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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
Well, I finally downloaded it. f#$#ing A. Just amazing mod. The weapons are great, you have recharging point defense guns, safeties, etc. Without a doubt the ONLY competing mods are AAL and Mercenaries.


Thu May 28, 2009 2:08 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
Awesome new additions, love it. Worm hole works great, the new camo and battle rifle actors prove useful. Point defense is extremely handy but balanced by running out of energy. New armor design for the point defense shogun is fantastic. Simply, great mod. I'm going to keep this in my CC folder permanently.

Suggestions:

Sending in actors and slowly erecting turrets on the battlefield with wormholes are really cool. However, using a wormhole to send in a single weapon doesn't feel right, does it really have to take so much space to send in one weapon? Maybe a mini wormhole exclusive to equipment delivery. Or a smaller (old) Raju droppod which plunders from the sky. That'd look cooler for weapons imo.

The camo soldier, when he's visible, it was like a giant floating brain or something. Could've make all the body parts visible, just for the heck of it. Also, to really make the camo shinobi sneaky, make so that slight movements won't reveal him, only prolonged(you decide how long) walking or flying will.

Well, that's a lot of words.


Thu May 28, 2009 3:07 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
Boba_Fett wrote:
Can you upload the old Darklone mod for B23? The melee aspect of that mod really had me interested.
Too many mods now are ranged combat focused.

No, I'm not really interesting in maintaining two mods simultaneously. If you want melee, go get Melee Master Arms.

Subiw wrote:
Control is very smooth, but doesn't have the feel of a scout drone. Lack of a small 'hovering' motion up and down looks weird, and the stability is made further weird by not being able to knock it out of the air into a spin

I was probably going to tweak it a bit later. I just wanted to get a functioning release out so I could be a little less 24/7 obsessed with modding.

Subiw wrote:
Works on all units, so I suggest some handwavium on how it interferes with the controller's signal or something.

Actually, no handwavium is really necessary. Constant strong EMP would screw up whatever signals went between brains/controllers and units. I changed the description a bit to address it though.

Subiw wrote:
A small note on the Shogun's punch.. ineffective sometimes against crabs?

Uhm... I guess they're impact resistant?

Tesseract wrote:
-Missiles from the missile turret seem to harmlessly bounce off everything most of the time. The safety system is great, but it seems to be a little -too- safe.

The whole point is to avoid having your own stray rockets randomly looping around the map and blowing you up. The DarkStorm guys make all of their explosives like C4, where they're very non-volatile until a strong electric current passes through them. Impacts wouldn't set them off. Actually, the extreme sensitivity of vanilla explosives is pretty ridiculous if you ask me...

The Decaying Soldat wrote:
Point defense is extremely handy but balanced by running out of energy.

I'd like to address this topic a bit, by saying that the vanilla content is unbalanced. That's right, the vanilla content is unbalanced. There are guns that fire bullets with incredibly high mass for no real reason. I've talked to some guys in charge of CC's development and they said they're figuring out how to normalize everything a bit more. Unfortunately though, until that happens many vanilla weapons will tear my point defense system up like crazy, since it expend its energy based off of a projectile's mass and velocity. If you use DarkStorm vs DarkStorm, you'll get a better feel for how the PDS should actually stand up to assaults.

The Decaying Soldat wrote:
Sending in actors and slowly erecting turrets on the battlefield with wormholes are really cool. However, using a wormhole to send in a single weapon doesn't feel right, does it really have to take so much space to send in one weapon? Maybe a mini wormhole exclusive to equipment delivery. Or a smaller (old) Raju droppod which plunders from the sky. That'd look cooler for weapons imo.

About the drop pod... honestly, I just feel like making a drop pod is redundant in the face of the Dummy drop crate. Though the wormhole thing pretty much works the same way as the drop crate too. I'm even going to turn the turret-builder into a bomb rather than a drop vehicle, taking away even that bit of uniqueness. Do I even need a drop pod guys? It just feels kinda pointless, unless I can think of something nifty to do with it, like making it useful for infiltration drops somehow.

The Decaying Soldat wrote:
The camo soldier, when he's visible, it was like a giant floating brain or something. Could've make all the body parts visible, just for the heck of it.

I'll say it again: I CAN'T RUN SCRIPT ON LIMBS AND ATTACHMENTS. Otherwise I'd have already done what you just said.


Thu May 28, 2009 4:11 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
Darlos9D wrote:
I'll say it again: I CAN'T RUN SCRIPT ON LIMBS AND ATTACHMENTS. Otherwise I'd have already done what you just said.

Since the whole actor is invisible, maybe expand the torso sprite a bit to have a very rough fake 'head' and 'limbs' region? Or simply a blurred image of the whole body, flicking sometimes.

After testing out the emp grenade I have an idea for a drop pod: oribital emp strike, as simple as that. Or, a drop pod that provides temporary point defense, so you can drop troops right into the heat of battle and still have time to find cover.


Thu May 28, 2009 4:55 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
I support the use of the GetAltitude function for droppods.

I don't know exactly how, but use it anyways.


