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 DarkStorm Military Technologies -- Updated 12/20/09 
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Joined: Sun Apr 29, 2007 11:31 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
gtaiiilc wrote:
There could possible be a "rain of ice" ... freeze and make quick bridges, crush your opponent under the pressure, or freeze in the sky and rain death from above!

Comments?

The Cryo Gun does all of that already.


Sun Dec 27, 2009 1:24 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I meant basically a much faster default napalm thrower thats water/ice not fire and can build walls not just dissipate and lag. ya not the best idea but I like the ice spear


Sun Dec 27, 2009 3:53 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
New update is good. Damn good. What more can I say?

I like the cryo gun secondary idea. I think the primary mode should spray ice that doesn't build up on terrain but only on actors. Then the secondary mode can be the regular building ice.

It ain't that nice getting entire tunnels blocked when you simply want to kill a guy.


Sun Dec 27, 2009 3:28 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I don't know, the Cryo gun is good already. I don't see any reason why there should be any changes/additions to it. Its not practical to add anything to the cryo.


Sun Dec 27, 2009 7:14 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
duo9ace wrote:
I don't know, the Cryo gun is good already. I don't see any reason why there should be any changes/additions to it. Its not practical to add anything to the Cryo.

I have highlighted the reason a secondary fire should be added because at the moment it's the ice build up tool, which is good but it is call a Cryo gun so it should KILL. That is all.


Sun Dec 27, 2009 8:01 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I believe what hes trying to say is that since its been made into an under slung doesn't mean it cant have its own under-slung killing device. Or what could happen (and Darlos did this with one of my other ideas) there could be a new weapon that generates ice spears and can have the under slung Cryo. Because we only have one ice weapon in the whole Darkstorm and the 2 suits made to be immune to it are practically useless because of that.


Sun Dec 27, 2009 9:00 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I know what you guys are getting at but making another...solid? secondary fire is I think not balanced.

If you want to add a secondary fire to the cryo gun and pyro gun, it would have to be light in nature.


Sun Dec 27, 2009 9:05 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
There are real-life assault rifles with grenade launchers attached to them. And I would think that grenades are stronger than bullets, no where near "light."


Sun Dec 27, 2009 10:31 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
How... just... how.... HOW DO YOU DO THESE THINGS?!?!. I mean, these are by far the most impressive units I've seen for this game... and my friend helped me make some sick stuff (most of them are still WIP's, tho). By far, you've got the best unit and device names I've seen, and I'm really liking the foreign touch.


Mon Dec 28, 2009 1:23 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Lots and lots of sparkle magic.

And the polished, focused kind of sparkle magic, not the raw unstable type.


Mon Dec 28, 2009 1:59 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ok so maybe for the Pyro gun you could have the secondary spray be a sticky gasoline that doesn't really hurt anything. It can be just like the water except in color and stickyness. Then you use your flame thrower and it catches on fire. Explosions/explosives can make it burn if you want it to but I suggest make it only flammable for the Pyro gun? The sticky substance would continue to burn while giving off damage due to high intense heat and the flames that it produces so that when people walk on it, they catch fire and get constant dmg by the heat (the damage would have to be slight). The substance would not burn THROUGH anything but just stay there and burn. No terrain damage.

For the cryo, the secondary fire could spray a light mist that instantly freezes onto actors. This "mist" would only effect actors and would just sort of drift away if it doesn't touch any.

Also, for the pyro gun, I noticed in the minor mod dump, the Fallout 3 Plasma Rifle, when it kills an actor, it turns it into a skeleton. Maybe for the pyro gun, you could have the corpse turn into a charred body after the actor dies? http://forums.datarealms.com/viewtopic.php?f=61&t=16863


Mon Dec 28, 2009 5:14 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
duo9ace wrote:
Ok so maybe for the Pyro gun you could have the secondary spray be a sticky gasoline that doesn't really hurt anything. It can be just like the water except in color and stickyness. Then you use your flame thrower and it catches on fire. Explosions/explosives can make it burn if you want it to but I suggest make it only flammable for the Pyro gun? The sticky substance would continue to burn while giving off damage due to high intense heat and the flames that it produces so that when people walk on it, they catch fire and get constant dmg by the heat (the damage would have to be slight). The substance would not burn THROUGH anything but just stay there and burn. No terrain damage.

You have just described napalm.

duo9ace wrote:
For the cryo, the secondary fire could spray a light mist that instantly freezes onto actors. This "mist" would only effect actors and would just sort of drift away if it doesn't touch any.

This is kind of redundant, since it doesn't do anything the primary fire can't.

duo9ace wrote:
Also, for the pyro gun, I noticed in the minor mod dump, the Fallout 3 Plasma Rifle, when it kills an actor, it turns it into a skeleton. Maybe for the pyro gun, you could have the corpse turn into a charred body after the actor dies? http://forums.datarealms.com/viewtopic.php?f=61&t=16863
I like this idea. The plasma rifle was a cool (Albiet traitorous) weapon, and it would be awesome if enemies turned into charred husks. Unless they were robots. You might have a slight continuity problem there.


Mon Dec 28, 2009 5:32 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hyperkultra wrote:
Unless they were robots. You might have a slight continuity problem there.

Maybe unrecognizable, black, frames? That way, you wouldn't be able to tell if it's organic or mechanical. Then again, it would only work for normal sized actors, and not any other scale of humanoid.


Mon Dec 28, 2009 6:07 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Point.blank wrote:
Hyperkultra wrote:
Unless they were robots. You might have a slight continuity problem there.

Maybe unrecognizable, black, frames? That way, you wouldn't be able to tell if it's organic or mechanical. Then again, it would only work for normal sized actors, and not any other scale of humanoid.

I got it. It reduces them to unrecognizble ash! BRILLIANT.


Mon Dec 28, 2009 6:09 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hyperkultra wrote:
Point.blank wrote:
Hyperkultra wrote:
Unless they were robots. You might have a slight continuity problem there.

Maybe unrecognizable, black, frames? That way, you wouldn't be able to tell if it's organic or mechanical. Then again, it would only work for normal sized actors, and not any other scale of humanoid.

I got it. It reduces them to unrecognizble ash! BRILLIANT.

This would be the point were I would suggest the effect from the district 9 microwave, it's just that it laggs too much.
Would be cool if there was a less laggy way.

Anyway, still supporting the icespear Idea and the nappalm.


Mon Dec 28, 2009 11:44 am
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