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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: The guns in CC and your thoughts (so we can make 'em better)
Oh how I miss all the random chain-meatsplosions, especially in Tartarus. I used to modify the grenades more powerful, but since I don't see explosions so much in the newer versions, I saw no reason to do it.
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Thu Sep 22, 2011 6:28 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)
Natti wrote: Oh how I miss all the random chain-meatsplosions, especially in Tartarus. I used to modify the grenades more powerful, but since I don't see explosions so much in the newer versions, I saw no reason to do it. That was the only point of giving more than one grenade to any actor. Now it's not fun.
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Thu Sep 22, 2011 8:24 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: The guns in CC and your thoughts (so we can make 'em better)
Some volatile explosives and some safer explosives, for good variety.
Particularly, I think dummy and coalition grenades should be mostly safe, with Ronin grenades (and zombombies' blue bombs) being mostly volatile.
Last edited by Azukki on Sat Sep 24, 2011 4:36 am, edited 1 time in total.
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Fri Sep 23, 2011 2:54 am |
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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: The guns in CC and your thoughts (so we can make 'em better)
Azukki wrote: Some volatile explosives and some safe explosions, for good variety.
Particularly, I think dummy and coalition grenades should be mostly safe, with Ronin grenades (and zombombies' blue bombs) being mostly volatile. I agree.
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Fri Sep 23, 2011 3:59 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: The guns in CC and your thoughts (so we can make 'em better)
Okay, Ronin grenades are more volatile now. Dropping stick grenades is a bad idea again, and the Pineapple grenades explode when shot/stepped on. Edit: Twitter thing.
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Sat Sep 24, 2011 1:32 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)
Is there any special reason for deactivating many of the "TradeStar" weapons?
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Sat Sep 24, 2011 5:44 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: The guns in CC and your thoughts (so we can make 'em better)
Some time after Niklas' hand is healed, I presume.
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Sat Sep 24, 2011 2:48 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)
Nonsequitorian wrote: They're in other categories now. At least not the Blaster Pistol and Laser Rifle. And why doesn't the Coalition have a heavy machinegun? Oh lol, Gatling Gun.
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Sun Sep 25, 2011 4:29 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: The guns in CC and your thoughts (so we can make 'em better)
If they had a heavy machinegun, would you use the regular assault rifle at all?
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Sun Sep 25, 2011 10:46 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)
I use the M16 and the M60 a lot, they have different functions, I just know when to use them.
Just like the Assault Rifle and the Gatling Gun. I use both, they both have different tactical values. It's not like I'm sticking to the apparently stronger one.
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Sun Sep 25, 2011 5:50 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: The guns in CC and your thoughts (so we can make 'em better)
I'm missing dummy weapon range increase so hard
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Sun Sep 25, 2011 6:06 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: The guns in CC and your thoughts (so we can make 'em better)
weegee wrote: I'm missing dummy weapon range increase so hard Hmm? What do you mean by that? Also, the M1 Garand now properly goes DING when you fire its last shot.
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Mon Sep 26, 2011 1:49 am |
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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: The guns in CC and your thoughts (so we can make 'em better)
Make the M1 also not be able to be reloaded until it "dings" as well for aesthetic and realism purposes.
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Tue Sep 27, 2011 1:26 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: The guns in CC and your thoughts (so we can make 'em better)
As far as I know the M1 Garand can be reloaded when the clip isn't empty. It's just clumsy to do.
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Tue Sep 27, 2011 3:27 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: The guns in CC and your thoughts (so we can make 'em better)
The Peacemaker's reloading is a useful example right now for generic revolvers, so maybe it should be left as is, but if you wanted to more accurately show it as being a Peacemaker, it'd basically be a matter of giving it shotgun-style reloading, and ejecting a casing for each round loaded.
Last edited by Azukki on Sun Oct 16, 2011 8:39 am, edited 1 time in total.
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Tue Sep 27, 2011 3:24 pm |
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