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 Cold Corp (WIP) UPDATE 
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Joined: Wed Dec 30, 2009 10:44 pm
Posts: 64
Location: Oregon USA
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Post Cold Corp (WIP) UPDATE
Welcome to Cold Corp Inc UPDATE

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Cold Corp Is A PMC that Recruits from existing factions. They have a Direct Business Relationship with the Coalition.

They also Feature the best quality weapons by sponsoring small Firearm companies as their own.

Coalition Merc (Coming Soon)

Julious Arms Thunder 9mm (Coming Soon)

B&K KP7- 20 round clip, high fire rate high piercing+Dmg
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RetroArms Arctic Warfare Magnum- Bolt Action, No Magazine. Very high Damage.
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LiveArms Semi auto Shotguns- 8 Manshot Shells Per Mag With modified Choke. Slug variant Performs like a large Semi auto Rifle.
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Freeze Grenades (Coming Soon)

Download UPDATED


Attachments:
ColdCorp.rte.zip [1.37 MiB]
Downloaded 451 times


Last edited by clOWN on Tue Dec 07, 2010 9:28 pm, edited 2 times in total.

Tue Dec 07, 2010 1:19 am
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Joined: Sun Apr 25, 2010 12:04 am
Posts: 303
Location: Australia
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Post Re: Cold Corp (WIP)
I think the sprites Look okay, but need slight improvement.
Try a little more shading.

I was quite surprised actually when I tried this out, Looks like a great mod-to-come!
Although, the KP7 needs sharpness tweaking:

Image

One clip^


The shotty is awesome, but the slug version lets it down, again sharpness.

Good luck, can't wait till release!


Tue Dec 07, 2010 3:45 am
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Joined: Mon Oct 25, 2010 5:51 am
Posts: 1198
Location: Sydney
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Post Re: Cold Corp (WIP)
Shouldn't this be in Mod Releases?


Tue Dec 07, 2010 5:08 am
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Joined: Wed Dec 30, 2009 10:44 pm
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Location: Oregon USA
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Post Re: Cold Corp (WIP)
Thanks for the Feedback. I've already tweaked the KP7 so it doesn't terrain rape so hard now. Tomorrow it should have all the tweaks uploaded. So don't re download quite yet. Yes Slug shotgun might need a boost but i might remove it and combine the slugs as the last 2 shots on the Reg shotty.


Tue Dec 07, 2010 5:17 am
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Joined: Sun Jun 13, 2010 5:40 am
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Location: I chose my fate, do not pity me.
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Post Re: Cold Corp (WIP)
Yeah, this should have been posted in mod releases.
Mod making is for script help and issues,
While releases is for anything working and you want people to test.


Tue Dec 07, 2010 6:19 am
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Joined: Wed Dec 30, 2009 10:44 pm
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Location: Oregon USA
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Post Re: Cold Corp (WIP)
Oh can A Moderator Move This Please?


Tue Dec 07, 2010 6:24 am
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Joined: Tue Mar 04, 2008 1:40 am
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Post Re: Cold Corp (WIP)
Report button next time, thanks.


Tue Dec 07, 2010 6:29 am
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: Cold Corp (WIP)
I really like the bolt action and the rest of the firearms but they do need some shading and some power tweaking for balance if that's what your going for.

The actor seems like it was mostly sprited from the vanilla coalition. It might be a good idea to just get the sprites a makeover. But otherwise a pretty good mod in the future.


Tue Dec 07, 2010 8:47 am
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: Cold Corp (WIP)
For some reason I found "manshot" to be hilarious.
Also clip =/= magazine. If you want to be lazy about it and only use one term while usually being right, just use the term magazine instead. If you want to be so lazy as to use only one syllable, use "mag".
And from the spread of the shotgun, specifying a choke for it to have other than cylinder is silly; it has more spread than any chokeless/cylinder shotgun I've seen. If anything, I suggest that you specify that it has a rifled barrel, since rifled barrels stabilize slugs and also add to shot spread for shotshells.


The KP7 rapes terrain, but it looks like you're dealing with that. It also has far too much recoil. By which I mean it pushes you back too much; the accuracy is fine.
The shotgun's name looks sloppy, the slug variant is far worse. Capitalization, spacing, wording.
The shotgun is a tad overpowered due to having too many particles, otherwise, it's good. I like the sound of the ejected shell, even though it's circumstantially misfitting most of the time. (sounds like it's hitting metal or something when it's hitting grass)
The rifle is excellent and rather balanced. Maybe slightly too thunderous?

The actors seems to just have resprited heads? If so, you shouldn't have bothered with them, but now that you have, you should uniquitize [I now officially decree that this is a word] them. If not, you should still further their distinct attributes and make them more unique and worthwhile.


Last edited by Azukki on Wed Dec 08, 2010 5:35 am, edited 1 time in total.



Tue Dec 07, 2010 9:57 am
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Joined: Wed Dec 30, 2009 10:44 pm
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Location: Oregon USA
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Post Re: Cold Corp (WIP)
Working on all above. KP7 has less terrain rape and recoil. I just kinda threw in the descriptions and stuff so that will be messed with a lot. Didn't really realize the coalition and browncoat were still in there. They will be camo versions when complete (with less armor and different color thrusters of course).


Tue Dec 07, 2010 7:39 pm
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