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 CONTENT TWEAK THREAD 
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Joined: Wed Dec 27, 2006 9:52 pm
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Location: California
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Post Re: CONTENT TWEAK THREAD
The guns are so overweight, I go through and give them realistic values, and for those that are based off of real guns, I'll look up the actual weight and plug that in, as well as ROF (usually this is right) and magazine capacity. I'm not sure if the actual actors are overweight or not, but probably so.


Wed Jan 27, 2010 4:19 am
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REAL AMERICAN HERO
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Post Re: CONTENT TWEAK THREAD
A robot 1 is 48 pixels tall, maximum height.

One CC 'meter' is defined as twenty pixels; thus, one standard robot is 2.4 meters (7.8 feet) tall.

Standard clones are scant pixels shorter, so one could assume (if one is not motivated enough to actually measure) that a standard clone is between six and eight feet tall.

Now, I remember figuring mass a while back, and I believe that is was about three hundred pounds, all told; this including the mass of armor, as well.

The basic clone body plus all limbs plus all attachables plus all weapons plus anything else will probably end up weighing about five to six hundred pounds.

This and the rather floaty-nature of jetpacks could be handwaved with the stipulation that the unnamed planet has a lighter gravity than earth-normal, but it's still a rather ridiculous figure for an (apparently) unaided purely organic soldier's frame.


Wed Jan 27, 2010 5:03 am
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Data Realms Elite
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Post Re: CONTENT TWEAK THREAD
Holy ♥♥♥♥, that's ~200 in kilograms!


Wed Jan 27, 2010 1:23 pm
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Post Re: CONTENT TWEAK THREAD
I don't like how the dropships automatically explode when upside down. Also would like it if they were more stable when on the ground.


Wed Jan 27, 2010 7:39 pm
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Joined: Sun Feb 15, 2009 4:59 pm
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Post Re: CONTENT TWEAK THREAD
Content tweaks, huh? Well, I've been doing a bit of that, myself. Just read all 34 pages up to this, and I've been growing impatient since the Dreadnoughts really became a hot issue. They're currently one of my favorite specimens.

Has anyone else noticed that Dreadnoughts are actually *really good* at climbing over ravaged/junk-strewn terrain? I've made them climb concrete walls at an eighty degree incline recently. Just let off the accelerator when the forward leg gets stuck, then press on immediately. On Dummy Twins, set their destination inside the base, and watch 'em go all the way (until an incoming dropship distracts, then lands on them).

I've found that the SMG currently equipped on vanilla Dreadnoughts just isn't sufficient. So, I produced four variants, Mk. II - V. With each of these, I took a weapon I really like, chopped the barrel off of the sprite, and aligned the offset just right, giving me:

o-- Mk. II - equipped with a Repeater with much more rapid-fire and slightly faster projectiles;
o-- Mk. III - equipped with (basically) the MDC gatling gun, firing rate increased slightly, lots of carnage;
o-- Mk. IV - equipped with an auto cannon, basically the Revolver Cannon projectiles with an auto cannon-ish firing rate, higher velocity, a few bits less boom, and enough mass on the launch projectile to kick out of sharpaim on the first shot; and
o-- Mk. V - equipped with a strengthened Annihilator, in that, while looking at the .ini for that weapon, I found a few particles that were not
in use, so I restored them, and now truly have a "fat, satisfying laser beam!" (the sharplength of the weapon gives the Mk. V the greatest detection range, perfect for air defense ;D )

I submit that these units are a wonderful defensive option, as they are tall enough to fill a corridor and stout enough to withstand small arms fire, but also viable in an assault team, as they are more nimble than they are given credit for.

TLB, if you'd be interested in looking at these, I could assemble a self-contained .rte for you to review. I really think the Dreadnought could do for some expansion.

tl;dr - Dreadnoughts like to accessorize, too! Diversification FTW!


