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 W40k:Tau U-P-D-A-T-E !!!! 
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Joined: Mon Aug 25, 2008 1:18 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
I tested the rail rifle against a normal actor at close range... it knocked his head off so hard that it flew across the screen and killed another actor. That is my kind of gun.

Other than that, the sprites look very nice, and the other guns seem pretty balanced. And railguns are imbalanced in real life, so the rail rifle is pretty accurate.

My one complaint is that the sharp length of the rail rifle should be at least twice as long; there's no point having a sniper rifle that you can only use at point-blank range.


Mon Feb 02, 2009 4:47 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
The sprites are not good imo, especially the legs. But who cares, all I care is the Tau mod being finished :) Just leave it till late production or something.


Mon Feb 02, 2009 11:28 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Now that i've played the latest build of this (that's on this thread) I have to say there are MAJOR problems.

1)The pulse rifle doesn't work as it should. It is in the fluff, Assault and rapid fire, which means AUTO-FIRE, it is a machine-rifle.

2)There is no such thing as a pulse revolver. Remove that crap, its pointless.

3) The pulse carbine FUNCTIONS as close to correct as any of the contents of this mod, Except one thing. It doesn't look right. I will post pictures of a fire-warrior with a pulse carbine, later, after I've scanned that page of Imperial Armour. It looks wrong and its to big, but it works fine, just a bit to much spread.

4) Rail Rifle: The phrase "this rail rifle seems overpowered" is understatement of the year. Load the tutorial map. Find a long line of concrete, and shoot in to it. It will shoot through concrete, the entire distance of your base, and into the dirt. You can shoot from the bottom of your bunker, through a wall, through all the dirt, and get a headshot, and kill something, in one shot. NOOOOOOOOOOOO

5) This one is one of the most important. ALL OF THE RANGES ARE WRONG.

Range of tau weapons included so far.
Pulse Pistol - 12 Inches
Pulse Carbine - 24 Inches
Pulse Rifle - 32 inches
Rail Rifle - 30 inches.

In this mod, the pulse carbine has a longer scope range than the rail rifle. Are you deft? (no my hearing is quite good lol)

6) This is the 2nd most important.

FIRE WARRIORS DO NOT HAVE JET PACKS! AT ALL.

Fire warrior, infantry,
Gun drone, Jump infantry,
Pathfinder, Scout infantry
Stealth suit, Stealth jet-pack support.
Kroot : Support infantry
Vespid : Support jump infantry that everyone hates.




BUT I WONT BE SO HARSH.

This mod Does have it up points.

1) Decent sounds (I do not consider ripping a sound from another game a good thing, even if it is 40K. Make your own content people, I say this in ALL the threads I notice it in)

2) Excellent effects, the flashes on the rail rifle when it fires, that puff of blue... so pretty... oh so pretty...

3) WITH THE EXCEPTION OF THE CARBINE AND THE NON-EXISTANT REVOLVER, They have well made sprites. The fire warrior is a bit off and looks like a bubbly cartoon version of itself, but it looks well made.

4) the carbine can actually damage the tank in the bear faction. It actually creates wounds on them, and this is a plus.

5) the pulse pistol isn't as over powered as the shot pistol thats in game by default (that thing is such BS)

6) It is a high quality mod, even if it has problems.





TL:DR
This is a good mod, but for people that are as nit picky as me, or see the problem with the rail Rifle with shorter range than a large hand gun, there are some signifigant flaws. All of which are fixable.
Mostly get rid of the thing you made up, fix the rail rifle so its not ass, and make the pulse rifle true to its stats and fluff (its not like its a mini missile launcher like the bolter) Maybe make the firewarrior itself look less like it belongs in lilo and stitch, and i'll this will be the best 40K mod yet. Yes, better than Ivans, His release of marines from when I played them had A) obnoxious weapons, and B) happy-tree-friends marines.


Mon Feb 02, 2009 10:03 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Miles_T3hR4t wrote:
FIRE WARRIORS DO NOT HAVE JET PACKS! AT ALL.


dude...
this is cortex command...
without the jetpacks the fire warrios are pretty much dead...
unless we get some other units than can FLY(then the fire troopers can be support/snipers for the tau) then we must stick with the jetpacks for the fire warriors


Mon Feb 02, 2009 10:18 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
vagyr wrote:
dude...
this is cortex command...
without the jetpacks the fire warrios are pretty much dead...
unless we get some other units than can FLY(then the fire troopers can be support/snipers for the tau) then we must stick with the jetpacks for the fire warriors


If I ever get some free time I might think about some Vespid. I dunno. It would be hard work and it is someone elses mod. guess we should wait and see where this goes.


Mon Feb 02, 2009 10:46 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
vagyr wrote:
Miles_T3hR4t wrote:
FIRE WARRIORS DO NOT HAVE JET PACKS! AT ALL.


dude...
this is cortex command...
without the jetpacks the fire warrios are pretty much dead...
unless we get some other units than can FLY(then the fire troopers can be support/snipers for the tau) then we must stick with the jetpacks for the fire warriors

Ivan's Space Marine Scout does well without one, same goes for Orkses by Ork Gothic.



@Miles_T3hR4t Pulse Carbines aren't rapid fire, they are assault, pinning thanks to photon grenade launcher (Still its just compact pulse rifle so it should fire in auto).
And you got ranges wrong for weapons (Still point stands, rail rifle has longer range than rest of weapons).
Also there is no need to shout.


Mon Feb 02, 2009 10:53 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Allstone wrote:
Let's play a game called "Who thinks Allstone sucks at spriting?"...

