Lizard'n'Pete's Local Gun Store [1.01]
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: Lizard'n'Pete's Local Gun Store
mind having a machine gun with a great ROF and moderate damage, OK piercing, and, of course, a laser sight?
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Fri Sep 24, 2010 12:16 am |
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Zoroaster
Joined: Sun Dec 06, 2009 11:54 pm Posts: 85
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Re: Lizard'n'Pete's Local Gun Store
The gun is the closest thing to balanced in the game as of now.
But, that being it make me very disappointed that you guys didn't hold back to release more guns in the mod.
A good gun is a good gun.
One gun that is... A handgun of all things... and that does pretty much what all pistols have done? Maybe it does it better than the Vanilla stuff, but really? That's something I believe would deserve to land in the minor mod dump. Granted, you two have no obligation to post there. But it should have gone there unless you wanted to release a group of weapons/explosives, not a single one.
Maybe I have an insatible (As Joe will testify) appetite for overpoweredness. But this handgun I could replace with a Coaltion Assault Rifle and this wouldn't be missed by me for a second. Check that, all handguns.
Perhaps a handgun that also launches grenades?
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Fri Sep 24, 2010 2:05 am |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Lizard'n'Pete's Local Gun Store
Cough, Shattered Horizon, Cough.
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Fri Sep 24, 2010 2:42 am |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: Lizard'n'Pete's Local Gun Store
maybe a handgun that launches a handgun at extremely high speeds and if it doesnt hit anything in 2 seconds, it fires another handgun, and another, AND ANOTHER!!!!! Then I would have to wonder... WILL IT BLEND!?
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Fri Sep 24, 2010 3:31 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Lizard'n'Pete's Local Gun Store
Hey remember how they're not doing requests? Yeah I didn't think you did. And what's this 'should' have been in the minor mod dump? That's for mods where the authors don't wish to get feedback over, not for mods which you deem as small and as 'belonging' in there. The mod does not need to 'deserve' its place in the Mod Releases forum unless it lacks a working downloadable mod and an image, and sometimes the moderators will let the image bit slide.
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Fri Sep 24, 2010 6:44 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lizard'n'Pete's Local Gun Store
Minor dump is for all the ♥♥♥♥ you don't want people to tell you what they think of it. We DO want feedback on this.
From now, I will just disregard every post by Darkdoom and Zoroaster in this topic. You be rite geti, you be rite.
Last edited by Lizardheim on Fri Sep 24, 2010 7:08 pm, edited 1 time in total.
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Fri Sep 24, 2010 8:12 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Lizard'n'Pete's Local Gun Store
I think zoroaster was justified. So, loading this up in my Barebones CC I realised I only had crobos and the zombies '10 dev installed. With a shrug, I decided to try a skirmish against crobos, with some zombies for target practice. Only thing I can fault you guys on was the magazine, which bounced around like a loon and settled away from the ground due to it's gimped atoms and spriteoffset: Everything else was flawless. -Performance against terrain was a blessed near-nil. -Thing was powerful enough to get the job done without being underpriced or a legitimate primary weapon. -Reload was sensible, limiting in a tight situation (which is good, having a sidearm with near-negligible reload is silly imo, it means if you run out of ammo on your primary you can still keep spraying bullets indefinitely, which is unfun) but not cumbersome. -Sprites were pretty.
Damn fine pistol, guys. Only thing that could've been added would be effects, light trails and muzzle effects (unless you want to go overboard and do custom terrain penetration effects, but even now it looks freaking A+ upon terrain collision). http://pastebin.com/u2LL6BXW is a really basic damage curve and trail script I've used for some personal mods before. It's more suited to shot particles cause of the curve, but trails and whatnot could be interesting to see on these weapons. I'd love to see some really polished weapons get made.
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Fri Sep 24, 2010 11:00 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Lizard'n'Pete's Local Gun Store
Geti, that is exactly the sort of feedback that we're looking for, that is really, really useful.
The magazine is something I actually noticed during testing, but I neglected to change it for some reason. We were actually considering doing some fancy effects for another (higher calibre) gun, but I hadn't considered doing it for this.
Another thing I've noticed since release is that the stance offsets are the same as the sharpstance offsets, but that'll be fixed soon.
But yeah, we really do want to get this perfect.
Edit: Also, that mention of Zombies '10 excites me. I recently reinstalled '09 and I was really impressed by well, everything. It's definitely set the bar for this.
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Fri Sep 24, 2010 12:55 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Lizard'n'Pete's Local Gun Store
Problem with the mention of zombies '10 is that it'll likely become zombies '11 before it's finished Prelude comes first when it comes to coding at the moment. Also no-one seems to give proper feedback any more. It's essentially either "this is laem" "make this think im too stupid or lazy to figure this out lul" or "omg your the best", which is pretty much useless to a modder. In any case yeah, effects would be lovely, things are more fun if you go whole hog on them.
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Fri Sep 24, 2010 1:47 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lizard'n'Pete's Local Gun Store
The mag annoyed me a bit, but I've been too lazy to change it.
Pete, this one's for you. Ya it's fixed now, Pete did it.
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Fri Sep 24, 2010 6:07 pm |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Lizard'n'Pete's Local Gun Store
It's fixed, but is it uploaded? This gun fits the 'Be as balanced as possible' criteria rather well, and I'm looking forward to more, so don't either of you quit. Nice work.
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Fri Sep 24, 2010 9:44 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Lizard'n'Pete's Local Gun Store
We're thinking of an update tomorrow or sunday. It'll contain two or three more weapons.
That is, unless something strikes and we fail to do so. We'll just delay it, like any proper modder would do. :3
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Fri Sep 24, 2010 10:04 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Lizard'n'Pete's Local Gun Store
Looking forward to. The pistol is perfectly balanced imo, but the firing sounds are like shooting with a peashooter.
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Fri Sep 24, 2010 10:24 pm |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Lizard'n'Pete's Local Gun Store
The firing sound is from the M16, isn't it? Anyways, update appreciated, and I like the mag fix, good job, guys.
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Fri Sep 24, 2010 10:42 pm |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: Lizard'n'Pete's Local Gun Store
411570N3 wrote: Hey remember how they're not doing requests? Yeah I didn't think you did. And what's this 'should' have been in the minor mod dump? That's for mods where the authors don't wish to get feedback over, not for mods which you deem as small and as 'belonging' in there. The mod does not need to 'deserve' its place in the Mod Releases forum unless it lacks a working downloadable mod and an image, and sometimes the moderators will let the image bit slide. actually i did... I suggest not jumping to conclusions so quickly. I was merely stating this would be a good addition, I wasn't asking to have it put it... just an idea.
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Sat Sep 25, 2010 12:08 am |
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