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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Ragdollmaster wrote:
Percussion grenades

Drum roll please!


Tue Nov 11, 2008 3:51 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Winterous wrote:
Ragdollmaster wrote:
Percussion grenades

Drum roll please!



Percussion = any kind of grenade that detonates upon impact.

Making a large sound. I'LL GIVE YOU A DRUM ROLL. *calls in for a carpet bombing*


Tue Nov 11, 2008 4:00 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Ragdollmaster wrote:
Winterous wrote:
Ragdollmaster wrote:
Percussion grenades

Drum roll please!



Percussion = any kind of grenade that detonates upon impact.

Making a large sound. I'LL GIVE YOU A DRUM ROLL. *calls in for a carpet bombing*

Carpet bombing? That gives me an idea...


Tue Nov 11, 2008 4:11 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
for what, carpet bombs? XD
working on making rockets like this :D its fun.


Tue Nov 11, 2008 4:15 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Darlos, have you ever considered making a Shinobi with a jumpjet? They're agile enough to work well with a flipping somersault jump move. Imagine, a stealthy little ninja Shinobi leaping around, sniping targets from rooftops, then flipping down below to shoot another in the back.

And on that note, making a Shogun armor variant with a slow, heavy jetpack. Perhaps one that's not strong enough for extensive flight, but enough to get a bit of lift or glide.


Tue Nov 11, 2008 4:17 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Why is every modder so fond of removing jetpacks?

They exist for a reason!


Tue Nov 11, 2008 4:24 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Yeah, realistically the game is designed to be navigated by jetpacks.


Tue Nov 11, 2008 4:36 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I just wanted to say this mod is tops in every way. Nice sprites and no ridiculous parameters. It's one of the first few mods I've tried so far. Are there any others that are this good?


Tue Nov 11, 2008 8:30 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Quite honestly, balance wise... no.


Crobotech is beautiful, and is considered by many to rival the original game's content in value.


Tue Nov 11, 2008 8:33 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Yea uuuh, try the Kloveskians. The troops were balanced just as well as build 21's vanilla content (before the giant robot update).

I still want concussion grenades for the Klones.


Tue Nov 11, 2008 8:57 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Well, I gotta admit that I recently realized with the new vanilla content that extra weight reducing flight efficiency is a pretty good balancing method. The thing is, this would mean that if you got a shogun with regular or no weapons, they could possibly fly normally. I sorta want to have it so they always suck at flying, which is what the jump jets accomplish: they can only jump, loaded down or not. And really, I haven't found many situations where that jump doesn't get you where you need to go. Really, consider a Shogun as a somewhat more mobile Dreadnought.

Now if more content, such as certain levels, makes it blatantly obvious that they need to be able to fly, I might change it. But then they'd probably be LESS effective when wielding heavy weapons.

As for the concussion grenade... thanks for all the suggestions, but I'm fairly confident that I have a good idea of what I'm going to do with that already. Really, if I'm stumped about some technical issues, I'll go ask about it in mod making.

The electrolaser has two rounds because one round is a MOSRotating that gibs into the lightning bolt, and the other round is an MOPixel that is pretty much just an ineffectual trail. As for how the bolt itself works... well, its complicated. I don't have time to get into it now.


Tue Nov 11, 2008 4:09 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I find the jumpjets extremely annoying, and not really helping the balance issue. If the dreadnought thing was in a cave which had a boulder that was impassable by walking, it would have to use it's jumpjets. This send the dreadnought straight into the roof or somewhere we don't want it to be.


Tue Nov 11, 2008 4:27 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Yeah, give them a shitty pack with a powerful dustoff.


Tue Nov 11, 2008 9:37 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
pff dont. just dont say the jump jets are leg mounted when the way they are set up means you just better without legs. also there is a typo where you say "which to save space and leave no trace" should be wish.
GoreTaco wrote:
I find the jumpjets extremely annoying, and not really helping the balance issue. If the dreadnought thing was in a cave which had a boulder that was impassable by walking, it would have to use it's jumpjets. This send the dreadnought straight into the roof or somewhere we don't want it to be.

use a shinobi. the shogun is intended for heavy assault use, or defence. heavy assault rarely happens in tiny caves. defence requires little movement in CC bunkers.

also, we werent telling you how to do it (if i used words that seemed like that, my bad) we were just speculating. im enjoying screwing with the AI at the moment a lot. its a lot more fun than it used to be XD


Tue Nov 11, 2008 10:51 pm
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
What makes you decide whether a weapon should be shogun only or not? Why should I bother with the electrolazer when I have the shock mortar? Even though they're a stealth faction, do the DarkStorm have a giant mecha tucked away somewhere?


Wed Nov 12, 2008 3:52 am
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