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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
i still think the old assault rifle was cooler than the one you have now.


Thu Feb 26, 2009 1:57 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
cornetto wrote:
i still think the old assault rifle was cooler than the one you have now.

Old? Which one? This mod has been through so many iterations...

... not that I'm terribly concerned. You're probably referring to the gun that eventually got relegated to being the D31 DMR. I plan on implementing different fire modes (semi-auto, burst, full-auto) in some guns, such as the DMR. Once I do that you'll have your baby back. Not that a full auto 7.62x51mm battle rifle will be without its drawbacks, such as large recoil. Though perhaps such a weapon could be designated as the standard main weapon of non-specialized Shoguns. Yeah, that sounds like a cool idea... I was planning on somehow setting it up so Shoguns had better control over weapon recoil.

Thanks for bringing it up.


Thu Feb 26, 2009 5:42 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
i still think the old name (Darklones) was cooler than the one you have now.


Thu Feb 26, 2009 5:52 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Beowulf wrote:
i still think the old name (Darklones) was cooler than the one you have now.


I like the current name.


Thu Feb 26, 2009 7:13 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I prefer DarkStorm. I find that the name Darklones is a bit cheesy... with the shared letter thing...
But still.

Multiple mode firing sounds pretty good. Would you be planning on making frontmounts? Also, would it be possible to disable a certain firing mode on certain conditions? My idea is a frontmount with limited ammo....

And are your weapons in metalstorm configuration or just caseless magazines?... <-EDIT: Ignore this

Have you thought of an alternate fire mode for the shotgun where it utilises slug ammunition? Or perhaps incendiary pellets. Or other weapons utilising incendiary, explosive or alternate ammo as opposed to fire mode changes...


Thu Feb 26, 2009 8:14 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
411570N3 wrote:
Have you thought of an alternate fire mode for the shotgun where it utilises slug ammunition? Or perhaps incendiary pellets. Or other weapons utilising incendiary, explosive or alternate ammo as opposed to fire mode changes...

Well, that wouldn't be alternate firemodes as much as it would be loading different types of ammo. Which is something else I'd like to implement. And yes, front mounts is something I've mentioned and would like to do. So probably the alternate fire mode would be firing the underslung grenade launcher or shotgun or whatever. And then both grenade launchers and shotguns would probably have the widest array of ammo types, so any underslung weapon would immediately make any weapon that much more complicated. And thats on top of different ammo types for rifle rounds (and all of my bullet weapons use rifle rounds, even the handguns). Every ammo type would have to be bought separately though, and manually switched between.

Beowulf wrote:
i still think the old name (Darklones) was cooler than the one you have now.

I don't care.


Thu Feb 26, 2009 5:07 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
cornetto wrote:
i still think the old assault rifle was cooler than the one you have now.

Old? Which one?



Well, there's back when this was still Darklone Military Technologies, and you had like 15 machine guns, but I think he's making reference to the Battle Rifle. And yeah, that was a lot funner to use then the current carbine o;


Thu Feb 26, 2009 11:08 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Okay, great. People liked the battle rifle, I get it. Probably what everybody liked is the firing sound effect, since it wasn't really that much more super-effective in comparison to the current carbine. The DMR - which is basically still a battle rifle - actually uses the same sound, though you hear it three times in rapid succession. I still have the original "one shot" sound. The full-auto battle rifle will make a re-appearance in the future, once I can do some Lua stuff and make it so the shoguns resist recoil better and can sensibly fire it full-auto. Other units might have the option to fire it full-auto, but they'll probably experience some serious inaccuracy.


Fri Feb 27, 2009 3:10 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
the one you modeled after a hk g3 but bullpup


Fri Feb 27, 2009 3:58 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
i love the carbine. seriously, it feels like a powerful sidearm in a similar way the vanilla SMG used to, which is a good thing. the way it sits against a tengu's body is also fantastic. srsly, i love that weapon.


Fri Feb 27, 2009 4:33 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
but that leaves the gap of "good old assault-rifle" unfilled.


that's what keeps putting me off about this mod... there's no standard assault weapon for standard troops, but there's a pdw, percision assault weapon and a squad automatic weapon.


Fri Feb 27, 2009 7:51 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I think he said multiple times that his units and weapons would fill a support role... e.g. no assault rifle, but then he said he'd put it back... arrghhh I is confuzzled...


Fri Feb 27, 2009 12:56 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
NeoSeeker wrote:
but that leaves the gap of "good old assault-rifle" unfilled.


that's what keeps putting me off about this mod... there's no standard assault weapon for standard troops, but there's a pdw, percision assault weapon and a squad automatic weapon.

The carbine IS the "good old assault rifle." It fires 5.56 rounds, so its not really a PDW if you go by cartridge. Also, the SAW's description basically states that that weapon is often favored as an assault rifle as well, even though it was designed as a machine gun. Just use that. Both of the weapons will be accepting mods once I develop them anyway. Its really just a matter of whether or not you want a higher firing rate and less bullets, or a lower firing rate and more bullets. I guess I could rename the SAW to Assault Rifle, but it wouldn't really change its functionality. Really, if you read the third paragraph of the beginning part of the Squad Automatic Weapon article on wikipedia, there isn't really a whole lot of difference between the two. SAWs are often just assault rifles with bigger clips and a few parts swapped, such as having a heavier barrel, if even that.

Also, the weapon we're talking about here is a battle rifle, which is something higher caliber. Soldiers aren't normally armed with fully automatic 7.62 weapons, since the recoil would be somewhat unmanageable, and the extra range and penetrative power gained from the round isn't really necessary in most situations. This is why you bring along ONE guy in a squad with a marksman's rifle (which is pretty much an updated battle rifle with a scope) so you can deal with that situation when it arises. I say I'll bring back a fully automatic battle rifle because the shogun armor, since it grants higher strength and stability, could logically be used to wield such weapons normally. Unfortunately, if I did that now, I wouldn't want normal units using it, but at the same time it feels weird making a battle rifle that is unusable once the shogun drops it. I'd rather wait for Lua stuff so I can program in some kind of general recoil resistance for the shoguns.


Last edited by Darlos9D on Fri Feb 27, 2009 5:40 pm, edited 1 time in total.



Fri Feb 27, 2009 5:30 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Well, if you want to make the squad system work, you had better come up with some really good AI programs. Because I am not bringing along a DMR if it's more likely to shoot ME because I dropped a DFG.
EDIT: I just realized how meaningless those initials sound...
EDIT 2: I think it works perfectly making a MarksMans rifle for shguns what gibs. Make a semi auto for shinobis and a fully auto for shoguns.


Last edited by Bladecat4 on Fri Feb 27, 2009 5:41 pm, edited 1 time in total.



Fri Feb 27, 2009 5:36 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Bladecat4 wrote:
Well, if you want to make the squad system work, you had better come up with some really good AI programs. Because I am not bringing along a DMR if it's more likely to shoot ME because I dropped a DFG.
EDIT: I just realized how meaningless those initials sound...

Too bad you didn't realize that I can't program this game's AI in Lua. I'll have to rely on Data for that sort of thing.


Fri Feb 27, 2009 5:41 pm
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