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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: The guns in CC and your thoughts (so we can make 'em better)
An Auto-Entrencher, you say? Hmmm... not a bad idea.
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Sun Apr 17, 2011 4:35 am |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: The guns in CC and your thoughts (so we can make 'em better)
Soupiest's pistons are starting to fire...
Should we expect something that creates trenches rather hastily in the near future from your brilliant modding mind?
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Sun Apr 17, 2011 5:11 am |
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skullkan6
Joined: Sun Apr 17, 2011 9:08 pm Posts: 3
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Re: The guns in CC and your thoughts (so we can make 'em better)
Gun name: M16 What I like about this gun: It's nearly the perfect assault rifle, a 30 round mag is good for most confrontations, a pretty long range, and a stopping power thats enough to take out the average soldier in 3-4 hits.
What I don't like about this gun and I think should be changed: Not much other than adding a scoped version that increases the range but at a higher price and a lower fire rate.
Additional notes (not required):
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Sun Apr 17, 2011 10:59 pm |
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ScientistSalarian
Joined: Mon Apr 18, 2011 11:33 pm Posts: 42
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Re: The guns in CC and your thoughts (so we can make 'em better)
Tracing Rocket Launcher (That is the name right?) Very good at destroying pesky drop ships, especially on maginot mission. The explosion radius is enough to kill crowds and is strong enough to blow out engines in a single hit.
It's tracer would be much better if it could designate targets more, half the time it ignores the drop ship I aimed it at and goes for the dummy with no arms or legs, worse, it may go after own men.
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Tue Apr 19, 2011 1:40 pm |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: The guns in CC and your thoughts (so we can make 'em better)
Well, it's possible to define a chain of priority now, using Lua. At least I think it is.
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Tue Apr 19, 2011 8:25 pm |
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ScientistSalarian
Joined: Mon Apr 18, 2011 11:33 pm Posts: 42
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Re: The guns in CC and your thoughts (so we can make 'em better)
Jackal wrote: Well, it's possible to define a chain of priority now, using Lua. At least I think it is. I would prefer for that to be in vanilla game instead of me modifying game my self, yes?
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Tue Apr 19, 2011 9:12 pm |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: The guns in CC and your thoughts (so we can make 'em better)
Yeah, same here. I can't script much in Lua, though my knowledge is expanding slowly.
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Tue Apr 19, 2011 10:05 pm |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: The guns in CC and your thoughts (so we can make 'em better)
Quote: What I don't like about this gun and I think should be changed: Not much other than adding a scoped version that increases the range but at a higher price and a lower fire rate.
Look no further than the M1600! Has been fitted with all of the above upgrades and is your one stop rifle! Except is ♥♥♥♥ accuracy which I think should be improved. M1600 Pros, all of the above. Cons, can't hit a dummy at ten meters. Coaliton Gatlinggun Pros, best automatic weapon in the game. Cons, the AI can't fire it! I understand that this is an AI problem, but please fix it.
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Tue Apr 19, 2011 11:54 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The guns in CC and your thoughts (so we can make 'em better)
Quote: Cons, the AI can't fire it! I understand that this is an AI problem, but please fix it. That can be temporarily corrected by reducing the spinup time.
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Mon May 02, 2011 9:53 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: The guns in CC and your thoughts (so we can make 'em better)
I know... It's just... It kinda defeats the point, and also it's a problem with all spin up weapons.
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Tue May 03, 2011 7:30 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: The guns in CC and your thoughts (so we can make 'em better)
Shotgun (The one in the Base.rte)
Pros: Awesome. It's efficient, has enough power to kill a dummy with a headshot (or 2 for a coalition guy, considering the helmet), it's cheap. And the sprite is very, very, very good. It's one of my favorite sprites.
Cons: People prefer more coalition and ronin guns, leaving this one aside, which is sad.
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Wed May 04, 2011 11:27 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: The guns in CC and your thoughts (so we can make 'em better)
That's not really a thing we can fix.
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Wed May 04, 2011 11:29 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: The guns in CC and your thoughts (so we can make 'em better)
I think something to make the weapons defined in base more attractive, like adding a module icon or something like that. I mean, if it is possible.
I can't believe I just asked for something so superficial.
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Wed May 04, 2011 11:34 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: The guns in CC and your thoughts (so we can make 'em better)
Seriously? Most people tend to go for the mauler shotgun or the spaz, because this one is quite weak.
Awesome, this means I'm not the only one =D
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Fri May 06, 2011 12:54 am |
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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Re: The guns in CC and your thoughts (so we can make 'em better)
Why would anyone go for the mauler shotgun?
It's an extremely heavy weapon, it has a giant lag time, and I haven't survived long enough to find out how long the reload time is, but I'll bet it's insane.
And all of this for a weapon that by design is meant to be used in close quarters! Is there anything that makes less sense? What you want most in a close quarters weapon is lightness and speed.
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Sun May 08, 2011 4:40 pm |
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