Thu Jan 28, 2010 6:29 pm
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Post Re: CONTENT TWEAK THREAD
it would be nice if your dread variants also had different armors, such as some actually deflecting small arms fire at the expense of a powerful weapon(stuck with the base smg) or maybe some of them having a mario ground pound move the send out a debilitating shockwave(like darlos and his EMP grenades).


Fri Jan 29, 2010 4:00 am
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Post Re: CONTENT TWEAK THREAD
Making multiple same-ey weapons in official content should be avoided

if there's multiple units with the same basic function, they should either A: not exist, or B: have drastically different appearances for instant sight recognition. Since ACrabs are limited to one gun apiece, this isn't a huge problem.

That said, the dreadnought gun definitely needs some serious buffing.


Fri Jan 29, 2010 6:52 am
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Post Re: CONTENT TWEAK THREAD
My main issues with the actors are pretty basic

Coalition:
-needs no real buff, unless other things get buffed ridiculously of course
-should be much faster, they should have an edge over the hydraulics(or whatever is in use in this game) of the robots and dummies.
-should be able to climb terrain very easily

Ronin:
-keep them slightly slower than the coalition, because They are the regular people, not the super soldiers.
-keep them weak
-make them cheaper, maybe only double the skeletons
-make their weapons more improvised in design, generally the weapons they use at this point would fall into "antique", and judging by real life, antiques are expensive.

Dummies:
-Keep them as they are, make them a bit weaker to bullets, but so far so good.
-maybe make their walkpaths more clumsy? They ARE dummies, not war robots.

Robots:
-make them slow, make them heavy.
-give heavy resistance to bullets, little to mass based weapons.(as they are now, but even more exaggerated)

I just like having different factions fall into different Niches. like Starcraft, Terran is well rounded, Zerg swarms in vast numbers, and the Protoss are the expensive heavy hitters.


Sat Jan 30, 2010 4:48 am
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Post Re: CONTENT TWEAK THREAD
We need more whitebot weaponry. The blaster and laser rifle seem whitebot-esque, but there's no other weaponry or even variations on these. Although I did make a sniper laser by doubling the sharpaim distance and multiplying the rate of fire by 10. Instagib rifle that needs to be reloaded after what seems like 1 shot.


Sat Feb 06, 2010 10:29 pm
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DRL Developer
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Post Re: CONTENT TWEAK THREAD
Well that's not really content tweak and we're probably getting some more for b24 anyway.


Sat Feb 06, 2010 10:32 pm
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Post Re: CONTENT TWEAK THREAD
assuming b24 comes out.


Sat Feb 06, 2010 10:36 pm
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Post Re: CONTENT TWEAK THREAD
I don't know if I've said this before but I think a lot of the scenes are trash and should be deleted. They just kind of get in the way.


Sun Feb 07, 2010 5:24 am
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Post Re: CONTENT TWEAK THREAD
They might become more relevant with the new campaign missions.


Sun Feb 07, 2010 6:05 am
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Post Re: CONTENT TWEAK THREAD
Contrary wrote:
They just kind of get in the way.

There will likely be a more user-friendly skirmish menu soon. Map preview, larger selection list window, activities dropdown, etc.


Sun Feb 07, 2010 8:16 am
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Post Re: CONTENT TWEAK THREAD
I know I'm late to the party I just wanted to read every page, before I put in my 2 cents.

-When you hold down fire to power up a grenade toss you can die if you hold it too long, this can hinder aiming a grenade toss.
I'm not against them blowing up on you, but maybe the timer doesn't start the vary second you hit hold fire.

-Can there be a option to remove the sharp sight dots, some things don't need them like say a shovel or any of the diggers. (maybe there is and I don't know it yet)

-I love the drop crate, but i was thinking wouldn't it be nice if a alternate drop crate that cost more, and survived the crash so it can be used as a store crate/ emergency hiding spot maybe even lands upright.

Forgive me if some of this doesn't fit in content tweaking, I tried to stay on topic and avoid repeating what already been said.


Thu Feb 11, 2010 10:44 pm
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