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 The guns in CC and your thoughts (so we can make 'em better) 
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Joined: Fri Jan 25, 2008 3:53 am
Posts: 65
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Why stop at firing heavy things at people? Pneumatic spear guns, air-droppable wrecking balls, hydraulic cutting jets...


Tue Jul 19, 2011 2:40 pm
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Data Realms Elite
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
So, when I said "industrial" I wasn't so far from what you thought.

And yeah, that's basically what I think; for example, the "Annihilator" always seemed to me like a huge-metal-melting-and-modeling type of "tool".

What to say of the nailgun or nailer cannon. And I like that theme, "Industrial".

Just like them, mass produced, cheap, effective.


Wed Jul 20, 2011 11:59 pm
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Joined: Wed Jul 06, 2011 5:11 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I think there's too many weapons in general. They spam the hell out of the buy menu, and half of them are useless. We don't need 10 different kinds of assault rifle. Maybe two or three that act differently, but when there's so many of them, it just takes up space in the buy menu.


Tue Aug 02, 2011 7:30 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
The point is, that during campaign, you'll only have acces to limited weapons. Such as only one faction and stuff like that.
In which case, having a few repeats of weapons is a good thing.


Wed Aug 03, 2011 6:57 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I think you should have only acces to your picked faction and TradeStar stuff.


Wed Aug 03, 2011 9:55 pm
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Joined: Fri May 15, 2009 10:29 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Glad to hear. :)


Wed Aug 03, 2011 10:46 pm
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Joined: Thu Aug 04, 2011 6:32 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
The gun the brainman starts out with in chiphunt

Its just fantastic, it feels like I actually hold a gun I can use to kill stuff with and not something that is less usefull than a plastic bag.
No improvements needed.


Fri Aug 05, 2011 5:00 pm
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Joined: Wed Feb 10, 2010 4:06 am
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Location: Comox, BC, Canada
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
This is a little broad, but holy ♥♥♥♥ ronin guns are destructive now. ESPECIALLY the spas12. It has no range cap, does high damage, is full auto, and doesn't spread.


Sat Aug 06, 2011 1:29 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun name: All metal guns (i.e. not plastic dummy guns)
What I like about this gun:
It kills things :D

What I don't like about this gun and I think should be changed about it:
You have to be standing above the gun to pick it up, but if you accidentally bump the gun with your foot it disintegrates. I can't count the number of times I've lost a weapon during a fight, hurried over to pick it up, and had it turn to dust under my clumsy feet. If these were the plastic dummy weapons it would make sense, but I'm snapping M16s and Ubercannons in half with a tap of my foot.
To fix this problem, I would suggest either a small increase in the range at which guns can be grabbed, or improving the weapons' resistance to being crushed.

Additional notes: Perhaps this is the wrong place to put this, but I find it annoying and wanted to share anyway. As long as I'm complaining about tangential gameplay mechanics in the gun thread, I should mention that the enormous, larger-than-the-actual-gun bulletholes that appear on guns when they are shot make them look ridiculous, and sometimes impossible to identify.


Sun Aug 07, 2011 12:11 am
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Joined: Mon Aug 08, 2011 5:04 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun Name: Sniper Rifle (Ronin Faction)
What I like about this weapon: The reliability in combat, accuracy, and stopping power.
What I DON'T like about this weapon: Time between shots feels longer than CC's lapses in build times in the heat of a battle.
Additional notes: No, seriously, this weapon is USELESS in comparison to the Coalition or even the Dummy sniper rifle with its fire rate.

Gun Name: Annihilator (Dummy Faction)
What I like about this weapon: The pure stopping power.
What I DON'T like about this weapon: Weapon is not what was expected: I want a deadly laser, not a cannon that shoots little slow balls of inaccurate energy. Also, the damage can easily be rivaled by a solid Mauler blast or two.
Additional notes: Beam cannon, please.

Gun Name: Molotov Cocktail (Ronin Faction, explosive)
What I like about this weapon: Its pure explosive capability in combat compared to many other grenades.
What I DON'T like about this weapon: The near-instant explosion on so much as a small drop.
Additional notes: This weapon would be a lot better if it weren't so trigger-happy. I've dropped some mollies from drop crates and had them explode and kill a 1000oz investment in seconds. Little annoying. It is funny when you give a light soldier 20 of these things and send him on a jetpack suicide run straight into the first Dreadnaught in the Dummy Assault map, though.

