DarKlone Technologies (Old)
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: DarKlone Technologies - Updated 4/6/08
Also as red player, When the green's Insertion pods die... You would get a free 30z and 1 death less =3
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Mon Apr 07, 2008 12:33 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarKlone Technologies - Updated 4/6/08
FireBlizzard wrote: Also as red player, When the green's Insertion pods die... You would get a free 30z and 1 death less =3 Oh yeah... thats another bug I kinda need to work out. I forgot about that. metal chao's point is still valid though, even if that weren't the case.
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Mon Apr 07, 2008 1:09 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarKlone Technologies - Updated 4/6/08
Err, you could make a separate one that is for green instead of red, couldn't you?
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Mon Apr 07, 2008 1:51 pm |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: DarKlone Technologies - Updated 4/5/08
Sorry I meant you wouldn't have that problem if you made them be delivered in darklone drop pods.
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Mon Apr 07, 2008 4:55 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DarKlone Technologies - Updated 4/6/08
I once made myself that the darklones would invade in their droppods. From that experience... well... I can say its not a good idea.
It lags, it eats terrain with each pod, some pods remain and some klones get stuck in them and your bunker isnt safe if they happen to land in that area.
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Mon Apr 07, 2008 5:11 pm |
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Tea
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Re: DarKlone Technologies - Updated 4/6/08
I absolutely love the voices on the darklones, the new swords and throwing knives. But I hate the new inaccuracy of the automations, plus the fact that you made the heavy Darklones weaker. That really was one of the greatest feature of the darklones, along with the wide range of weapons.
You can now do a reasonable amount of damage to a darklone with the smg. I haven't seen the effect of a shotgun on it yet. Before the bullets would bounce off.
This is what made them better to fight with the enemy using them, because they were the only things that actually posed to a challenge to kill to those of us in the modding community, unlike coalition clones, dummies and skeletons.
You really should have left them as they was in the last update. They were perfect then.
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Mon Apr 07, 2008 7:33 pm |
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Seleia
Joined: Sun Jan 06, 2008 6:36 am Posts: 250
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Re: DarKlone Technologies - Updated 4/6/08
Piss sword. Also, I thought you would actually throw the knife, but it's just a gun.
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Mon Apr 07, 2008 10:16 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: DarKlone Technologies - Updated 4/6/08
I like the knife throwing for some reason, even though they are just default bullets. I have to agree with the above and say that the sword is pretty rubbish though. I'd be happy with a normal-sized eradicator.
Or for people to wait until Data implements proper melee AI 0:
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Mon Apr 07, 2008 10:20 pm |
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Radion
Joined: Mon Apr 07, 2008 7:22 pm Posts: 2 Location: Hiding behind an MPAM
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Re: DarKlone Technologies - Updated 4/6/08
I would like to note to Darlos that in his description of the D42 combat shield, he lists the "D132 SMG" and the "D159 EM Kinfe" as compatible weapons, but neither of those exist. As I am sure you know, there is a D133 SMG and a D175 pulse knife.
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Mon Apr 07, 2008 11:23 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: DarKlone Technologies - Updated 4/6/08
Radion wrote: I would like to note to Darlos that in his description of the D42 combat shield, he lists the "D132 SMG" and the "D159 EM Kinfe" as compatible weapons, but neither of those exist. As I am sure you know, there is a D133 SMG and a D175 pulse knife. Oh hey you're cool and clever, I like how cool and clever you are. Darlos; have you planned any kind of dropship for these dudes? If not, would you consider having the engines be a pair of junk-like sails that emit 0-mass, screeneffect'd blue particles from the side and have 0-sharpness, invisible lift particles? I think that might look awesome. I know that the junk-style sails aren't techinically Japanese, but they fit in well with the DarKlone style. Also, I love the new Heavy's vulnerability. It makes the 'Klone feel less like a tank and more like the powerful, organic unit it is.
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Mon Apr 07, 2008 11:47 pm |
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bbbzzz234
Joined: Mon Oct 01, 2007 1:33 am Posts: 374
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Re: DarKlone Technologies - Updated 4/6/08
numgun wrote: I once made myself that the darklones would invade in their droppods. From that experience... well... I can say its not a good idea.
It lags, it eats terrain with each pod, some pods remain and some klones get stuck in them and your bunker isnt safe if they happen to land in that area. Lol I tried the same thing. The game always crashed when 3 or more pods hit each other.
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Tue Apr 08, 2008 1:03 am |
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kennyclone
Joined: Mon Jan 21, 2008 8:25 pm Posts: 57
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Re: DarKlone Technologies - Updated 4/6/08
my god what happened to the sword? its like spraying all over the actor, i thought the point of a sword was precision?
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Tue Apr 08, 2008 1:26 am |
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Tea
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Re: DarKlone Technologies - Updated 4/6/08
kennyclone wrote: my god what happened to the sword? its like spraying all over the actor, i thought the point of a sword was precision? It gets swung.
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Tue Apr 08, 2008 1:29 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarKlone Technologies - Updated 4/6/08
Radion wrote: I would like to note to Darlos that in his description of the D42 combat shield, he lists the "D132 SMG" and the "D159 EM Kinfe" as compatible weapons, but neither of those exist. As I am sure you know, there is a D133 SMG and a D175 pulse knife. I honestly have NO idea what you're talking about... my description clearly does not say that. The Fat Sand Rat wrote: Radion wrote: I would like to note to Darlos that in his description of the D42 combat shield, he lists the "D132 SMG" and the "D159 EM Kinfe" as compatible weapons, but neither of those exist. As I am sure you know, there is a D133 SMG and a D175 pulse knife. Oh hey you're cool and clever, I like how cool and clever you are. Darlos; have you planned any kind of dropship for these dudes? If not, would you consider having the engines be a pair of junk-like sails that emit 0-mass, screeneffect'd blue particles from the side and have 0-sharpness, invisible lift particles? I think that might look awesome. I know that the junk-style sails aren't techinically Japanese, but they fit in well with the DarKlone style. Also, I love the new Heavy's vulnerability. It makes the 'Klone feel less like a tank and more like the powerful, organic unit it is. I'm going to make dropships with rotors instead of rocket thrusters. The rotors, like on the scout drone, will be protected and won't hurt anything. Sails would be kinda silly.
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Tue Apr 08, 2008 1:49 am |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: DarKlone Technologies - Updated 4/6/08
It'd be cool if you made the rotors be like
__________________ |---------------------------| .|________________|
.........|||||||||||||.........<---air coming out the bottom
so like, it's implied they're in there, you don't have to animate except a little wavy glow if you'd like, and they're accessible from the top, that means that if any actor were unlucky enough to fall directly on top of them, it'd be instantly gibbed. But not from the bottom. Kinda like the opposite of what happens now. Probably very low (zero if possible) mass + high sharpness particles emitted from the top.
adds a little realism while still doing what you want, don't harm clones that come from the bottom and protects the top.
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Tue Apr 08, 2008 4:52 am |
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