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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Geti wrote:
he is nerfing it all darlos. just with that many weapons, it takes time. it also takes some time to tune down the robots, but i agree it should all be taken down a few more notches, especially towards the low end. your low end robots should be at most as durable to fire as the robot 2 and durable to falls as a double strength fleshie.
not as strong as a dropship. darlos has been nerfing his dudes bit by bit, release by release, until its become actually possible to kill them from a normal fall (way back i used to be able to have them slam into a pile of metal debris and walk away 10 health poorer), and now the darklones are undeniably the most balanced and therefore fun to play mod from the current selection.
Well, the major reason my stuff got balanced is because I basically stopped making new stuff and went back and completely re-factored. At the very least, DSMK2 probably doesn't need to be making some new thing with even STRONGER weapons if he's trying to move towards any semblance of balance.

Solace wrote:
You know, you can add in his stuff to the things that spawn... yes his stuff annihilates the vanilla units, but as long as they're balanced against the other things he has and hopefully similar mods, it's not a problem.
First, there are no similar mods. Don't cite AAL because the next update of that will probably see more in the way of balance, according to Numgun. Secondly, I shouldn't be forced to use only his stuff. If he wants it to be that way, then he should get into Lua and scene making and make up a whole separate game type using his stuff, rather than releasing it as a general mod even though it plays nicely with nothing. I'm not suggesting he should, since i figure he doesn't want to do that, so to me the only remaining alternative is general balancing. Finally, yes of course I knew that.


Wed Dec 03, 2008 3:52 am
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Joined: Fri Feb 01, 2008 8:43 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Sometimes the Oculus c and up blows up when they are at 100%


Mon Dec 08, 2008 1:09 am
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Joined: Sun Apr 29, 2007 6:11 pm
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Location: The hood
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Darlos, chill the ♥♥♥♥ out. He just sees his mod as an overpowered monstrosity because that's his prerogative in making it. Don't hate on his artistic integrity. It's simply what he wishes to make and how well he realizes it that matters in the way of his mod. Just chill out man, you are overcritical in the way of realistic balancing for many things, and I think you need to realize that not everything can necessarily fit within the confines of which some call "balanced" (or normal for that matter).


Mon Dec 08, 2008 4:20 am
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Joined: Tue Aug 21, 2007 12:51 am
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Location: Raleigh, North Carolina, USA
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Darlos, quit the hate. You're starting to look less like you're critiquing and more like you're insecure about your mod's quality compared to this one. I'm not saying either is better, BUT you're starting to really look like a jerk.

Also, DSMK2, when you say that you're looking to be similar to the Raptor, does that include the reverse-joint legs :3 ? I'd love to see some more reverse-joint love. Good luck with the offsets, though.


Sun Dec 14, 2008 4:53 am
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Joined: Wed Apr 30, 2008 10:10 am
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Location: Seattle, WA
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Post Re: DSTech Corp (UPDATED: 11/23/08)
I don't know if anyone else is experiencing this, but i am given an error message when trying to load this in the mac build. Something about "Wound000" in the wounds directory. Any other mac users running into this problem?
Attachment:
DStech error.jpg
DStech error.jpg [ 121.76 KiB | Viewed 4139 times ]


Any suggestions?


Sun Dec 14, 2008 6:16 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
I just tried out and I like the changes. The laser rifles, the grenade launcher and the giant cannon thing are awesome.

But.

I dont like the sound the lasers make when they hit something. And the grenade launchers could fire at much more slower velocity so you could use them in slightly more tight spaces and arc over walls without doing a huge curve. And finally the cannon SS's shell sprite stand out way too much. It looks completely out of place. I would suggest removing the black outline from it, making it shorter by 1-2 pixels.

Also another thing that slightly distracts me is some of the guns are either outlined with black or grey. Please stick to either outline color and keep guns that way. I would suggest grey because it blends better with the enviroment.


Sun Dec 14, 2008 6:51 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Yea I like the grey as well, I've been applying it to the Diemos mod.

What should the laser impact sound like? A sizzling sound? Hrm. I'm going to have to tone down the power of the high laser rifle...

I'll see what I can do.


Sun Dec 14, 2008 9:04 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
DSMK2 wrote:
What should the laser impact sound like? A sizzling sound? Hrm. I'm going to have to tone down the power of the high laser rifle...

I'll see what I can do.


A fast, small energy explosion sound. Like in armored core those energy rifle that create an explosion upon impact. Something like the force's sound but less loud and smaller just a tad.

Maybe add a medium sized bright center glow when the laser's shot hits.
Would make it look better. Also pls give more power to the Hi-laser. It feels inferior to the normal laser guns.


Sun Dec 14, 2008 9:48 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Shoot the damn thing over the heads of the vanilla actors and you'll see what I mean.

I'm condensing weapons right now hrm...


Sun Dec 14, 2008 11:51 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
cant wait for the condensed release. also yes, the grenade launcher's arc should be way shorter imho..


Mon Dec 15, 2008 1:48 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Sweet ♥♥♥♥... O_O

The Cannon II can only be comfortably used by a ♥♥♥♥ MPAM, out of all the units I've tested it with. Even the DSTech Imperator gets instagibbed by the recoil.


Thu Dec 18, 2008 11:41 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
RaggedDruid wrote:
Sweet fudge... O_O

The Cannon II can only be comfortably used by a fudge MPAM, out of all the units I've tested it with. Even the DSTech Imperator gets instagibbed by the recoil.


Wait... Recoil? What bloody recoil...?!


Thu Dec 18, 2008 11:53 pm
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Post Re: DSTech Corp (UPDATED: 11/23/08)
RaggedDruid wrote:
Even the DSTech Imperator gets instagibbed by the recoil awesome.

Fixed.


Fri Dec 19, 2008 12:34 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
I'm getting this wierd crash in-game after I turned activities on.
Game works flawlessly when activities are off.
When I turn activities on everything loads up properly, go into Skirmish, I place my brain, set up, all that jazz, start the game... and then it crashes when I go to bring up the purchase menu.
No error message, no default Windows "this program has blah blah blah", just a freeze-up that I have to alt-tab out of.
Kind of a shame, as I really like beating up on overpowered Imperators.


Sat Dec 20, 2008 12:22 am
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Joined: Tue Nov 11, 2008 8:26 am
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Post Re: DSTech Corp (UPDATED: 11/23/08)
Hamburgler wrote:
I'm getting this wierd crash in-game after I turned activities on.
Game works flawlessly when activities are off.
When I turn activities on everything loads up properly, go into Skirmish, I place my brain, set up, all that jazz, start the game... and then it crashes when I go to bring up the purchase menu.
No error message, no default Windows "this program has blah blah blah", just a freeze-up that I have to alt-tab out of.
Kind of a shame, as I really like beating up on overpowered Imperators.

viewtopic.php?p=246252#p246252


Sat Dec 20, 2008 9:12 am
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