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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Updates are planned for when Lua scripting is better implemented, which should be next release.


Sat Feb 12, 2011 4:17 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Granted, this is what we were hoping B24 was going to be.


And the cycle continues.


Sat Feb 12, 2011 4:24 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
A few things:
For their considerable cost, the actors aren't very tough. The armour is quite meaty against small-arms fire, but doesn't fare well against heavier guns. But the major issue is how fragile the actor itself is. An Oni took a Repeater round to the face, which (understandably) destroyed her helmet. Even with full health, a single Blaster Pistol round blew her unarmoured head clean off. The 'self repair' seems to be broken, I noticed hp points sometimes regenerated, but I had several Bushi bleed out after losing leg(s).

The very expensive weapons are also incredibly fragile. Gunfire resilience is low but still within normal levels, however they're very prone to being broken by physical forces, rather than being knocked out of the actor's hands. Suicidal actor charges almost consistently break my guns.

The coilgun has some interesting effects. If the wielder is, for example, laying on their back and firing their weapon upwards, the recoil will throw the actor into the air, cartwheeling. Standing upright no such incident happens. The projectile power also seems to need tweaking. Straight-on it shreds dummies, but a chest hit from a decent upward or downward angle, the dummy will take minimal damage and will instead be thrown backwards quite powerfully. Maybe compare notes with the Rotary Cannon so that it more reliably deals kinetic damage.

The Shishi is incredibly effective, and it's deployment works perfectly, however it's a bit of a pain to organise a second drop to deliver it's weapon. It also has a bit of a bug with it's targeting. Say you have two enemy actors standing together. The Shishi will target the first and mercilessly gun it down as it's supposed to, however once that target is taken down, it seems to 'forget' about the second actor and spins down, and won't engage until the second actor does something like firing a shot. Combined with the spin-up time of the weapon, some heavy weapons will get off several shots which can cripple the gun.


Sun Feb 20, 2011 8:49 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The Gunslinger wrote:
A few things:
For their considerable cost, the actors aren't very tough. The armour is quite meaty against small-arms fire, but doesn't fare well against heavier guns.

The very expensive weapons are also incredibly fragile. Gunfire resilience is low but still within normal levels, however they're very prone to being broken by physical forces, rather than being knocked out of the actor's hands. Suicidal actor charges almost consistently break my guns.

The Shishi is incredibly effective, and it's deployment works perfectly, however it's a bit of a pain to organise a second drop to deliver it's weapon.


Of course it's fragile. It's balanced, unlike the overpowered mods you play with. You're failing to exploit the secret features of this mod - the lighter units can cling to walls, the Oni can punch anybody across the map. All or most of the guns have alt fire.

Everything breaks under physical pressure. That's why mass-based guns are so effective. Crushing a man with even a Drone is an insta-kill.

Of course it's a pain - what did you expect? If you want to, order it with some troops and have them throw it on.


Sun Feb 20, 2011 11:05 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Stealth and tactical use of the parts of the mod render it horrifically effective. Don't try to use them like DSTech.


Mon Feb 21, 2011 6:23 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
[Insert Name Here] wrote:
Of course it's fragile. It's balanced, unlike the overpowered mods you play with.

Kindly take your assumptions elsewhere. That input was based on comparisons to vanilla content. For the considerable cost of an Oni with heavy weapons and ammo pack, you're better off getting two Clone Heavies with a heavy weapon each. Individually they're on-par in terms of damage handout, are only marginally softer and their guns won't break from being looked at funny.

[Insert Name Here] wrote:
You're failing to exploit the secret features of this mod - the lighter units can cling to walls, the Oni can punch anybody across the map. All or most of the guns have alt fire.

I've had a ball with the alt-fires and melee attacks. Unfortunately the melee attacks are pretty useless in a lot of scenarios, you often end up destroying the target's weapon, at which point they promptly whip out a digger and puree you. I found the alt-fires impractical as there was a decent delay between firing the alt and being able to fire the primary again. The only exception to that was the flamethrower attachment, which was great. Overall though you're somewhat better off carrying two separate guns and toggling between them. Speaking of the flamethrower, it's functionality is excellent save for the fact that the direct blast doesn't seem to do any damage. There's only the secondary damage of being on fire, making it good for hit and run attacks but will do little to stop an attacker up in your face.

[Insert Name Here] wrote:
Everything breaks under physical pressure. That's why mass-based guns are so effective. Crushing a man with even a Drone is an insta-kill.

I've got a feeling it's something to do with B24 rather than the mod itself, as the mass-based coilgun is ineffective about 50% of the time. Again, stop assuming that I'm expecting an uber-powerful indestructible mod.

[Insert Name Here] wrote:
Of course it's a pain - what did you expect? If you want to, order it with some troops and have them throw it on.

You can't do that because the Shishi deploys from it's own craft, which cannot be loaded with anything. Ideally any cargo loaded onto it could drop when it's scuttled, which can then be picked up when the turret deploys.


Wed Feb 23, 2011 6:22 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Alt-fires aren't to powerful, because they are alt-fires after all. I pick guns with alt-fires depending on the situation (I won't pick one with a missile launcher if I'll go fighting indoors, instead I'll pick the flamethrower one) to use them effectively.
The only alt-fire that doesn't makes sense to me is the 6mm subsonic clip of the assault rifle. :???:

Now, the melee attacks and clinging capabilities of this units make them unique AND work perfectly.
If I'll do a suicidal attack I'll pick a dummy and clogg it up with cluster grenades. But if I have a masterpiece of a Tengu-Bushi or a Yuurei-Bushi I wouldn't do that under any circumstances. I'll do stealth attacks, exploit their skills, relay on close combat and quick fighting rather than a direct slug-outs against a dreadnought.
Move swiftly, I guess this units are somewhat like Ninjas. They move quick, can cling onto walls and have powerful melee attacks (Yuurei's electrical discharge can kill if you aim at the head).
You never see Ninjas fighting like Samurais, because that's not their fighting type.