Rail Rifle.bmp
Pulse Pistol.bmp
Note: pulse pistol ended up as revolver
Miles_T3hR4t wrote:
3) WITH THE EXCEPTION OF THE CARBINE AND THE NON-EXISTANT REVOLVER, They have well made sprites.

awwwww
Really? I thought that my pistol sprite (which ended up as the revolver) was alot better than my rail rifle sprite...
Also, I thought that photon grenades had the same characteristic Tau look and were stun grenades as opposed to concrete+metal vaporisers...
Also, if you have fire warrior jetpacks you should probably have them blue, because that's the colour of tau jetpacks...


Tue Feb 03, 2009 3:57 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Miles_T3hR4t wrote:
BUT I WONT BE SO HARSH.


I lol'd so hard after reading all that, but I do agree about the rail rifle and the range of weapons. I've done the tutorial bunker using the pistol and practically sniped my way to the brain.

But this is still an awsome mod. sort out a few things and this will be an epic mod.


Tue Feb 03, 2009 11:49 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
janekk wrote:
vagyr wrote:

dude...
this is cortex command...
without the jetpacks the fire warrios are pretty much dead...
unless we get some other units than can FLY(then the fire troopers can be support/snipers for the tau) then we must stick with the jetpacks for the fire warriors

Ivan's Space Marine Scout does well without one, same goes for Orkses by Ork Gothic.


but the space marines have got some units than can fly and some than dont fly...
they have variety...
here there is only 1 unit...
so the fire warriors can not have a supporting role while another jet pack unit takes the enemy head on...


Tue Feb 03, 2009 12:09 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Vagyr makes a great point. until this mod is more sparse and has more specified units, it is best the fire warrior stays versatile.


Tue Feb 03, 2009 11:00 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
If you want balance between the factions, you have to get the actual benefits of the availiable armies correct. Tau have extremely accurate and powerful weapons, but they lack close combat capabilities. Space Marines can take a lot of damage and can take on all types of enemies, but they are fewer in number. Orks have inaccurate weapons, but their numbers and deadly close combat make up for that.

Now do you all see?


Wed Feb 04, 2009 2:19 am
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Darkblade wrote:
Tau have extremely accurate and powerful weapons, but they lack close combat capabilities. Space Marines can take a lot of damage and can take on all types of enemies, but they are fewer in number. Orks have inaccurate weapons, but their numbers and deadly close combat make up for that.

Now do you all see?


so true...
BUT!!!
the space marines get the rocket troopers(forgot the actual name) and they have a big armory(from bolters to sniper rifles to chain sword)
the orks have a wast selection of troopers(clones) and weapons to get the job done...
the tau have 1 clone and a reeealy small weaponry(the pulse rifle and the rail rifle are so far the same)so far...
they do not have the option of being the same think to the original units of the dawn of war universe...
unless more units are added(crysis suit or the scouts than i forgot the name)which have jet packs we must stick to the jetpacks fire warriors...
also unless we have more weapons we must stick to the unbalanced weapons...


Wed Feb 04, 2009 3:12 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
janekk wrote:
@Miles_T3hR4t Pulse Carbines aren't rapid fire, they are assault, pinning thanks to photon grenade launcher (Still its just compact pulse rifle so it should fire in auto).
And you got ranges wrong for weapons (Still point stands, rail rifle has longer range than rest of weapons).
Also there is no need to shout.


Okay, I'm going to try to say things differently so they make sense, but first,

Pulse RIFLES have Assault and Rapid fire
Pulse CARBINES have assault and Pinning.
Pinning on carbines is NOT because of the grenade launchers, after all, grenades are optional, and if you don't take grenades, they still have pinning.

As having assault, they have auto-fire, as they fire multiple times per round, RAPID-Fire, a rule, states that when within 12 inches, it gets extra shots, IE, its counting the accurate shots, but not the inacurate ones, untill you get close enough to hit with them. So the pulse rifle would have autofire, hitting rather fast, with the scope, but would have stray shots that spread out, so that up close, its more deadly. Thats the difference between "Assault auto fire" and "rapid fire, autofire" The pulse rifle gets both.


Now to everything else.

I wasn't trying to be harsh, I was just trying to say that the few problems, are somewhat serious to me, and probably other tau players.



The pulse revolver LOOKS NICE, but i'm not counting it because A) theres no such thing as a pulse revolver, and B) ENERGY WEAPON + REVOLVER = NONSENSE


The sprites look awesome, BUT inaccurate in places (bubblegum tau, the carbine doesn't look like that)

Even the 'pulse revolver' looks great, BUT its a non-existant weapon, use it for something else.

ALso for the record. It specificly says in the books, that the Pulse Carbine, and Pulse Rifle have EXACTLY 50 SHOTS BEFORE THEY MUST RELOAD.

Here's a scan of imperial armour (Taros campaign) which shows a Detailed picture of the pulse carbine, AND states how the pulse carbine works, compaired to the rifle, AND how much ammo it has.

This will end all argument on that matter.

Attachment:
scan0001.jpg


Wed Feb 04, 2009 4:57 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
Miles, I do agree with you but If you really, badly want to have the armory changed then just change it your self.


Wed Feb 04, 2009 6:23 pm
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Post Re: W40k:Tau U-P-D-A-T-E !!!!
how about a variation???
a pulse rifle with auto fire and a pulse rifle with a single shot...
this way everybody gets what they want and we are all happy...
it is realy easy...
I can make it if you want(if some one tells me how can you upload files)(and grenate allows me to do it)...


Last edited by vagyr on Wed Feb 04, 2009 10:30 pm, edited 1 time in total.



Wed Feb 04, 2009 7:01 pm
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