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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Your sci-fi theory is very, very good Darlos.

I'm not liking the fact that the turrets can't shoot too far below them... it makes them very vulnerable to crawling infantry, and there is nothing more frustrating than pointing an enormous gun at someone, and not being able to pull the trigger.

Shinobi actor is excellent, some more weapons would be nice though.
The big guys (Tengu?) need to all be as kick-ass as the pyro guy: pretty effects, devestatingly effective, but not overpowered. I suggest making the electrolaser have crazy-ass effects, and making the coil gun a little more than just a hi-power machinegun.


Sun Jun 14, 2009 8:58 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Darlos9D wrote:
<Stealth description>
Fair enough. By this structure the energy consumption would be the same until you got up to near light speed, where your stealth energy usage is the least of your problems.
Darlos9D wrote:
Yeah, it's called gravity. All guns are like that, its just more noticeable on the AMSR because the reticle goes so far.
I noticed the bullet drop as well, it's really nice. I like actually having to put thought into aiming further than "Put yellow dots on head".

I, personally, have resorted to using the cluster mine as an anti-aircraft measure. Throwing it just underneath a disembarking craft is perfect and almost guarantees that nothing will survive. Double points for using it in conjunction with the Cryo Shogun.
Exalion wrote:
I'm not liking the fact that the turrets can't shoot too far below them... it makes them very vulnerable to crawling infantry, and there is nothing more frustrating than pointing an enormous gun at someone, and not being able to pull the trigger.
This is a feature so they can't shoot themselves. There's a variable in the .lua that you can modify to let it aim lower, but it'd be sort of annoying to figure out what to set it to perfectly so there's no chance of shooting yourself.


Sun Jun 14, 2009 9:04 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
im loving the bullet drop too.
i encountered a wierd bug where i was shooting at some ice made by the cryo shogun with the AMSR, and the bullets decelerated as they came towards it and bounced off harmlessly.
i think the ice material could do with a bit of a nerf, it takes ages to shoot through it with normal arms, which is a little annoying.
also, i absolutely love the cluster mine. its amazing. be even better if it didnt work on its own team, for true area denial, but then again it was both awesome and infuriating when i was sneaking away from an enemy with a shinobi and ended up accidentally floating into an area i forgot i'd mined. the vertical lines are awesome.


Sun Jun 14, 2009 9:17 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Hmm... what are those mines which, when activated, jump up to about head height before exploding? Yeah, those would be awesome, and you could probably just set it to jump to character height - 10...


Sun Jun 14, 2009 9:20 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
bouncing betties?
eh, i like the current "YOU ARE SHREDDED FROM BELOW PUNY HUMAN" approach.


Sun Jun 14, 2009 9:25 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Hm? Oh I meant in addition to the current cluster mines. Nothing beats your friend attempting to land his heavily laden dropship at your base only to have his dropship shredded along with his men when a cryo shogun jumps from offscreen and covers the dropship with ice causing it to fall into the layer of mines.
Since when we play holding unit select to survey the map is banned, the described series of events is guided by a conveniently almost invisible camera.

Anyway, I was thinking of a series of more specialised mines, the jumpy things for heavy infantry, the cluster mine for light armour (dreadnoughts) and light to medium infantry, perhaps a heavier mine for heavy armour, etc.

Also fun is throwing cluster mines directly at opponents. Just to see the utter horror in their face as they watch their unit be reduced to pixels. Though it's sort of hard to get right...


Sun Jun 14, 2009 9:34 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
My favorite use for cluster mines is to jam about 20-30 of them in a drop crate and scuttle it right over a group of guys, or fish it into an enemy base with a rocket and blast out a new tunnel.


Sun Jun 14, 2009 9:44 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I like having mines to an area with no actual significance. My friend eventually notices the extremely tiny mines and sends several actors to clear the path. That leads nowhere.
Also, I like to mine everything and then fight only using Yosei and Shinobi. Nothing like being charging an enemy base and tricking your opponent into charging back through a minefield.


Sun Jun 14, 2009 9:54 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
9/10 Missions can be beaten by 1 shinobi.
I'm going to give these mines a try...