Gun Name: Grenade Launcher (ALL factions)
What I like about this weapon: The cost-effective ability to basically blow up anything in the weapon recipient's path.
What I DON'T like about this weapon: The grenades stick to walls instead of exploding.
Additional notes: I'd reccommend adding a Contact Grenade Launcher for the Coalition and Dummy factions with equal statistics, but less damage and contact-triggered grenades.


Mon Aug 08, 2011 5:17 am
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Joined: Sun Aug 07, 2011 10:44 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
monkeyfetus wrote:
Gun name: All metal guns (i.e. not plastic dummy guns)
What I like about this gun:
It kills things :D

What I don't like about this gun and I think should be changed about it:
You have to be standing above the gun to pick it up, but if you accidentally bump the gun with your foot it disintegrates. I can't count the number of times I've lost a weapon during a fight, hurried over to pick it up, and had it turn to dust under my clumsy feet. If these were the plastic dummy weapons it would make sense, but I'm snapping M16s and Ubercannons in half with a tap of my foot.
To fix this problem, I would suggest either a small increase in the range at which guns can be grabbed, or improving the weapons' resistance to being crushed.

Additional notes: Perhaps this is the wrong place to put this, but I find it annoying and wanted to share anyway. As long as I'm complaining about tangential gameplay mechanics in the gun thread, I should mention that the enormous, larger-than-the-actual-gun bulletholes that appear on guns when they are shot make them look ridiculous, and sometimes impossible to identify.


I agree with ya.

Countless of times I destroyed the instant-win gun on accident and then my actor died.


Tue Aug 09, 2011 1:22 am
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Joined: Thu Aug 11, 2011 2:23 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
The Rail Pistol is simply lovely as a sidearm. It can take down most mooks with a decent headshot, and the idea of a railgun as a pistol is pleasing to me. I would say make it's range longer, but it's a balance thing, I guess. The generic Dummy Sniper could be replaced with a Rail Rifle. That would fit nicely with the AI based dummy background.

I rarely have a use for rocket launchers, but I guess that'll change with the introduction of more crafts and Mech-like actors.


Thu Aug 11, 2011 2:44 pm
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Joined: Tue Dec 12, 2006 3:10 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun name: Nailgun

What I like about this gun: It kills most enemies in one or two shots

What I don't like about this gun and I think should be changed about it: The enemy kills me in one or two shots.

No seriously it's awful strong. Perhaps introduce some air resistance to the bullets and reduce accuracy.


Thu Aug 11, 2011 3:34 pm
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Joined: Mon Aug 15, 2011 11:56 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun name: Laser Rifle
What I like about this gun: It was awesome, used it in build 23 im pretty sure.

What I don't like about this gun and I think should be changed about it: Its gone! I cant find this weapon anymore in the build i have now, i think 25? Where has it gone :(

Gun name: M1600
What I like about this gun: Real hardcore. Great all around weapon.

What I don't like about this gun and I think should be changed about it: Just slightly more accurate would be peachy.

Gun name: Grenade launcher (the one thats yellow?)
What I like about this gun: Bouncing projectile, fun physical weapon.

What I don't like about this gun and I think should be changed about it: Its sooooo weak for an explosive weapon. I can fire a standard rifle or pistol at a dummybot, and just blow him to shreds...I can shoot several grenades an a dummybot, im lucky to take his legs off! maybe sometimes he gets disarmed....very ineffective damage! (sometimes it does blow em into next week, but not like the "green" grenade launcher, which sticks to them, and does a better job desructively, however, I cant stand it sticking to walls too, because then i cant bounce it around a corner to hit an annoying target...

Gun name: Heavy Sniper
What I like about this gun: Awesome concept for a weapon, would be nice to blow some heads off....butttt...

What I don't like about this gun and I think should be changed about it: This thing is so frickin heavy! try putting one of these in the hands of anything less than a heavy, and he is practically stuck walking everywhere, its impossible to get to a nice sniping position, if you cant get airborne! should be lighter, because even the heaviest of snipers only are about as heavy as a medium assualt rifle....so if my units carry an m1600 fine, they should only have a slightly tougher time carrying this powerful weapon!


OTHER NOTES:

This game rocks. period. I cannot stop playing. Great work, cant wait to see a finished product of this already awesome game!


Tue Aug 16, 2011 12:06 am
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Data Realms Elite
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
The laser rifle still exists, go and enable it in Base.rte. I can't remember the exact location of it, it was in something like rifles.

EDIT:

Oh please, return the old mauls to the mauler shotgun! Now it's just an overpowered shotgun, before it was an overpowered but fun shotgun.


Wed Aug 17, 2011 11:00 pm
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