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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
I hate to say it but the mk 15 in the top left corner looks even cooler than the bullpup g3....

the m7 looks pretty cool too.


Sun Jul 13, 2008 7:16 pm
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
whoa some of that stuff is fudge cool.
also the 'copter design he has is awesome.. but ahwell, i like the raijus better anyway :P the current yatagarasu moves nicely but doesnt quite look right.. its like a graceful ugly child.
i love the way you set all this out in a military way.
also with B21 you should be able to make good melee stuff. which is a pain to wait for, because i want to make a melee based faction XD


Mon Jul 14, 2008 8:40 am
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
Geti wrote:
whoa some of that stuff is fudge cool.
also the 'copter design he has is awesome.. but ahwell, i like the raijus better anyway :P the current yatagarasu moves nicely but doesnt quite look right.. its like a graceful ugly child.
i love the way you set all this out in a military way.
also with B21 you should be able to make good melee stuff. which is a pain to wait for, because i want to make a melee based faction XD

Well, I'll make my combat knife better I guess. But I don't plan to go too crazy with melee stuff.


Mon Jul 14, 2008 12:53 pm
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
Darlos9D wrote:
Geti wrote:
whoa some of that stuff is fudge cool.
also the 'copter design he has is awesome.. but ahwell, i like the raijus better anyway :P the current yatagarasu moves nicely but doesnt quite look right.. its like a graceful ugly child.
i love the way you set all this out in a military way.
also with B21 you should be able to make good melee stuff. which is a pain to wait for, because i want to make a melee based faction XD

Well, I'll make my combat knife better I guess. But I don't plan to go too crazy with melee stuff.



If there is a slight possibility to make a judo throw or an arm dismember move with Lua (what harm's being insanely hopeful going to do at this point? we're already expecting the moon made of cheese from it :roll:) you WILL do it :p


Mon Jul 14, 2008 2:04 pm
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
NeoSeeker wrote:
If there is a slight possibility to make a judo throw or an arm dismember move with Lua (what harm's being insanely hopeful going to do at this point? we're already expecting the moon made of cheese from it :roll:) you WILL do it :p

Knowing his style, he would proabably make a neck snap or stun attack.


Mon Jul 14, 2008 4:17 pm
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
You guys are just pulling out CQC techniques from MGS?
Neck snapping, throws, pointing their gun at them while in there hands then shooting them, is the only CQC techniques I would like.


Mon Jul 14, 2008 6:19 pm
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
Roy-G-Biv wrote:
You guys are just pulling out CQC techniques from MGS?
Neck snapping, throws, pointing their gun at them while in there hands then shooting them, is the only CQC techniques I would like.



Since when did mgs invent judo throws and pulling people's arms off?


Mon Jul 14, 2008 6:19 pm
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
it would be great for them to actually have some ninjutsu.
also just noticed the "shogun" in your explanation, and the raving following it. that would be pretty sweet..
also the knife is currently really powerful, if one of my clones is missing and arm or maybe a leg and is bleeding i usually just get out a knife and charge the enemy while i order another one. its really good against the AI especially :lol:


Tue Jul 15, 2008 1:09 am
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
Geti wrote:
it would be great for them to actually have some ninjutsu.
also just noticed the "shogun" in your explanation, and the raving following it. that would be pretty sweet..
also the knife is currently really powerful, if one of my clones is missing and arm or maybe a leg and is bleeding i usually just get out a knife and charge the enemy while i order another one. its really good against the AI especially :lol:

That's because the AI is retarded. In the next build, when they're smart enough to actually turn around and shoot you, you probably won't be singing the same tune.


Tue Jul 15, 2008 1:17 am
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
i know.. god currently it has quite a few issues with crawlunders, hilariously.
ahwell, the AI now is great for testing weapons on.


Tue Jul 15, 2008 4:41 am
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
You should make the knife or another melee weapon that charges.


Tue Jul 15, 2008 5:40 am
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
You mean like the charge blaster or rifle? How do you charge a melee weapon anyway?


Tue Jul 15, 2008 12:43 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Darlos9D wrote:
Edit Again: After thinking about the new descriptions I made, I think I realized the direction I may be taking their armor. I think I'm going to make it so their armor is regenerative. So, if they stay out of combat, their armor will repair itself. Also, the clones themselves might not just stop bleeding more quickly, but might even lose wounds and regain health over time. Still, getting hit by a hail of gunfire or big explosions will do so much damage at once as to gib armor before it can regenerate. This would be the difference between the armor and the force field, since the force field, even if hit so much as to make it temporarily useless, will always come back given time. Kinda like the shield in Halo or something. Gibbed armor, on the other hand, is just gone until replaced.


Youre thinking of this too? Damn.

Seriously, I developed a regen system for my standard soldier which pretty much mimics your standard in some aspects, in its own way though.

Mine would work like this: Each wound damage hit would give -1 damage and it would regenerate back in a second. Maybe even make it speed up if you lost alot of damage and are in a safe place so it would regen 1 damage in a half a second or faster. The default fall damage (-10HP) is permanent though, but its tough to achieve. The regen rate might be too fast, but I wont say anything until I try it.

The unit can be killed in 3 ways:
-Large blunt force = gibs through impulse.
-Heavy firepower in a short period so the unit wouldnt have a chance to regen the lost HP back. = no gibbing, just dies bleeding.
-Knocked around to death = no gibbing, just dies.


So this mean it wont gib via wounds because the wounds are essential for keeping up the regen system. I can ofcourse put a maxlimit of 500 hits or something like that, but thats just flawed.

Also I'm playing with this faction very frequently now. Its got that balanced feel and is fun to play both with and against. Keep up the good work.
Meanwhile you have a nice headstart, I'll catch up to you with my refined AAL.
*Evil laugh*


EDIT: .Rar plz. I hate setting it up every new version to load through base.rte.


Tue Jul 15, 2008 9:18 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
numgun wrote:
Regenerative stuff blah blah

I look forward to your triumphant return.

I figured since my stuff is supposed to be infused with nanomachines, that they should probably repair stuff. Plus, since my guys aren't exactly super-strong (I might make them generally weaker than they are now even, once I get the regen going), this regeneration is conducive to the hit-and-run tactics they would most likely employ, unless they have the Shogun armor. And even that would regenerate.

Also, I'm not sure how putting things in .rar instead of .zip helps you update any better. What the heck do you do to it, anyway?


Tue Jul 15, 2008 9:31 pm
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
Numgun is paranoid that .zip files damage mods, when it doesn't even make any sense.
They always work for me =/


Tue Jul 15, 2008 9:40 pm
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