Wed Feb 23, 2011 6:46 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
If you want beef and sledgehammers, then go ahead and order the coalition heavies. If you want tactical versatility and specific role fulfilment, go ahead and order the darkstorm troops.


Wed Feb 23, 2011 6:50 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
That, what Allstone said.
DarkStorm clones are useful to skilled players. Not for suicidal stuff.


Wed Feb 23, 2011 6:53 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Asklar wrote:
Alt-fires aren't to powerful, because they are alt-fires after all. I pick guns with alt-fires depending on the situation (I won't pick one with a missile launcher if I'll go fighting indoors, instead I'll pick the flamethrower one) to use them effectively.
The only alt-fire that doesn't makes sense to me is the 6mm subsonic clip of the assault rifle. :???:

I actually found the shotgun alt to be quite powerful. The gripe wasn't about the alts themselves, but the lag between firing them and the primary, which could do with being reduced slightly. The 6mm subsonic is useful, but it's hard to spot where the rounds are going sometimes, and there's no way to reload the alt or see ammo capacity, unlike the very nice little LED indicator for the shotgun alt.

When I mentioned 'suicidal actor charges' I meant the idiot AI charging you when you destroy all their guns. Normally that kind of attack knocks the weapon out of your hands, but the DS weapons are consistently destroyed. I've also had them break from things like a decent fall that didn't injure the clone but wrecked their weapon.

The Oni should be the 'beef and sledgehammers' for the Darkstorm, based on her cost and weapons loadout. You're not trying to be stealthy or tactical with automatic grenade launchers and miniguns. The 'resist enormous physical forces' portion of the description is entirely accurate, I've had craft debris simply bounce off the Oni. Free-flying dropship engines still obliterate them, but fair enough. Just in a straight-up combat situation the Oni should be able to take on a squad of Dummies, and generally can save that she can barely stand up to their return fire. Dreadnoughts are easy to take on because they rely on a consistent withering barrage to mow down targets. It's the individual Repeater and Sniper Rifle shots that do disproportionate amounts of damage.

The Yuurei, on the other hand, does what she's supposed to do perfectly and is easily the superstar of the mod. I'm not sure what 'tactical' aspect you're ranting about save regurgitating the fluff. The gun range is excellent and balanced, but that's not the clones themselves, and I have no issues with the weapons save their physical fragility and the minor code tweaking that the coilgun could do with. The Bushi is reasonable but has no stealth aspect whatsoever, the omniscient AI will know she's coming from a mile off. The close combat is a nice option but I often get the aforementioned digger problem. My gripe in a nutshell is that for a 'heavy' with a significant cost attached, the Oni is quite a soft target.


Wed Feb 23, 2011 1:03 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I use the automatic grenade launcher
The Gunslinger wrote:
The 'self repair' seems to be broken, I noticed hp points sometimes regenerated, but I had several Bushi bleed out after losing leg(s).
The self repair is slower than bleeding from dismemberment.
The Gunslinger wrote:
The coilgun has some interesting effects. If the wielder is, for example, laying on their back and firing their weapon upwards, the recoil will throw the actor into the air, cartwheeling. Standing upright no such incident happens.
Try this with a normal gun. Actors lying down aren't stuck into terrain via their feet like they are when standing.
The Gunslinger wrote:
there's no way to reload the alt or see ammo capacity
Darlos wants to make these better. He would like better Lua implementation before.
The Gunslinger wrote:
You're not trying to be stealthy or tactical with automatic grenade launchers and miniguns.
Use the AGL for mobile artillery. Use the minigun for crowds to kill them by killing each unit before it realises its ally is no longer blocking its line of sight.
The Gunslinger wrote:
in a straight-up combat situation the Oni should be able to take on a squad of Dummies
They do so easily when you force situations which play to the Oni's advantage.
The Gunslinger wrote:
The Bushi is reasonable but has no stealth aspect whatsoever, the omniscient AI will know she's coming from a mile off.
Equip one of the sniper rifles and try verifying this. Alternatively, ambush around corners. The AI is nowhere near as omniscient as you seem to be suggesting.


Wed Feb 23, 2011 1:25 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
411570N3 wrote:
The Gunslinger wrote:
The coilgun has some interesting effects. If the wielder is, for example, laying on their back and firing their weapon upwards, the recoil will throw the actor into the air, cartwheeling. Standing upright no such incident happens.
Try this with a normal gun. Actors lying down aren't stuck into terrain via their feet like they are when standing.

The interesting part is that it won't happen if you fire the weapon downwards whilst laying down, nor send the actor flying if you fire it mid-air.


Wed Feb 23, 2011 1:41 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Grip is handled interestingly in Cortex Command, to say the least.


Wed Feb 23, 2011 1:58 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Little behind the times, but I'm pretty sure the subsonic alt fire is for stealth. As in, actors recognize not that a round is fired, but that the controller has clicked "fire". As a result, they don't notice as readily if the round is fired through alternate means.


Wed Feb 23, 2011 9:51 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
It was supposed to be a noise detection thing I think. The subsonic rounds are quieter than the 'silenced' rounds (which produce a very accurate pop noise), but it seems to make little difference to the target. They don't notice the noise of the primary fire, but will turn to face you when they are hit. At closer ranges this requires the camo to be active else you'll be spotted, but you can quite easily snipe actors at medium range with the primary fire. I've been having a lot of fun on 'assassination' missions like Astro and Dummy twins.


Wed Feb 23, 2011 10:00 pm
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