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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Imperial Guard *beta released*
the sounds need changed, mostly its to loud. Las guns are quiet. aren't they supposed to go 'ZOTT' or some crap?
Also the las-gun is to strong, lasguns are the weakest weapon in 40K... i think even ork shootas have higher stats.
Honestly you could make it like a red version of the laser rifle (CC Vanilla) and make it have a way smaller clip and faster reload.
Maybe tweak the face a little, base it off of a model, and possibly make everyone's favorite ork hating kommissar with the laser eye and big metal claw.
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Sat Feb 28, 2009 1:24 pm |
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janekk
Joined: Mon Apr 07, 2008 5:25 pm Posts: 93 Location: Wasteland
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Re: Imperial Guard *beta released*
Miles_T3hR4t wrote: the sounds need changed, mostly its to loud. Las guns are quiet. aren't they supposed to go 'ZOTT' or some crap?
...
Honestly you could make it like a red version of the laser rifle (CC Vanilla) and make it have a way smaller clip and faster reload. Dunno what sound lasgun makes but lascannon does "Freem!". Thats what I was thinking in first place about lasgun when this mod was just announced, that vanilla laser would be almost perfect. Maybe little more powerful so you can blow through doors with enough patience. 411570N3 wrote: -_-" Space marines also used the same folder arangement... same .inis... meh... does it really matter?
Uh what? Did you even read what I wrote? You're getting angry at me because I basicaly said same thing?
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Sat Feb 28, 2009 10:00 pm |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: Imperial Guard *beta released*
According to Abnett's novels, which are the only tolerable books about 40K written, ever, lasguns DO have recoil, although it's a lot less than a solid-projectile weapon would have. They also make noise- supposedly low-intensity las-rounds whine, and high-intensity rounds make a cracking noise.
In any case, tips-
Reduce the piercing strength by quite a bit. Lasguns cause massive tissue damage from energy dispersal- the target soaks up the energy and generally explodes or gets cooked into seared gristle. They don't punch through ♥♥♥♥. Reduce the range/viewdistance. It's comparable to the SM Sniper Rifle right now, which obviously isn't right. Increase the allowed ROF. Keep it semi-auto (note that lasguns are select-fire and can operate in semi-automatic, 2-round burst or fully-automatic modes), but let us shoot faster. Bump the mag size up to 30 rounds. I don't know if Ivan used the DoW sounds for his Gauss Rifle, but consider changing it so it isn't so obvious.
Also, when/if you do a sniper-pattern lasrifle, include the barrel as part of the magazine (so it is discarded and replaced, along with the mag itself). It's a wierd little point made in the fiction, but sniper lasrifles wear out their barrels after a few hot-shot rounds.
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Sat Feb 28, 2009 11:56 pm |
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Wingwolf
Joined: Mon May 07, 2007 1:49 pm Posts: 98
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Re: Imperial Guard *beta released*
Boba_Fett wrote: It's a nice mod. I changed the head because the old one really bothered me. The las-guns almost seem stronger than Ivan's bolters. The sound also needs to be changed, and the Guardsmen seem a little strong. Other than that, great mod! (I also see that you have a head sprite from my Dark Angels mod. (though not used)) Good to feel loved. Yeah I think I pasted it in by mistake when I was looking through your mod.
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Mon Mar 02, 2009 8:11 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Imperial Guard *beta released*
VERY good work there. I cannot wait to have a full IG mod. But two things:
1. Lasgun don't work like that, at least the effects should be a beam of instantaneous laser. And it should not have recoil. Also, sight range is too long which makes it a sniper(but we can leave balance to later).
2. Guardsman is too big compared to vanilla stuff.
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Mon Mar 02, 2009 11:39 am |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: Imperial Guard *beta released*
Size-wise, the Guardsman are more or less on scale with the vanilla crap. They're too big compared to the Space Marines and Orks, though, which IS a problem.
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Tue Mar 03, 2009 2:34 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Imperial Guard *beta released*
Hamburgler wrote: Size-wise, the Guardsman are more or less on scale with the vanilla crap. They're too big compared to the Space Marines and Orks, though, which IS a problem. Thats a problem on the part of the marines and orks, not this.
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Tue Mar 03, 2009 11:48 am |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: Imperial Guard *beta released*
Miles_T3hR4t wrote: Hamburgler wrote: Size-wise, the Guardsman are more or less on scale with the vanilla crap. They're too big compared to the Space Marines and Orks, though, which IS a problem. Thats a problem on the part of the marines and orks, not this. Oh, I know, we're arguing along the same lines. I'm saying that calling THESE off-scale is wrong because they match the 'true-scale' vanilla stuff.
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Tue Mar 03, 2009 2:15 pm |
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Raintail99
Joined: Fri Sep 14, 2007 9:52 pm Posts: 304 Location: No.
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Re: Imperial Guard *beta released*
Bladecat4 wrote: *cough*page 5*cough*. Sorry, tickly throat. *cough* thanks *cough*. Sorry, real cold (as in I have a cold in real life, not I am very chilly).
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Tue Mar 03, 2009 11:20 pm |
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Raintail99
Joined: Fri Sep 14, 2007 9:52 pm Posts: 304 Location: No.
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Re: Imperial Guard *beta released*
Yes, this is a double post, but on a completely different topic. I like the faction lots, but a few things to fix/add: 1. Get rid of the recoil by useing the old "shoot emitter that makes bullet" trick. 2. Add a faction symbol. (Obviously) 3. The actor's head seems too forward. That's all I can think of. I hope this mod continues to be devoloped!
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Wed Mar 04, 2009 1:25 am |
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doom1337
Joined: Sun Feb 08, 2009 7:10 pm Posts: 8
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Re: Imperial Guard *beta released*
Actors are a bit too strong other wise VERY good mod
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Fri Mar 06, 2009 2:59 am |
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ivan21
Joined: Sun Jun 03, 2007 2:12 pm Posts: 69
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Re: Imperial Guard *beta released*
Sprites!
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Mon Mar 09, 2009 3:11 pm |
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TeeKoo
Joined: Sat Dec 27, 2008 5:18 pm Posts: 44 Location: Finland
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Re: Imperial Guard *beta released*
Ivans sprites seem a bit more "correct" when it comes to colors. Otherwise there isn't that much difference in quality.
PS. I still think the Lasgun shoots a bit too far.
PPS. OFFTOPIC: I lolled at Ivans avatar.
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Mon Mar 09, 2009 6:24 pm |
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Raintail99
Joined: Fri Sep 14, 2007 9:52 pm Posts: 304 Location: No.
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Re: Imperial Guard *beta released*
TeeKoo wrote: PPS. OFFTOPIC: I lolled at Ivans avatar. That is true. His avatar is hilarious. Yes, Ivan's sprites are better, alot.
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Mon Mar 09, 2009 9:32 pm |
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janekk
Joined: Mon Apr 07, 2008 5:25 pm Posts: 93 Location: Wasteland
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Re: Imperial Guard *beta released*
Apart from WTF ?!! *dies from laughing* at Ivans avatar his sprites lack one thing for me, eagle thing on helmet (I forgot its name, aquila? imperialis? I don't play loyalists ). Its just a minor detail but that sets them apart from other "modern" soldiers like from BF for instance. Otherwise can't say bad thing about it .
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Mon Mar 09, 2009 10:49 pm |
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