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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
wow, you cant think of the electro grenade we've been discussing? :roll:
seriously, i would love that thing darlos.
♥♥♥♥ this, its 250 am. why arent i asleep?


Wed Nov 19, 2008 2:48 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
dracura wrote:
Hopefully this won't take a turn into CandleJack idea territory, but, have you given thought to a few specialized grenades that correspond to the actor using them?

What I had in mind was, and it's cheesy, that the pyro shogun has a thermite grenade, the cryo has a...well, cryo grenade, the grenade shogun has a small cluster grenade of sorts, and the minigun has...probably a nail grenade. Can't think of anything special for that last one, really.

This is sort've insensible, since there's no reason why other actors couldn't use those grenades. Also, actors like the GMG Shogun probably don't even need grenades. I could make a few more specialty grenades in general though. I have been thinking about it.

It won't quite go to AAL bomb excess though...


Wed Nov 19, 2008 4:19 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
True. Though if they were timed grenades and not impact grenades, they could serve a purpose by being droppable down into pits and shafts where you'd otherwise have to expose the actor to incoming fire.

The way you say it, they end up seeming more practical as a way for other actors to have some of the firepower of the Shoguns.


Wed Nov 19, 2008 6:24 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
dracura wrote:
and the minigun has...probably a nail grenade. Can't think of anything special for that last one, really.

A rotary grenade :D


Thu Nov 20, 2008 2:35 am
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
Hey guys, this is just an update that addresses some concerns. Primarily, we have changes to the flamethrower and cryo gun, both of which now function more like how you'd expect. The flamethrower is now laiden with hidden emitters that cause damage to anything caught in or around the fire. Careful though, you can hurt yourself if you fire at your feet, or a wall point-blank. The flames pass through non-terrain objects though, so you can go ahead and blast enemies in the face without worrying about it bouncing back at you.

The cryo gun actually... sprays now. It's kinda laggy if you fire at a high arc, and I may need to work on it. Still, I think this is more what everyone expected out of it. Going for the "Mr. Freeze ray" effect is neat and all, but the fact that it made no logical sense got the best of me.

I tinkered with the chaff grenade a bit. Now its sort of a combination between an impact grenade and a bouncing grenade. Rather than just exploding upon impact, it instead begins spraying. The grenade can keep bouncing around while its spraying, and it keeps spraying for a while. So you can bounce it around corners and down tunnels all you want.

I tried to set it up so you can choose one of four different types of chaff grenades. Each one would correspond to a team, so your team mates wouldn't fire at the chaff. Unfortunately, it doesn't quite seem to work, so they just affect all un-controlled actors, like before.


Thu Nov 20, 2008 11:21 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
I noticed you guys were talking about DarkStorm Grenades
I've made an electro-grenade with the DarkStorm Mod if any one wants it...
It's fairly Simple though...


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Thu Nov 20, 2008 11:40 pm
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
i just got the crobotech mod.. and lets just say that the "lucky seven" sniper rifle saved my hide more than 7 times.. (one of my favorite weapon of your mod, with the silenced smg) these guys have massive armor and shielding! Ho yeah, and the rocket turret works well too.


Fri Nov 21, 2008 12:41 am
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
Image

I think I love how I can encase stuff in ice with the cyro gun.


Fri Nov 21, 2008 2:22 am
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
By the looks of it it needs some filler particles.
Gonna try it soon.


Fri Nov 21, 2008 2:57 am
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
Ok what is the update this time, frankly ive lost track after the last 4 updates....


Fri Nov 21, 2008 3:02 am
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
Yes, what exactly did you update?
I'm not seeing anything other than the emblem in the buy menu..
(Which looks much better than before)


Fri Nov 21, 2008 3:19 am
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
Look at my previous post.

Though I did forget to mention the faction symbol. I read somewhere that applying the old Japanese military flag to something Japanese these days would be as insulting as applying a swastika to something German. So, between that and various complaints, I changed it to a sort of inverted modern Japanese flag, plus the kanji for "dark storm".


Fri Nov 21, 2008 3:27 am
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
Will you balance the Jetpacks with vanilla eventually? Or upper the unit costs to balance?


Fri Nov 21, 2008 3:43 am
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
Are there any subterranean creatures in Japanese folklore?

Edit: Would it make any sense for the DarkStorm to be using the flux as a power source for their suits?


Fri Nov 21, 2008 3:57 am
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
*SNEEEEEEEEEP!*


Last edited by Winterous on Fri Nov 21, 2008 8:09 am, edited 1 time in total.



Fri Nov 21, 2008 5:08 am
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