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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: DarkStorm Military Technologies - Updated 9/7/08
Darlos9D wrote: ...hold off on the corn. And release the tomatoes?!?! I think it need shurikens
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Mon Sep 08, 2008 8:42 pm |
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The Cling Clang
Joined: Fri Feb 15, 2008 8:54 pm Posts: 92 Location: New England
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Re: DarkStorm Military Technologies - Updated 9/7/08
Jox =3 wrote: I think it need shurikens Darlos9D wrote: I'm probably done with this mod for a while. The last thing Darlos needs is more "ideas". He's still got a mountain of other things to do still (ex. Kappa). If you want thrown weapons so bad either make it your self or DL the old DarKlone pack.
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Mon Sep 08, 2008 8:53 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 9/7/08
Jox =3 wrote: I think it need shurikens I tried that once. It was retarded and nobody liked it. If you want projectiles, SHOOT BULLETS. I'd like to make the combat knife throwable as some desperate attack, but that is low priority and probably won't appear until full-blown Lua. It wouldn't even really be that useful.
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Mon Sep 08, 2008 10:47 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DarkStorm Military Technologies - Updated 9/7/08
Darlos9D wrote: I'd like to make the combat knife throwable as some desperate attack, but that is low priority and probably won't appear until full-blown Lua. It wouldn't even really be that useful. Hmm, I would use that attack often if it had the ability to create a deep wound that would drain all the health out of the target with lots of blood. Mmmgood. >: 3
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Mon Sep 08, 2008 10:52 pm |
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chineseboy16
Joined: Sat Dec 16, 2006 1:50 am Posts: 236
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Re: DarkStorm Military Technologies - Updated 9/7/08
You should make the Flamethrower penetrate more, I shot a Crobo with it and nothing really happened unless you shoot them from behind.
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Tue Sep 09, 2008 2:52 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 9/7/08
chineseboy16 wrote: You should make the Flamethrower penetrate more, I shot a Crobo with it and nothing really happened unless you shoot them from behind. Crobos aren't the standard I run by. Their armor is stupidly tough.
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Tue Sep 09, 2008 3:56 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 9/7/08
Agreed, they're also under-priced.
These guys are very balanced, and my current favourite mod. Keep up the good work!
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Tue Sep 09, 2008 10:14 am |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: DarkStorm Military Technologies - Updated 9/7/08
You can't expect any kind of balance faction to faction, that would require a lot more work than most modders are willing to go through.
Loving the new look by the way, Darlos. Also, is there still anything about a custom scene? You haven't answered PM's nor in-thread inquiries.
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Tue Sep 09, 2008 7:17 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: DarkStorm Military Technologies - Updated 9/7/08
You got rid of their witch hats... I really liked those. Well, now they match the Shogun. Maybe you could include the Witch Tengus later for a scout or something.
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Tue Sep 09, 2008 8:40 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 9/7/08
Would it be possible to make an attachment that works in a similar way to cave cricket's plasma shields? If not, could you attach it to a weapon(like the kappa's claws)?
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Tue Sep 09, 2008 8:45 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: DarkStorm Military Technologies - Updated 9/7/08
Well, i only have one thing to say. Holy ♥♥♥♥. You're putting me to shame dude Sprites are awesome, the whole thing is balanced against vanilla stuff, everything works nicely, and there's some epic/innovative ideas in there too. Honestly, what's not to like? If i really had to mention one thing that i found not quite as awesome as the rest, it'd be the drop ship sprite, but then again, it IS a very big sprite, and they are hard to make good. Fantastic mod so far, can't wait to see what you'll do when Lua goes full out
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Tue Sep 09, 2008 9:52 pm |
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mygunbroke
Joined: Sun May 11, 2008 3:27 am Posts: 24
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Re: DarkStorm Military Technologies - Updated 9/7/08
These characters sometimes frustrate me in how even the heavier ones are easily destroyed. It really wastes the gold in skirmish mode. Although it is more balanced now. On the plus side the sprites are wonderful and your new flamethrower is B-E-A-utiful. Overall: great job
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Wed Sep 10, 2008 12:09 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 9/7/08
Are we ever going to see the D1?
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Wed Sep 10, 2008 12:16 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: DarkStorm Military Technologies - Updated 9/7/08
mygunbroke wrote: These characters sometimes frustrate me in how even the heavier ones are easily destroyed. It really wastes the gold in skirmish mode. Although it is more balanced now. On the plus side the sprites are wonderful and your new flamethrower is B-E-A-utiful.
Overall: great job :grin: What. Standard darklone troops can take multiple direct hits from their own RPG. What are you smoking.
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Wed Sep 10, 2008 12:37 am |
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Jackzon47
Joined: Wed Jul 16, 2008 9:14 pm Posts: 108
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Re: DarkStorm Military Technologies - Updated 9/7/08
The New Pack Crashes meh Gamez
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Wed Sep 10, 2008 12:53 am |
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