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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Darlos9D wrote:
wutangfan1990 wrote:
As far as the diversity of this arsenal goes, it feels too realistic to me to actually enjoy. In a game where I can use a disembodied brain attached to a robot with a jetpack to travel through space and kill crabs/rouge dummies, I don't think realism should be a focus. Do whatever ya want, however; YOU are the artist after all (still think about toning the realism down though to up the fun factor).

OH

MY

GOD

You did not just go there. I've been over this several times in other threads, but everyone still loves to pull out this retarded argument on me, so now I get to strike it down yet again.

I have some news for you: disembodied brains, robots, jetpacks, and space travel in the distant future? Guess what? THAT'S NOT UNREALISTIC AT ALL. Modern neuroscience has come a long way. Data himself occasionally posts on the dev log about modern scientific breakthroughs that seem to be moving towards a possibly similar future. I wouldn't be surprised if we see some degree of remote brain operation within our lifetimes. Perhaps it wouldn't be a disembodied brain in a jar, but it's only really a matter of time. And I think we can assume that CC takes place far enough into the future to where enough time has passed. In the face of all that, the rest of the things seem pretty reasonable as well. So saying "CC is basically unrealistic why do you care in your mod" is a completely empty argument.

And really, what realism in my mod is stifling your fun, anyway? ZOMG HIS RIFLE IS DESCRIBED AS FIRING 5.56MM BULLETS THIS ISN'T FUN ANYMORE. Seriously, shut up. And if you don't like it, just leave, because it isn't changing.

I love you :D

Yeah, there is such a thing as contextual realism. Anyway, I think that future guys from space using 5.56mm weapons would be quite unrealistic as that round generally lacks the power to defeat some body armour and even some unarmoured targets, so against future body armour? A heavier intermediate round like the 6.8mm, however over-rated it is, would be more likely.

But yeah, who gives a toss about all that technical crap anyway? The mod's fine as is. Apart from the ommission of the dropship which I'll cry myself to sleep about tonight :D

EDIT
Darlos9D wrote:
Morbo!!! wrote:
I want the old dropship back :(

The new one works exactly the same way. It just looks different. And if its really a cosmetics complaint, then... did you REALLY like the old Yatagarasu sprite? I always hated it.

Yeah, I really liked it, especially since the doors offer some protection to troops dropping out or being picked up.


Mon Jun 01, 2009 4:50 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Darlos9D wrote:
Morbo!!! wrote:
I want the old dropship back :(

The new one works exactly the same way. It just looks different. And if its really a cosmetics complaint, then... did you REALLY like the old Yatagarasu sprite? I always hated it.

Honestly, i didn't like the look at first, but its grown on me over time.:grin: It would be good if when the Wormhole Yatagarasu is finished, we could have both, with the Wormhole being a safer, more expensive alternative to the cheaper, more dangerous cargo Dropship version.


Last edited by TorrentHKU on Mon Jun 01, 2009 8:45 pm, edited 1 time in total.



Mon Jun 01, 2009 5:06 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Alright, so maybe the old dropship will return. Actually, I think I'll call it the Yatagarasu again, and then give the wormhole thing a different name. I still want to re-design it though. I could do better. I'm not really concerned with it at the moment though.


Mon Jun 01, 2009 5:18 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
This mod is great.
i like new dropwarp thingy and emp grenade rocks.

if it's ok i'd like to point to some small detailes that i don't like (ignore it if you wish)
1) scout drone is to still in the air
2) point defence is to weak (i didn't tried it against vanila so maybe it's my OP activities but one-three bullets drain all the shield)
3) invisible actor is cool but kind of useless because he gets some extra holes in his armor every time he moves or shoot.
i personally think he could be invisible when he mover and/or at long distances

that's just small detailes that doesn't really matter.


Mon Jun 01, 2009 5:22 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Also, the old dropship was horrible but i like the new one and all it's pretty gibs ;)
tried stationary defence with vanila activities, sry, work perfect.
i think you should add an stationary EMP generator because emp grenade + small sentry = rules and stationary emp turret will do wonders.
one more thing, electric weapon could generate very small emp field for a second or two in the place it hit.


Mon Jun 01, 2009 6:01 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
^Isn't double posting against the rules?
On-topic:
DarkStorm was one of the first mods I ever played in Cortex, and I was amazed at how purely awesome it was. Too bad that the stealth is useless, seeing as how the AI will eventually notice the invisible actor before you do anything with it, and the life counter is visible to a human opponent.


