of harmful residue. I forgot to add gibs to the arms and legs of all my actors... Line-up: DSA8 <needs resprite> DSA8 A DSA8 L - Brain version... DSA? New name <Oculus C> DSA9 DSA9 C - Its starting to look iffy to me, though I like the unique shotgun... Tantus gibs... In response to numgun's post some while ago... But laziness set in, before long it got smothered by other things, though I'm going to edit the Tantus sprite. Which I am doing a lot right now, is really really polishing and hopefully finalizing my weapons. The DSWB01-3 and the DSWEXX FORCE are pretty much "complete". Mmmrrmph.
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Wed Apr 29, 2009 7:14 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Most of those gibs dont look very CC.. you need to have more grit on them and less.. spliced sprites. the problem with having something as huge as the Tantus floating about is that to make that many gibs is a helluva lot of spriting and coding, especially if you want sub-gibs.. but oh well. im glad you actually attempt making them (glares at numgun and darlos)
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Wed Apr 29, 2009 8:52 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)
Wait DSMK@ what is the button you talked about it looked like"..."?
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Wed Apr 29, 2009 10:02 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)
acemaclace wrote: Wait DSMK@ what is the button you talked about it looked like"..."? war_man333 wrote: I don't really think AAL is overpowered at all anymore. DSTech however...
With very little intentions of fully nerfing his mod grrrrrrrr. Is what I want to say. Anyways reworked the cannon <DSWB06 Revolver Cannon>: 1 Round magazine, each shot "revolves" the revolver part of the cannon, shell-less, and shots no longer pass through actors...
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Wed Apr 29, 2009 10:07 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
That looks awesome, what are you going to do with the old sprite?
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Thu Apr 30, 2009 11:31 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)
411570N3 wrote: That looks awesome, what are you going to do with the old sprite? Tossing them out, no use for them anymore. I've actually watered down the amount of weapons alot. As it stands: Assault Railgun Assault Shotgun Assault Machine Gun Gatling Gun MAC <-- Need to rework this weapon, I've ran into situations too much where when I need a reliable anti-armor weapon I don't have it> Revolver Cannon Rocket Launcher(s) Grenade Launcher Laser Rifle Hi-Laser Rifle Laser Shotgun Pulse Laser Plasma Cannon Power Fist Pile Bunker
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Thu Apr 30, 2009 4:34 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
I've never understood laser shotguns, whats up with those? : S Lasers are usually very accurate weapons that deal very high damage to a single point. A shotgun just seems wierd. But still, ignore me since its just how I feel. : p
Is the missile launcher still that massive rocket with the massive explosion? How about something more spready to take out alot of weak-ish targets at once. A missile swarm cannon. You could say its a rocket shotgun of some sort and to give it some extra ordinary appeal, make the rockets be first slowed down by AirResistance after being fired and after a short delay their boosters activate and ram straigth ahead.
Also is what does the railgun do? Is it a ballistic version of a sniper or something different?
Also, how does the grenade launcher function? If its a single shot weapon, change it to an automatic launcher with more ammo, but smaller explosions so you could spam a clip of grenades and then watch them explode one by one or in a nice big bunch.
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Thu Apr 30, 2009 4:45 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)
numgun wrote: I've never understood laser shotguns, whats up with those? : S Lasers are usually very accurate weapons that deal very high damage to a single point. A shotgun just seems wierd. But still, ignore me since its just how I feel. : p
Is the missile launcher still that massive rocket with the massive explosion? How about something more spready to take out alot of weak-ish targets at once. A missile swarm cannon. You could say its a rocket shotgun of some sort and to give it some extra ordinary appeal, make the rockets be first slowed down by AirResistance after being fired and after a short delay their boosters activate and ram straigth ahead.
I based the laser shotgun after the laser shotguns in Armored Core...
Also is what does the railgun do? Is it a ballistic version of a sniper or something different?
Also, how does the grenade launcher function? If its a single shot weapon, change it to an automatic launcher with more ammo, but smaller explosions so you could spam a clip of grenades and then watch them explode one by one or in a nice big bunch. Isn't my main Missile launcher the MRL? I personally want to replace my missile launcher once B23 comes out! Railgun = DSTech Rifle, its to say that its stronger, I couldn't call it a rifle. Grenade Launcher = 4 shot revolver based magazine, automatic. As it has always been.
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Thu Apr 30, 2009 5:58 pm |
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John_bowe
Joined: Wed Apr 22, 2009 1:51 am Posts: 104 Location: Pennsylvania
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Okay, i just went screwing around with some DS weapons, and i used the force lance in conjunction with the energy shield. Holy sht. Little unstoppable lasers of doom were refracting everywhere. I suggest you try it, because i cant seem to get a pic.
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Thu Apr 30, 2009 7:12 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 tried it long ago, mate.
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Thu Apr 30, 2009 7:20 pm |
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John_bowe
Joined: Wed Apr 22, 2009 1:51 am Posts: 104 Location: Pennsylvania
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Really? Aw damn, i was hoping i had discovered some kind of new something or other. Ah well. Still fun though. I wonder what would happen if I use the AAL energy blade......
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Thu Apr 30, 2009 7:22 pm |
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John_bowe
Joined: Wed Apr 22, 2009 1:51 am Posts: 104 Location: Pennsylvania
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
And it does nothing. Hrmmmm...
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Thu Apr 30, 2009 7:23 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
the AAL sword doesnt work in the same way. you might be able to swing into it for some kind of effect but it wont be very fun.. and the laser shotgun makes sense, you just have a refractive crystal at the "muzzle" point. your lasers should be more "flash", with some MOSP effects on collision rather than just straight MOPixels though, for more awesome.
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Fri May 01, 2009 2:45 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)
Whee, time to add more to the DSTech arsenal! And to learn Lua... B23 came out while I was reworking my MAC...
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Wed May 13, 2009 5:25 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: [WIP] DSTech Corp (UPDATED: 1/18/09)
Do you have any intentions of updating the SS Cannon, DSMK? Because currently standing, it's one of the funnest weapons to use in CC. It's more or less a giant explosive penetrating artillery round, and let's face it, who doesn't love artillery rounds?
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Wed May 13, 2009 9:45 pm |
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