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 Imperial Guard. Still WIP. 
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Joined: Wed May 20, 2009 10:06 am
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Post Re: Imperial Guard. Still WIP.
Metal Meltdown wrote:
Oy! 'oz dis 'umie git? Iz 'e sayn' dat we orksz wear green? Listen 'ere, 'umie, green may be da best, but da red wunz go fasta!
Now, seriously, when was the last time you saw an Ork wear shiny green?
[edit] UPDATE.
A small one, anyway.

OMFG That's waaaaay too overpowered!
Looks like a lasgun set to extremly high power (read: extreme energy consumption) fired continously. I guess your attempts to balance it (low ammo and no pickup) are realistic then, but not the fact that you can't pick it up again (something that bugs me alot with some of the shogun weapons in darkstorm). Decrease it's power and make it possible to pick it up again, and I'd say you've got a good digger, with a high price for futher balancing.


Tue Jun 23, 2009 10:12 am
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Post Re: Imperial Guard. Still WIP.
Shorten the range and change "Fire Puff Large" with "Fire Puff Medium" or something.


Tue Jun 23, 2009 11:31 am
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Post Re: Imperial Guard. Still WIP.
The thing is that I really can't make it any weaker, because using it to dig tunnels is already annoying as hell, since the particles often miss a few lines of dirt, and you have to wait for a reload before you can clean them up. But I'll try to do what Roon suggests; it can't be picked up, because then it would have GetsHitByMOs = 1, which would mean that it would be torn apart by it's own particles. And before anyone says that I should use FireIgnoresThis, that would be useless, since it shoots emitters that emit the uber-sharp MOPixels.


Tue Jun 23, 2009 11:50 am
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Post Re: Imperial Guard. Still WIP.
Negative sharpness works wonders, try it. (I don't know if it works in this build though)


Tue Jun 23, 2009 12:52 pm
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Negative sharpness? Wouldn't that make (extremely) blunt particles?


Tue Jun 23, 2009 12:53 pm
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Wait never mind, it works If I remember correctly it made particles ignore actors and stuff, now its just crazy. I think making the particles HitsMOs = 0 works as well.


Tue Jun 23, 2009 12:59 pm
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But that would stop it from killing doors.


Tue Jun 23, 2009 1:03 pm
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Post Re: Imperial Guard. Still WIP.
Well, um, I don't know then...


Tue Jun 23, 2009 1:19 pm
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Is this better?
I'm thinking I should also cut it's ammo capacity in half.


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Tue Jun 23, 2009 7:08 pm
Profile YIM
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Post Re: Imperial Guard. Still WIP.
Metal Meltdown wrote:
Is this better?
I'm thinking I should also cut it's ammo capacity in half.

Looks better, but a bit strange with the pointy end


Tue Jun 23, 2009 8:12 pm
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Post Re: Imperial Guard. Still WIP.
Would you prefer this one?


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Tue Jun 23, 2009 8:16 pm
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Post Re: Imperial Guard. Still WIP.
Yeah, that's just weird. Try making it without the white centre either.


Tue Jun 23, 2009 8:17 pm
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Post Re: Imperial Guard. Still WIP.
It's a laser. It wouldn't look like a hot beam of death without a white center, now wouldn't it?


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Tue Jun 23, 2009 8:23 pm
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Post Re: Imperial Guard. Still WIP.
I meant it for the pointy laser. But without the point it's better with the white.


Tue Jun 23, 2009 8:25 pm
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Post Re: Imperial Guard. Still WIP.
Like this?


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Tue Jun 23, 2009 8:31 pm
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