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 Prom's Guns [Need ideas for v2] 
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Joined: Sun Apr 29, 2007 6:11 pm
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Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
Grif wrote:
Yo yo yo, sorry my peeps, da wrong file got uploaded.

I popped a cap in dat fool's ass, and got the rite crap up, a'ight?


Oh Grif, your wigger antics never cease to amuse me. How many more of these gats be you makin you ghetto ass honky whitemeat havin mofo?


Wed May 07, 2008 12:13 pm
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Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
wutangfan1990 wrote:
How many more of these gats be you makin you ghetto ass honky whitemeat havin mofo?

I'M SORRY!
I DON'T SPEAK SPANISH!


Wed May 07, 2008 12:28 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
The Lobber is fun, although it's a bit too powerful against crafts, it kills even hulls with one shot. I think it should take two, maybe three. But of course it should get engines in one shot. But against ground units it's great.

I also like the Tommy gun, it has a nice and fast rate of fire, but with weak enough bullets to balance it out.

The Luger is great, I like how the sights' range is so weak, you don't usually see that. But the pricing looks a little odd. Maybe jack it up to 10 gold?

The Peashooter, I don't like. It's too fast, with a range limit that you can see.
That simply looks ugly in my opinion.

The Garand is a nice long range rifle. It's sounds are especially good.

The Headshot is too much like the Garand. Or maybe the Garand is too much like the Headshot. Either way, a mod pack of this size doesn't need two weapons that serve the same purpose.

The Boomer, like the Peashooter, has a range limit within it's sight. And also like it, I dislike it.

The Panzerfaust is a nice potato masher, but I blow up whenever I use it on the fly. And too bad it's impossible to give it longer throwing range.


All in all, it's a good weapons pack, with great sounds and sprites.

One thing that irks me about the pack in general though, is that it fits well with vanilla content, yet you give the weapons code numbers and nicknames instead of more simple names that would fit better with the vanilla content.


Last edited by Azukki on Thu May 08, 2008 5:23 am, edited 1 time in total.



Wed May 07, 2008 8:47 pm
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Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
Yeah, I'll probably change the "code" names. I'm just not sure how I can make them much more generic; half of them either fit into the same category, or a pre-existing name.

Any ideas on how to improve the Peashooter or Boomer? And/or differentiate some more between the two rifles? I'd like to make this pack appeal to the community, so, fire away, people.


Thu May 08, 2008 12:00 am
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Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
The grenade is misnamed.

Incoming WWII Nerd!
It should be called the "Stielhandgranate" (Which translates to Stick Grenade)
Not "Panzerfaust" (Which translates to Armored Fist)

This is a Panzerfaust.
Image

This is a Stielhandgranate, which is what you have.
Image


This concludes the lesson on things you didn't need to know.
Also, make the grenade lighter, the Stielhandgranate always could be thrown at a further distance than the ordinary pineapple grenade.


Thu May 08, 2008 3:44 am
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Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
You could slow down and beef up the Headshot into a bunker-penetrating anti-material rifle, with only a couple sharp particles, and give the Garand several mass-based particles, creating several wounds, but with weak terrain destruction.
Or the other way around.

The Peashooter, raise the lifetime of the bullets, and lower the SharpRange. To make up for this extra range, lower the rate of fire.
It can still be a short range high rate of fire weapon without the end of the range being visible, just not to the extent that it was.

The Boomer, same thing pretty much, but I don't think you really need to make up for the extended range; it's already got a price tag of 35 in comparison to the shotgun's 15, and it isn't really much better.


No_one, you care about that quite a lot it seems. Your name is fitting.
Also mass doesn't effect TDE throwing velocity, and sticks are probably heavier than pineapples anyways.


Last edited by Azukki on Thu May 08, 2008 4:46 pm, edited 1 time in total.



Thu May 08, 2008 3:56 am
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Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
Azukki wrote:
No_one, you care about that quite a lot it seems. The name is fitting. Also mass doesn't effect TDE throwing velocity, and sticks are probably heavier than pineapples anyways.


I have the tendency of pointing out the useless.

The stick grenade can thrown further because it could be thrown in a pendulum motion with it's weighted end.

http://www.youtube.com/watch?v=qbkNFY37W1c


Thu May 08, 2008 4:03 am
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Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
Yeah, but like I said, lowering the mass cannot make the throwing velocity higher.

TDE throwing velocities and accuracies are hard-coded and nothing conventional can effect them.


Thu May 08, 2008 4:17 am
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Post Re: Prom's Guns [Beta 1, 5/5]
Anthony wrote:
Ok so, while I'm having trouble actually USING the thing, I like how the guns look - thur! got it.

I love these. <3 Especially the lobber. not because it splodes, but because it actually takes some thinking to shoot it. have to angle it all n'stuff. I like how you did a lot of these weapons.

I was wondering if I couldn't take a look at their code, see if I cant incorporate some of the properties into weapons I might play with in the future?


YEah the guns look good. I also motion that the word "splode" gets put into the oxford dictionary to make it part of the correct english language :)


Thu May 08, 2008 5:07 am
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Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
wutangfan1990 wrote:
Oh Grif, your wigger antics never cease to amuse me. How many more of these gats be you makin you ghetto ass honky whitemeat havin mofo?


wutangfan1990 wrote:
Oh Grif, your humorous mockery of black people, despite being white yourself, never ceases to amuse me. How many more guns are you making, you poor butt white guy mother intercourser?


Not hard at all.

Now then: The next update, probably uploaded tomorrow, will have normal instancenames, a few small tweaks on weapons, per suggestions in this topic, and possibly a few more weapons.


Thu May 08, 2008 5:14 am
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Post Re: Prom's Guns [Beta 1.65, 8/5]
Small update.

Names are now not retarded, some weapons have been tweaked a bit.


Fri May 09, 2008 5:54 am
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Post Re: Prom's Guns [Beta 1.5, 6/5] FIXED [FO' REAL THIS TIME]
Grif wrote:
wutangfan1990 wrote:
Oh Grif, your wigger antics never cease to amuse me. How many more of these gats be you makin you ghetto ass honky whitemeat havin mofo?


wutangfan1990 wrote:
Oh Grif, your humorous mockery of black people, despite being white yourself, never ceases to amuse me. How many more guns are you making, you poor butt white guy mother intercourser?


W- :hat:

The translation makes it harder to understand.


Fri May 09, 2008 8:13 am
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Post Re: Prom's Guns [Beta 2, 17/5]
Version 2.

Almost totally done.

Now has Laser Pistol, M249, M16, and tweaks on various weapons.


Sun May 18, 2008 5:56 am
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Post Re: Prom's Guns [Beta 2, 17/5]
Dayum, Garant is one hell of a sniper rifle, 2 shots at a head and *pop* goes the heeeaaad. *Do de doo*


Sun May 18, 2008 11:21 am
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Post Re: Prom's Guns [DONE 18/5]
Pack done.


Sun May 18, 2008 7:59 pm
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