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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: The RailGun
the name is irrelevant. the point is that it goes through walls.
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Fri Mar 13, 2009 12:06 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: The RailGun
Railgun: A rifle that fires projectiles using electrical-magnetic railings to propel them at supersonic speeds.
However, it is a common misconception that a railgun can pierce through solid objects, and many times in science-fiction, that is true. The former definition is the technical and correct one, so you should change the name before Darlos finds this thread and verbally rapes you.
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Fri Mar 13, 2009 12:22 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: The RailGun
Oh, come off it now. There's no obligation to realism or accuracy. A mod can be wrong if that's what it's creator wants. Roon3 wrote: but every shot costs you another 10.5. Hmm, I got the same effect on something I made, but I did it in a more roundabout way that only worked for one team. For general use, your way is superior. But if one would want to make it getting in enemy hands something to worry about, as a gameplay feature, maybe my way would be preferable. So I suppose I'll just stick with it and incorporate that. Anyways, nifty weapon. It'd be nice if it didn't damage dirt so much though.
Last edited by Azukki on Fri Mar 13, 2009 12:42 am, edited 3 times in total.
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Fri Mar 13, 2009 12:36 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: The RailGun
Ragdollmaster wrote: before Darlos finds this thread and verbally rapes you. He's not that touchy about realism, especially if the mod is decently competent as this one is.
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Fri Mar 13, 2009 12:39 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: The RailGun
Bladecat4 wrote: WE I DON'T WANT A GOLD REDUCTION, WE I WANT AN EPIC GUN. Don't charge us me for firing, we are I am not renting the gun.
Fixed. A brilliant idea. Roon3 (and Findude), would you mind me using it for the Carpet bombing gun in UniTec? This way it doesn't have to have an initial ridiculously high price tag.
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Fri Mar 13, 2009 10:34 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: The RailGun
Yay, more comments! Anyway no more crap about realism, if you don't like the name rename it. (and no more crud about Darlos being a mean realism freak, he isn't) Azukki wrote: Hmm, I got the same effect on something I made, but I did it in a more roundabout way that only worked for one team. For general use, your way is superior. Sending craft into the sky? Azukki wrote: Anyways, nifty weapon. It'd be nice if it didn't damage dirt so much though. It used to put holes sand only, but I thought it was too weak, it couldn't do any damage to dummies. Also, no need to ask for permission if you want to use this concept. Thanks for the good responses! Edit: Crazy bunker designs!
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Fri Mar 13, 2009 11:28 am |
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fightbot1232
Joined: Wed Feb 25, 2009 2:50 pm Posts: 13
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Re: The RailGun
Great kewl idea, now if you only made it bigger.....
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Fri Mar 13, 2009 5:41 pm |
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Bullion
Joined: Sat Sep 27, 2008 9:12 pm Posts: 46
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Re: The RailGun
Is this the first time paying for ammo's been used? If it is, THANK YOU. SO MUCH! This tiny mechanic makes all the difference to me it's so awesome. Hurray for non-terrain raping, brain sniping too!
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Fri Mar 13, 2009 5:43 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: The RailGun
This would be worth keeping, if it didn't have a short range.
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Fri Mar 13, 2009 11:08 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The RailGun
Numgun should use this to balance out his super weapons instead of the atrocious reload times.
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Fri Mar 13, 2009 11:11 pm |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Re: The RailGun
CandleJack wrote: Numgun should use this to balance out his super weapons instead of the atrocious reload times. Honestly, that's a brilliant idea. A shame that a gun like this could be abused in a last resort situation though; firing just sets you into negative funds. The firing effects are pretty and the mechanic is neat. Well done.
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Sat Mar 14, 2009 12:42 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: The RailGun
Thanks Control. Lambda wrote: This would be worth keeping, if it didn't have a short range. Longer range means more particles, (it uses 300 now) and more particles mean more lag, recoil etc. I could weaken the particle (For less recoil) but then it wouldn't damage stuff very well. (Last time I tried the laser couldn't damage metal) More comments!!
Last edited by Roon3 on Sat Mar 14, 2009 9:24 am, edited 2 times in total.
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Sat Mar 14, 2009 8:18 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: The RailGun
Now that I think about it, this is really more of an indoors weapon meant for fighting in bunkers. A longer range isn't required when you're not outdoors.
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Sat Mar 14, 2009 8:20 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: The RailGun
Youre missing a mining tunnel in your base, Roon3. Who's gonna fund those shots? :p
But yeah, it sounds like a badass idea. Could be very nifty for the ypsilon painter gun when I put it in the AAL 3rd pack... That way you'll be having so much fun blasting with the cannons so you'll end up having no money which is a good thing. And you dont have to worry about the painter vanishing from your hands. The next build has startup feature for guns so it will become handy aswell.
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Sat Mar 14, 2009 10:01 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The RailGun
Why not just make it fire an emitter that fires the shot if recoil is a problem?
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Sat Mar 14, 2009 5:12 pm |
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