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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
CandleJack wrote: Can you make the stream on the flamer a little more narrow and increase the sharpness(it can't break doors). It's not supposed to. The flamethrower is meant to be kinda "base safe," so you don't have to worry about wrecking doors and boring holes into the walls when defending your own base with it.
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Sat Sep 13, 2008 9:51 pm |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: DarkStorm Military Technologies - Updated 9/7/08
Um. Do it yourself? Why change the whole mod for something one person wants? Also, you need to stop asking people to change their whole mod. If you want something customized, you should do it yourself, and if you don't know how, learn.
On topic, I like the new units. Pretty nice, though somehow they almost seem weaker. I guess it's maybe that I'm fighting Zealotians and they have rapid-fire, but they don't seem to last very long. Maybe I'm just used to the Klones.
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Sat Sep 13, 2008 9:54 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
Ehrenmann wrote: On topic, I like the new units. Pretty nice, though somehow they almost seem weaker. I guess it's maybe that I'm fighting Zealotians and they have rapid-fire, but they don't seem to last very long. Maybe I'm just used to the Klones. With every update, I've deviously made my mod weaker and weaker. Now, a Shinobi is only a few steps above a coalition clone. They take the same number of hits in their armor. But, the armor covers everything, so you have to get through it first, where the coalition you just have to aim for their face or something. Also, my clones don't bleed unless something goes all the way through them. Obviously, they're also faster and can fly longer. The Shogun takes twice as many hits in the armor, and moves faster than a coalition but slower than a Shinobi. The rest of their features are obvious. Also, none of the weapons are way above the vanilla stuff. Actually, the bullets that the carbine fire are weaker than the bullets fired by the AK-47. The shotgun fires exactly the same kind of shots as the regular shotgun, just it fires more and faster. And so on and so forth.
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Sun Sep 14, 2008 3:45 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
The stream still ends to abruptly.
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Sun Sep 14, 2008 3:52 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
NeoSeeker wrote: The stream still ends too abruptly. I'm sure you'll get it. And I like the flamethrower as is.
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Sun Sep 14, 2008 8:02 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarkStorm Military Technologies - Updated 9/7/08
I really like the flamer, it looks awesome.
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Sun Sep 14, 2008 1:06 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 9/7/08
ive been noticing the weakening too, its a nice touch. im pretty sure you actually say something about it each time aswell. in the notes
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Mon Sep 15, 2008 1:25 am |
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Requisite
Joined: Fri Nov 16, 2007 6:32 pm Posts: 211
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Re: DarkStorm Military Technologies - Updated 9/7/08
Now that this is balanced, this is my absolute favorite mod.
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Mon Sep 15, 2008 3:55 am |
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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
Is there any chance of making a unit that's even stronger then the shogun?
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Mon Sep 15, 2008 12:15 pm |
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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
WHY WOULD YOU NEED A UNIT STRONGER THAN THE SHOGUN!? Go play CC with no mods. After a while, play with the Shogun.
Then ask yourself whether or not we really need a stronger unit, or just another hideously over-powered MPAM rival.
Rant complete.
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Mon Sep 15, 2008 12:27 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
Did Darlos ever say whether he was going to make any scenes or not?
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Mon Sep 15, 2008 1:06 pm |
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Tea
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Re: DarkStorm Military Technologies - Updated 9/7/08
CandleJack wrote: Did Darlos ever say whether he was going to make any scenes or not? Infiltration missions would be cool.
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Mon Sep 15, 2008 2:28 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
Tea wrote: CandleJack wrote: Did Darlos ever say whether he was going to make any scenes or not? Infiltration missions would be cool. This is something I was thinking of doing. But despite having some interest in it, I'm kinda enjoying not modding for the time being. So, maybe later.
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Mon Sep 15, 2008 2:31 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: DarkStorm Military Technologies - Updated 9/7/08
I do believe Darlos mentioned taking a break until full LUA modding capabilities were available, so he could properly make everything he wants to, like the cloak and shield. If you ever so desperately want a scene to infiltrate, build one yourself.
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Mon Sep 15, 2008 10:04 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
I was thinking more along the lines of a scene where you fight the Darkstorm(possibly with even more Darkstorm) and it has a boss at the end. I have this entirely thought out, but I suck at modding.
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Mon Sep 15, 2008 10:26 pm |
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