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 DarkStorm Military Technologies -- Updated 12/20/09 
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Joined: Mon Jul 16, 2007 9:50 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Eh, I'm not really interested in secondaries for the sprayer-type weapons. A problem arises when you consider how you'd fire the secondary when the primary is already activated by the secondary button when they're underslung. I'd require a "tertiary fire" button or something, which starts to make things kinda ugly.

Plus, I just don't see the point in most of the suggestions so far. They just aren't different enough from the primary fires, really.

Also, at some point in the future the flamethrower will have something more napalm-like as an option for a changeable ammo type. So that won't be secondary fire.


Mon Dec 28, 2009 3:55 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Agreed.

Like I said before, its not practical or balanced to have the sprayers have a secondary fire.


Mon Dec 28, 2009 4:41 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
If your trying to optamize space why do you need two sprayer weapons? Combine the flame thrower and cryo gun and just pick between flame, cryo, or napalm from your ammo packs. then you could combine the fire resistant and the ice resistant units into "extreme temperature units" which saves space!


Mon Dec 28, 2009 8:22 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
How come the Raiju doesn't collide with actors?


Mon Dec 28, 2009 11:22 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
hax wrote:
How come the Raiju doesn't collide with actors?




It does, but only when falling rapidly. Try ordering one on top of some soldiers.


Tue Dec 29, 2009 1:08 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
already did that it doesn't collide with any actor, it just pushes them away.


Wed Dec 30, 2009 1:42 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I am a little bit late here, but regarding your comment on the need for more complicated controls, try looking up cavecricket's growth pod. You could do something like that, the secondary fire button instead opening a menu to do things such as switch between ammo types, switch fire modes, etc. It'd take effort, but it could work rather well.


Wed Dec 30, 2009 5:36 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
great mod i love the stealth armour part from that the weapons dont even shoot?!? apart from the flamer and some other one edit: fixed i wasnt using the ammo things tht u have to use


Last edited by WhiteBotKiller on Sun Jan 10, 2010 4:01 pm, edited 1 time in total.



Sun Jan 10, 2010 12:21 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Only the Oni troopers can use those.


Sun Jan 10, 2010 2:56 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
This is SWEEEEET!


Tue Jan 12, 2010 12:00 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Metal Meltdown wrote:
Only the Oni troopers can use those.



Yeahhh, speaking of that, anyone got a version that removes all the dumb unit dependencies? I'm sick of going through every lua file and removing them myself.


Mon Jan 18, 2010 6:43 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
No. The dependencies are what makes it balanced. Otherwise you could have an inviso ninjer with an incendiary automatic grenade launcher.


Mon Jan 18, 2010 6:50 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hyperkultra wrote:
No. The dependencies are what makes it balanced. Otherwise you could have an inviso ninjer with an incendiary automatic grenade launcher.




Oh bawwwww, I play the game to have fun, the campaign isn't complete yet, and balancing isn't godlike important.


EDIT: And why was your first thought using them on other DSTech units? What if I wanted to use them with dummies, or maybe my own units?


Mon Jan 18, 2010 7:06 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
You can, just not the ones specifically designed and manufactured for an Oni. If Darlos doesn't want to let non-Darkstorm troops use the heavy weaponry, he doesn't have to. It's his mod, and he has stated before that he's making it for himself. It's just good will that he shares it with us. As for the just trying to have fun comment, try running with Darkstorms realistically. Limit the number of weapons you carry, ammunition available, number of grenades, etc. I can tell you that using spamtastic stuff only lasts so long funwise, then you have to invent your own fun, in a lot of cases by challenging yourself.
I do believe this is the most I've ever written here outside of Roll to Dodge.


Mon Jan 18, 2010 7:20 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ever thought about making the grenades suit-specific? Initially after using the underslung-grenade launcher with the EMP-resistant armour I thought that it was unique for each armour type, and I thought it was a genius idea.

Would work pretty well if I may say so, something like this:
Standard armour: Normal grenades.
EMP armour: Current EMP nade.
Flame armour: Current Incendiary nade.
Cryo armour: Cryo nades with something like a wee bit large scale freeze effect maybe?

etc


Mon Jan 18, 2010 3:15 pm
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