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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Geti wrote:
at least they arent as indestructible as AAL products though.

Well, Numgun has claimed that his future efforts will be more sensible, and I believe him. Once he releases his new and updated stuff, and then Capnbubs does his thing, DSTech will have a whole world of other mods that outshine it. Heck, even now, I feel that Kloveska is more fun to play with than DSTech, and Kloveska is pretty... humble.

DSMK2 obviously has talents, I just hate to see them go to waste. So I hope he's reading what we have to say.


Tue Nov 25, 2008 4:16 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
I always find it hard to "balance" my weapons every time I look at weapon size. Or I can simply kill all of the weapons with variation. Then only other variation would be the II series. The DSWB07 MAC S, I rarely use it. On the same note, I'll make it more into a "cannon". I suck with making sounds as well, since I lack any real "base" to work on, I just know guns are loud, and bigger guns are louder.

I never seem to feel any lag issues, maybe my tolerance for lag is very high. The only weapon that comes to mind thats laggy and fixable, is the incinerator. I can't see any other weapon that lags, other then the judgement. I want people to elaborate on this, rather then saying this mod lags a lot.

All shelled DSA unit's armor has to be able to deflect SMG shots and other small arms. I'll standardize all DSA unit exit wounds, a piercing shot will rip though the internal components, causing a large amount of damage, as well as a massive electrical "bleed". Basically the external parts are tough, but the internals are fragile.

Everyone else's mods will always outshine mine anyways.

I usually work like this. More like I always wanted a tank to be introduced into the Revolutionary War Era, or high-tech guns and units brought into a medieval era. Do you get what I mean? Everything goes to hell. This mod sums up my dissatisfaction from the other mods out there.

When you see a DSTech robot, what do you expect out of it? What do you want to see from a side thats all robots?


Tue Nov 25, 2008 8:18 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
well, CC in general lags for me, but myeh. i havnt used the new version, so maybe its a tad more optimised.. maybe not.

in any case, that was an admirable post.
i dont think we're quite saying nerf the lot, like DSTech should still feel powerful and should still have piles of superweapons.. but maybe bring all the basic weapons down a notch or two, still above vanilla level (i think thats really the idea of these) and all but the huge guns down another 2 or so. just so that it doesnt feel like you literally cannot die against vanilla content if you are using your head.

ill come back with more later, im not thinking 100% at the moment.. examsexamsexams >< ><

i like your idea for the exit wounds. make there be some wires ripped out too.

one thing i do like is the whole slow moving (walkspeed wise) impending death feeling these guys bring. it would be interesting fighting these with a squad of vanilla guys with cannons actually..


Tue Nov 25, 2008 10:11 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Alright, here we go.

DSMK2 wrote:
I always find it hard to "balance" my weapons every time I look at weapon size. Or I can simply kill all of the weapons with variation. Then only other variation would be the II series.
Yes, variation would be good. Of course you're gonna need a few generic straight-shooting weapons. theres a few basic types: pistols, smgs, shotguns, assault rifles, machine guns, and sniper rfiles. SMGs, assault rifles, and machine guns are all automatics already, so you probably just want one of each. then you maybe want at most two of the other types. And note that I'm not necissarily saying "fires bullets" for any of these examples. Maybe the sniper rifle fires a laser or something. Actually, I really like the feel of your laser weapons the most, though a "laser shotgun" makes little to no sense... but I digress. You'll probably want to mix up regular bullet weapons and beam weapons as you already have, but be a bit more sparing. You don't need a full set of bullet weapons, then a full set of beam weapons. And if you do make bullet weapons, don't make it so they just immediately one-shot things. Then the supposedly more powerful energy weapons won't really matter in the fact that they're more powerful.

Then of course there's explosives, which real come in two general types: ones that go straight (rockets) and ones that arc (grenades). Of course, the great thing about explosives is that they can release all sorts of things. A good way to avoid weapon clutter in this respect, though, is to just stick to one "calibur" of explosive. You don't need small, medium, and large versions of every explosion. Just pick one and standardize.

DSMK2 wrote:
I suck with making sounds as well, since I lack any real "base" to work on, I just know guns are loud, and bigger guns are louder.
www.findsounds.com. Its your friend. Just type in "gun" or "shot" or "cannon" or "laser" or whatever you can think of that might relate to the weapons you're trying to make. Then get Audacity or something and fiddle with settings and splice sounds together. Its not really too hard.

DSMK2 wrote:
I never seem to feel any lag issues, maybe my tolerance for lag is very high. The only weapon that comes to mind thats laggy and fixable, is the incinerator. I can't see any other weapon that lags, other then the judgement. I want people to elaborate on this, rather then saying this mod lags a lot.
If the game slows down at all, its a lag issue. I'm sure the judgement, the force guns, the flamer, and some other things don't have to spew out nearly as many particles as they do in order to do the same amount of damage, or look as pretty. Especially if the weapon has a high rate of fire, the things it shoots out can NOT release that many particles, or else lag is inevitable. And I honestly don't believe you when you say you don't notice the lag.