Thu May 28, 2009 5:02 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
Grif wrote:
I don't know exactly how, but use it anyways.

Portal that opens down instead of exploding once it hits the ground?


Thu May 28, 2009 5:20 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
Oh oh, I got it. Why not just combine the Raiju and Yatagarasu (who's sprite I've never really liked anyway) and make a flying wormhole. It'd be an extremely compact dropship, pretty much. I might add some fancier features, like a control scheme similar to the Yosei. I'd just have to figure out how to let the computer control it...

I'll probably keep the name Raiju, instead of Yatagarasu. Raiju has more to do with thunder and lightning, and is cooler anyway.


Thu May 28, 2009 6:17 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
oh god i just imagined that and it was awesome. if you make it ugly, however, i will yell.
a few beefs and general comments, first off: D100 charge actually becomes terrain way too much. like, i shoot it at a guy, it lands at his feet, he steps on it and it melts away into nothing.
the raiju is awesome for the drop-turrets and whatnot, but it looks too big for units. but for the turrets it is awesome. i like the wormhole idea.
Point Defense is really laggy. i know you cant do anything about it without making it function less, but goddamn.. like, 0.32 timescale with ~500 particles at times. mounted point defense sprite is also ugly.
D4 punch should use lua to beat things around. i do like the mach punch feel, but i dont like the sudden glow.
also DROPSHIPSTILLHASNOGIBSRARGH!
you could use a few flashwhite()s on the actors inside the EMP zone. i love the twitchy though XD
the shield thing isnt aligned with the health meter completely.
the josei could use as someone said, a more flighty control system, and a prettier sprite.
i could dual wield my knife and D10 either..
all in all, its awesome, but doesnt feel as polished as it could. i do love going base jumping with the tengus though. makes them feel pretty meaty.

more later.


Thu May 28, 2009 6:58 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
Oh wow, this is just awesome! It finally has this unique type of charectar you find in every large pack.
Point defense is great, I love the special effects and stuff, but its very very laggy.
EMP is cool, I love the screenshake effect. The new shoguns look great. How does the electro laser work now? It seems to just instantly kill actors. I love this mod, great job with it.


Thu May 28, 2009 7:55 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
COOOOOOOOOOOOOOOOOOL !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
As I have long waited for this mod !!!!!!!!!!!!!


Thu May 28, 2009 9:59 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
I'm sad that the droppod is gone, since the vanilla drop crate sucks.

Well, I'll just add it in manually.


Thu May 28, 2009 10:49 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
First I've played all the past versions of the mod and enjoyed them a lot. This one not so much. I did notice the lag with point defense items but they were cool as hell and worked almost perfectly.

The RPG is almost kinda useless I know the safety feature and all but the fact that rockets bounce off of terrain and most of the shrapnel is directed outwards in a circle makes it less effective. Most of the time half the shrapnel doesn't even strike the target and anything with decent armor isn't seriously affected. Example I had to use all four rockets in the magazine to Kill a dummy. Maybe there is a way to focus the shrapnel blast in a cone effect or something like that. Cricket's mod had the claymore that sprayed in a cone area don't know if you could get it work with RPG round though.

Sadly the missile defense turret is almost useless. I like the missile models and understand the logic so that they don't loop back and slam into your own defenses but I played a rather long run with it as a air defense item. Only 2-3 rockets per load would actually chase an enemy and explode and seemed to only go after the drop ship bellies not engines or the top of them. I even tried taking control of it and aiming the shots. I fired a full magazine into a drop ship from above and they all bounced off.

I love how much more effective the AMSR is its my favorite weapon to use.
The wormhole drops are awesome way better then the drop pods IMOHO.
The EMP grenade is kinda cool too sucks when the computer uses it on you though.

Other than the things mentioned in the first two parts a very kick ass mod for CC as usual.


Thu May 28, 2009 10:50 am
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
♥♥♥♥' LOVE IT! You might want to consider adding in the effect of neutralizing communications between someone's brain and their clones in the event of a detonation of the grenade within range of the brain. Also, as activities have become standard in most mods like this I'm sure we all would have liked to have seen that as well as a mission or something. Still great with very little room for improvement though.


Thu May 28, 2009 2:32 pm
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
wutangfan1990 wrote:
fudge' LOVE IT! You might want to consider adding in the effect of neutralizing communications between someone's brain and their clones in the event of a detonation of the grenade within range of the brain.


This is something that has to be in! :D
Should be rather easy to code aswell, just check if brains and what team they are on and then nuke the AI of that team.

Also gonna go try this mod now, those new things are looking very interesting.
Hope those rumours of the defence thing lagging are false, I tend to make my games as less laggy as possible thanks to my slow laptop.


Thu May 28, 2009 3:05 pm
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Post Re: DarkStorm Military Technologies - Updated 5/27/09
You...added...personal shielding?
You win.
My only suggestion would be to maybe make it so you had to go recharge your shield from a dispenser or something like you do with normal health. I'll have to test this soon.


Thu May 28, 2009 3:15 pm
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