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 [WIP] Diemos Federation (UPDATED: 5/21/09) 
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Joined: Fri Dec 28, 2007 4:19 am
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Post Re: Diemos Federation UPDATED: 1/11/08
411570N3 wrote:
Err.... where exactly? I can't see it in the OP or on this page, or am I being an imbecile again...

Ah... It seems the delete file button killed the newly uploaded one and the older one. I'm gonna tinker with DSTech for a bit... Something of a idea.


Wed Apr 08, 2009 4:14 am
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Location: That quaint little British colony down south
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Post Re: Diemos Federation UPDATED: 1/11/08
Wait...

...

...

DSMK2 IS BACK

I'm so happy.....


Wed Apr 08, 2009 4:24 am
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Post Re: Diemos Federation UPDATED: 1/11/08
C :

*Happiest guy in the world*

Do you know any Lua DSMK2? The next build will allow Lua to be attached to almost anything and allow nearly anything to be possible.


Wed Apr 08, 2009 10:19 am
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Post Re: Diemos Federation UPDATED: 1/11/08
numgun wrote:
C :

*Happiest guy in the world*

Do you know any Lua DSMK2? The next build will allow Lua to be attached to almost anything and allow nearly anything to be possible.


Nope! Though I think I can pick it up. It'll probably make my idea for making my command types more command-ish possibly easier then.


Wed Apr 08, 2009 12:45 pm
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Post Re: Diemos Federation UPDATED: 1/11/08
Small update, added a digger I left lying around. The Diemos Chainshovel!
Image


Wed Apr 08, 2009 6:22 pm
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Post Re: Diemos Federation UPDATED: 1/11/08
HELL YES.


Wed Apr 08, 2009 6:31 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Okay, this faction is decent overall, but I have a few things to say.

I like the graphics on everything, but you need to shade the turrets a little more. (I especially like the eye glow.)

Minigun: It fires too fast, like, unrealistically fast.
Heavy MG: Fires too fast, terrain rape.
Needler: Borderline Uber.
Rocket Launcher: The explosion is too weak, or at least feels weak. You need to add something to it.
Machine Gun: The rate of fire is okay, but it does a little bit of terrain rape.
Grenade Launcher: You need to make the explosion a lot weaker with distance, otherwise it's okay.

I think the other guns are fine though.
It's a playable faction, 7/10. I think you should keep working on it, it's got potential.


Fri Apr 10, 2009 3:23 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Never say a minigun or weapon with caseless round is unrealistically fast when I'm within ten internets. There is a recoilled minigun that fires half a million rounds per minute. Granted it's massive, but you get the idea. The minigun is fine, but a wind-up time would be good when it's possible.


Fri Apr 10, 2009 3:34 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Perpetual-303 wrote:
Okay, this faction is decent overall, but I have a few things to say.

I like the graphics on everything, but you need to shade the turrets a little more. (I especially like the eye glow.)

Minigun: It fires too fast, like, unrealistically fast.
Heavy MG: Fires too fast, terrain rape.
Needler: Borderline Uber.
Rocket Launcher: The explosion is too weak, or at least feels weak. You need to add something to it.
Machine Gun: The rate of fire is okay, but it does a little bit of terrain rape.
Grenade Launcher: You need to make the explosion a lot weaker with distance, otherwise it's okay.

I think the other guns are fine though.
It's a playable faction, 7/10. I think you should keep working on it, it's got potential.


What exactly do you mean by that?

The rocket launcher is more of a point explosion weapon rather then a AOE type. Amazingly the sharpness for the MG shots are low esp for the way I make weapons...

The Needler is starting to become a stupid weapon in my mind.


Last edited by DSMK2 on Fri Apr 10, 2009 4:47 pm, edited 1 time in total.



Fri Apr 10, 2009 4:39 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
The artillery cannon fires way too fast and has too large a magazine for the damage it does. Definitely remedy that.
I'd also throw a smaller version with a shorter cannon in as a mortar or bombard- maybe as a crab, so you can get some mileage out of it.
The chainshovel's neat, but the revving sound only plays once when spawned- which is good, because it's really grating and annoying.
The grenade launcher definitely throws shrapnel way too far. It's almost always dangerous to use without cover.

Other than that, damn fine job as usual.


Fri Apr 10, 2009 4:40 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
WHO GIVES A CRAP ABOUT REALISM AND BALANCE.
DSMK2 is back. Be happy he chose to, considering your reception...


Fri Apr 10, 2009 4:49 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Bladecat4 wrote:
WHO GIVES A CRAP ABOUT REALISM AND BALANCE.
DSMK2 is back. Be happy he chose to, considering your reception...


Now to clarify:
Diemos Federation: The fact that they're human really forces me to hold back.
DSTech Corp: The fact that they're robots makes me just cut loose and let there be hell on whatever battlefield.

For the rocket launcher, should I increase power and make the explosion more stylish?

What I have nerfed as of now:
Cannon lowered ROF / ammo count reduced to 5
HMG Lowered ROF / Lowered shot velocity <Sharpness: 10 (Still the same)>
MG Lowered Sharpness <Sharpness: 5 (Half of its previous sharpness)>
GNL Lowered blast radius
Killed the idle sound on the chainshovel

EDIT:
Dropship "Green Bay" is slowly nearing completion <sprite-wise>


Last edited by DSMK2 on Fri Apr 10, 2009 5:03 pm, edited 1 time in total.



Fri Apr 10, 2009 5:00 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Question:
Are you gonna update DSTech? Because I admire a mod on that scale greatly.


Fri Apr 10, 2009 5:02 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
Bladecat4 wrote:
Question:
Are you gonna update DSTech? Because I admire a mod on that scale greatly.


Hrmmmmm... I did make a Laser Rifle for my Oculus C when I got "back". Yes.


Fri Apr 10, 2009 5:04 pm
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Post Re: Diemos Federation UPDATED: 4/08/09
YAY. Anything else? Or is that it? *Hopeful expressionses*


Fri Apr 10, 2009 5:06 pm
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