Mon Jun 01, 2009 6:13 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Awesome stuff here. This mod actually makes you use more tactics than vanilla, I think. Despite awaiting more needed Lua control, you seem to have taken the mod to a whole new level.

The turret construction thing is quite nice. The PDS is a little weak, maybe, but it works and is pretty cool. The scout drone is back; I liked the original one, but this is even better. Fire burns, and ice freezes. Everything is well-balanced and feels professional with all the custom sounds, nice sprites and good descriptions.

Are you planning on having different types of rocket ammo too? The AT rockets are useful, but explosions that leave carnage all around where they hit are fun. I also agree with (re)using the shockwave animation for the explosions. By the way the tracking is good too.

The air burst grenades remind me of the DarKlone's grenade launcher. Good times... The shogun's new punch feels appropriately powerful and makes me want more from their mêlée like the aforementioned screaming and clone-ripping :grin: .

The messed up firing radii are kind of annoying. I noticed it on the Shishi, but is the ceiling sentry turret supposed to not be able to fire below it? I'm guessing it's the same problem.

I look forward to seeing continued development of this mod.


Mon Jun 01, 2009 6:27 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Thoughtprocess wrote:
The air burst grenades remind me of the DarKlone's grenade launcher. Good times... The shogun's new punch feels appropriately powerful and makes me want more from their mêlée like the aforementioned screaming and clone-ripping :grin: .

You're in luck, I've decided to start trying to work on that. This will involve the addition of a new "melee" button, if I can do that, which I'm pretty sure I can. Also, I was thinking of making it so the combat knife is actually integrated into the Shinobi armor somewhere. So for both the Shinobi and the Shogun, they can't ever "drop" their melee attack. It's just always there.

Thoughts on future stuff: a reason I really want attachment control is not just for better looking cloaking, but also so I can start making nifty custom animations. I could actually animate torsos right now if I wanted, but it wouldn't amount to much if I couldn't change the offsets of the limbs accordingly. Ultimately, I want to make it so the Shogun can hold down the melee button to charge up the punch. The more he charges, the more he brings his fist back and rotates his torso back. At higher charge levels, I want him to really lurch forward and lean into the punch, while a loud sound plays and there's a big rippling tearing-through-the-air effect around his fist. Also, depending on how you angled it, he could execute a regular forward punch, a downward smash, or an uppercut.

For the Shinobi, it'd be a quick slash effect like he already has with the knife, but it'd have a few more frames, and it'd also be somehow obvious that its attached to his arm. Different attack angles would probably result in different stabs and slashes as well.


Last edited by Darlos9D on Mon Jun 01, 2009 7:17 pm, edited 1 time in total.



Mon Jun 01, 2009 7:09 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
it says invalid file D: !


Mon Jun 01, 2009 7:15 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
gtaiiilc wrote:
it says invalid file D: !

What does?


Mon Jun 01, 2009 7:17 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
sorry to not specify the link does when you hit download .

EDIT: never mind it just wasent likeing IE


Mon Jun 01, 2009 7:34 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Here's an idea: Make the shinobi's knife be a retractable finger bayonet, å la assassins creed.


Mon Jun 01, 2009 7:38 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Flammablezombie wrote:
Here's an idea: Make the shinobi's knife be a retractable finger bayonet, å la assassins creed.

Actually, I figure it just comes out of the back of the wrist. Same effect, except they get to keep a finger.


Mon Jun 01, 2009 7:43 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Cool. Even better, make it like a biological reengineering that makes them grow enamel-strength claws (strongest type of bone, takes a diamond to cut it), and make them pop it out and automatically attack with ninja speed. It would need to be white and look slightly imperfect since it's organic. Also, you might wanna put 2 doors side by side on the Raiju for efficiency.


Mon Jun 01, 2009 7:48 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
I think you misunderstood me Darlos, the realism that inhibits my enjoyment of this mod is found in it's very typical arsenal. You have shotguns, ARs, carbines, simple pistols, and sniper rifles. O M G, I've seen that before and no matter how well (in this case extremely well) executed they are, there are very few things in this mod's ARSENAL that I actually enjoy playing with or find original. (Exceptions exist as the cryo gun, flamethrower, and railgun) I often order a Darkstorm clone with next to none of its intended equipment because of this perceived banality. It just seems to me that your usually interesting mod style is cast aside for the sake of a typical arsenal with heavy current era influences. I guess what i'm trying to relay is that your mod, while very well done, has a very passive arsenal that does not distinguish itself from vanilla/other one(s) that much.

- On a different note the camo tengu don't work for me.


Mon Jun 01, 2009 8:04 pm
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