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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I really am loving the different coloured armor on the units, i've taken to creating a small base or crashed ship etc, then having one of each to defend it. I've ended up giving them names and stuff while i'm playing, it's really sad when one of them which has had it's gun destroyed jumps out of a window, punches a guys face off before being overwhelmed by firepower/squished by a drop ship/burnt to death by the flamethrower wielding guy :P


Mon Jan 18, 2010 10:43 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Robok wrote:
Cryo armour: Cryo nades with something like a wee bit large scale freeze effect maybe?

etc

Darlos said he's tried Cryo nades before. It apparently didn't work well.


Mon Jan 18, 2010 10:45 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I vote for orbital spy laser satellites! Make it like a single, 5 second, really thin blast, meant for an untraceable assassination, and not a usual satellite meant for mass destruction. Like a sniper that can fire at any point on the map but only on the surface.


Mon Jan 18, 2010 11:04 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hyperkultra wrote:
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.
word

Robok wrote:
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
That's kinda what I've been working to avoid actually. Plus you have to realize that grenades are pretty safe for the person firing them, so you don't really NEED EMP armor to fire EMP grenades effectively, unless you're just stupidly point-blanking them. The armor is more to outfit your team so other DarkStorm units with "status effect" weapons have less to worry about as far as hitting their own team mates goes. Basically, a squad with a flamethrower guy should all be wearing the red armor, even if they all individually aren't using flame-based weapons.

Hyperkultra wrote:
Darlos said he's tried Cryo nades before. It apparently didn't work well.
I could have worked harder and made something that worked, but I just found it to be kinda silly. Really, the level of epicness it would have to reach before it got particularly useful wouldn't justifiably come out of a 40mm grenade. So, no Cryo grenades. I'd have to make something more like a cryo super-bomb.

... that's not me saying that will make a cryo super-bomb.

Flammablezombie wrote:
I vote for
woah when did the election start


Tue Jan 19, 2010 8:51 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Never. It's just an idea. I've changed a tad since you last saw the old, troll-ish me.

But yeah. Doable? It would be awesome.


Tue Jan 19, 2010 9:04 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I really love the stuff you've made, Darlos, but can I dare ask 3 questions?
1) Isn't the coil gun too strong? I used it several times and it felt really pwny.
2) Are defensive thingies going to return? Running around with p.d. oni was fun, until it broke. And this brings the last question...
3) Are they supposed to gib that easy? I actually had more of them dead from exploding then from bullets... Especially as AI controlled.
Don't get me wrong, i love the mod and am not going to give advice, a am just to intrested to remain silent :)


Tue Jan 19, 2010 9:12 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I found the coil gun, while highly destructive of terrain and actors, didn't really do much damage to dropships, rockets or other craft. It would penetrate straight through, and kill anyone standing on the other side, but it would only do about 10 damage to the ship.


Tue Jan 19, 2010 9:49 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Which would happen in real life, as long as the projectile didn't hit anything vital.

Edit: in the ship.


Tue Jan 19, 2010 9:51 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Isn't a coil gun penetration and speed-damage based? That would mean that it pierces a hole the size of the round in anything it hits, but would make a clean hole. So, a small amount of damage to the dropship makes sense, in that definition.


Tue Jan 19, 2010 9:52 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I just meant that in comparison with other DSTech weapons it was really strong. While other guns give you excellent, but somewhat limited firepower for high price, this one lets you snipe the whole level for same gold as gatling. It is decent in terms of physics, yes. More decent than vanilla maybe. But I felt it kinda standing out of the whole line. Also, for me it made long range lazer kinda useless, it does the same but better.(unlike assault lazer-rifle for example)


Tue Jan 19, 2010 10:04 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ermm...Deskup? This isn't DSTech. This is Darkstorm. But yeah, the Coil Gun could use a nerf, I think.


Tue Jan 19, 2010 10:06 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Until then, don't use it. The assault lazer is dead fun.


Tue Jan 19, 2010 10:09 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Sorry people, my fault :( now should find and dl DS to get the idea. Meh, how did I manage to mix them I wonder...
The lazer is fun, but it mostly is fun vs unarmored ppl, like ronin, and i want to fight heavy guys.(Playing Weegees last map at my friend's place in fact)


Tue Jan 19, 2010 10:25 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The coil gun is so effective not so much because of the bullet itself (which is just one particle, so you just get a single entrance and exit wound) but the fact that I lua'd in a lot of extra impact force on anything it hits. This pretty much guarantees lots of asploding heads, and anything that survives is going to get knocked back hard, which is kinda the effect I was going for.

If bullets passing through armor would actually damage the stuff UNDER the armor, I could scale back the impact force and have that as it's main selling point instead (since it pretty much pierces all the way through anything). But right now its just blastastic.

Also, the long range laser causes three wounds per hit, so if you just want to kill stuff through wounding at a range then it's the way to go.


Tue Jan 19, 2010 10:40 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I will fall to the ground and cry if you nerf the coil gun darlos, please don't. Also, Methinks you should make variations on the drone guy, like giving it a flamer or an assault laser variants instead of just a normal AR.


Tue Jan 19, 2010 10:52 pm
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