Sun Jun 14, 2009 10:30 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Darlos9D wrote:
Yeah, it's called gravity. All guns are like that, its just more noticeable on the AMSR because the reticle goes so far.


*face palm* Ya know I didn't think of that I spend so much time sighting down the maximum range I never checked the near range line up. I usually swap to the shot gun weapon and give em hell. Well whatever you decide to do Im sure it will still be cool.

411570N3 wrote:
the jumpy things for heavy infantry


You mean bounding mines? Like the bouncing betty land mine the Germans loved to use in WWII?

http://science.howstuffworks.com/landmine.htm

http://www.youtube.com/watch?v=pfbhcqrKtno


Sun Jun 14, 2009 10:46 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
411570N3 wrote:
Also, I like to mine everything and then fight only using Yosei and Shinobi. Nothing like being charging an enemy base and tricking your opponent into charging back through a minefield.

The AI dont even try to dodge them though. QQ for those of us playing 1P.


Sun Jun 14, 2009 11:19 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I meant against a human opponent.
Against the computer, as Exalion mentioned, one Shinobi is more than enough. Unarmed.
Also, I just tested against the Darklones. The Anti-Materiel rifle test fire confirmed what we already knew; the Darklone heavy's armour is comparable to a freakin' tank. It seriously took three shots to kill the thing. Though somehow a single cluster mine is more than enought to mostly liquefy a darklone heavy... I think I might test against some other factions commonly referred to as ridiculously durable...


Sun Jun 14, 2009 11:30 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I've completed Contrary's Nurse. I'm unstoppable now! Go forth my Shinobis! Know that healing breasts are behind you to back you up!


Sun Jun 14, 2009 12:15 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
You know Darlos, you could make a female unit.
Those are getting real popular.

You could make a unit called a Kunoichi or something.


Sun Jun 14, 2009 3:08 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Exalion wrote:
I'm not liking the fact that the turrets can't shoot too far below them... it makes them very vulnerable to crawling infantry, and there is nothing more frustrating than pointing an enormous gun at someone, and not being able to pull the trigger.

Well, if I could, I'd make it so you just can't even turn that far. I can't override aim angle while players are controlling an actor though, so all I can do is shut off your firing ability.

411570N3 wrote:
I noticed the bullet drop as well, it's really nice. I like actually having to put thought into aiming further than "Put yellow dots on head".

Well, the cool thing is that this is how sniping actually works in real life. You have to adjust your aim for the trajectory, rather than just putting the cross hairs right on somebody. Snipers are actually pretty godly when it comes to calculating stuff in their head. Luckily in CC we don't have wind to worry about.

Geti wrote:
i think the ice material could do with a bit of a nerf, it takes ages to shoot through it with normal arms, which is a little annoying.

Actually, the ice's material is concrete. Maybe I could make it weaker, but I figured the ice probably had some kind of pulp in in it to make it stronger, which actually would yield ice as strong as concrete.

Exalion wrote:
9/10 Missions can be beaten by 1 shinobi.

9/10 missions are some kind of infiltration deal. It IS their specialty.

Roy-G-Biv wrote:
You know Darlos, you could make a female unit.

You know, I was actually considering making all of my clones female, just for weird effect. I'll never forget the first time I fought some Frogs in MGS4. I was like "oh boy, some faceless mooks to slaughter and feel nothing for." Then I shot one and it shrieked like a woman. I was like "oh... god... DAMMIT KOJIMA!" The man seriously can't make anything normal.

I'd make them hardcore women though. It'd be an army of Sarah Conners and Ellen Ripleys. The only problem is that I don't really have access to any women willing to commit their voices to my mod.

Reading the article you linked wouldn't really warrant any of them being called Kunoichis though. Sounds like they were intended more for information gathering and assassination in social and intimate situations, rather than infiltrating places and remaining generally undetected. Indeed, using their detection to their advantage was their forte.


Last edited by Darlos9D on Sun Jun 14, 2009 4:40 pm, edited 1 time in total.



Sun Jun 14, 2009 4:35 pm
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