DSMK2 wrote:
All shelled DSA unit's armor has to be able to deflect SMG shots and other small arms. I'll standardize all DSA unit exit wounds, a piercing shot will rip though the internal components, causing a large amount of damage, as well as a massive electrical "bleed". Basically the external parts are tough, but the internals are fragile.
I thought the same sort of thing back with my old DarKlone mod. The result was the Heavy DarKlone. Making actors that are downright impervious to weaker things is just bad business. If your opponent doesn't have the correct or more expensive resources, they're totally screwed, rather than just greatly inconvenienced. The opponent needs a shred of a chance, even if they're dirt poor and just have SMGs. Don't make them impervious, just make it so they take a whole lot of hits, if the hits don't cause exit wounds.

DSMK2 wrote:
Everyone else's mods will always outshine mine anyways.
Geeze, cheer up. You're a talented sprite artist. You just need to figure out the functionality a bit better.

DSMK2 wrote:
I usually work like this. More like I always wanted a tank to be introduced into the Revolutionary War Era, or high-tech guns and units brought into a medieval era. Do you get what I mean? Everything goes to hell. This mod sums up my dissatisfaction from the other mods out there.
While I see the entertainment in this, its not very good from a gameplay standpoint. The high-tech side will dominate unless there's some weakness they have thats easily exploitable by the weak side. This happens in movies, but its weird to implement in a game. If you can do it well, fine, but I have to see it first.

DSMK2 wrote:
When you see a DSTech robot, what do you expect out of it? What do you want to see from a side thats all robots?
Honestly? Metal, sparks, and oil instead of flesh, blood, and guts. Its entirely an aesthetic thing, really. What it means towards gameplay is entirely up to the designer. So, I honestly don't know what I expect from a side entirely of robots. Heck, the Dummy faction is entirely of robots, and they aren't really uber at all. Mechanical skeletons is more like it. There's this idea in fiction that robots will be stronger and hardier than humans. Being made of metal doesn't immediately make something tough, though. Parts run down, and motors can only generate so much force given their construction and power sources.

Really, here's a question I want you to ask yourself: why should people want to play your mod? If you can answer that question, then you'll be on the right track to making it right.


Tue Nov 25, 2008 10:25 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Mabye make it so the HP diminishes VERY slowly after awhile ?_?

That would balance it out abit more XD

Soldier: "Sir we just gotta hold'em back for another 17 minutes and they'll lose power"
Lieutenant: "Perhaps, but were almost out of ammo too, it all comes down to time (AGAIN!i!)"


Tue Nov 25, 2008 10:31 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Yeah, maybe have something like the Protoss pylons, only your robots have to go near one every so often to top up...


Tue Nov 25, 2008 10:47 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Hey, adding startcraft things here XD

But yeah, since auto heal (and limitation to healing) is now possible you could do that and itd be both a weakness and a strength

But if you do that they (the Recharge Pylons) have to be added before the battle and protected aswell

EDIT1: lol I posted on the devils number YAY (im neither happy nor sad in real life bout it) XD


Tue Nov 25, 2008 10:50 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
you should add more fort accesory descriptions, for instance what are the tower things for?


Tue Nov 25, 2008 11:45 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
a lazer shotgun could so work. just have a spinning refraction crystal at the muzzle, and fire 5 lazers out of it.

a way to make it so they are near invincible without being invincible would be to make their entrywounds have a burstdamage of .1 and no emission damage, and just be a slightly discoloured pixel that sparks on burst. that way smg bullets wont bounce off, but youll need to be hit by 10 to do 1 damage.
raise the gibwoundlimit up past 1000 so you can die from entrywounds before gibbing.

id love these things to gib more actually..


Wed Nov 26, 2008 12:05 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Geti wrote:
a lazer shotgun could so work. just have a spinning refraction crystal at the muzzle, and fire 5 lazers out of it.

a way to make it so they are near invincible without being invincible would be to make their entrywounds have a burstdamage of .1 and no emission damage, and just be a slightly discoloured pixel that sparks on burst. that way smg bullets wont bounce off, but youll need to be hit by 10 to do 1 damage.
raise the gibwoundlimit up past 1000 so you can die from entrywounds before gibbing.

id love these things to gib more actually..

That'd be a ridiculously small amount of damage. My point is to NOT make them near invisible. Since that just sucks for any opposition. And "thats the point" is an invalid argument, as that should never be the point.


Wed Nov 26, 2008 12:51 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
well .2-.5 then.. if exitwounds rape hard that would still be balanced, as it would be very much like what heavy armour would do anyway.


Wed Nov 26, 2008 2:40 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
So how do I find beta-testers that won't bug me on what to add to the mod? Currently with the lowered structural integrity as well as the exit wound described. A coalition with a heavy sniper rifle and deal some significant damage it.

As for the sounds issue. A lot of the sounds are downloaded from soundsnap and edited with audacity


Wed Nov 26, 2008 2:43 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Ill gladly Beta test Mod for anyone


Wed Nov 26, 2008 2:48 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
i suppose i could test easily, and i dont pester about additions, thats up to the modder. i dont have a crapload of net, but id test a few versions, it'd distract me from studying chem.


Wed Nov 26, 2008 3:44 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Well I have ideas of what to add to everything but I usually keep it too myself =3

(Especially when noone wants to hear them XD)


Wed Nov 26, 2008 3:46 am
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