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 The guns in CC and your thoughts (so we can make 'em better) 
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DRL Developer
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Joined: Fri May 15, 2009 10:29 am
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Location: Russia
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gotcha! wrote:
As far as I know the M1 Garand can be reloaded when the clip isn't empty. It's just clumsy to do. :)

Yeah no it's quite easy actually, just pull back the bolt so the round in the chamber pops out, then pull it further back untill the clip goes.


Tue Sep 27, 2011 3:36 pm
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Joined: Thu Sep 29, 2011 8:06 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Well guys fighting games also give thriller give to you and if there is a lot of ammonation in the game like the delta force where guns variety is available so it gives you a excitement
to play the different guns.


Thu Sep 29, 2011 8:13 am
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Joined: Sun Sep 04, 2011 2:25 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Personaly i would love a Nice heavy Auto cannon like this one

Image

However, It would have to have the offset of a massive amount of recoil. Or being really heavy.

Having a clip like that means it's easy to load.


Thu Oct 20, 2011 12:06 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Another thing I noticed;

Apart from bullet/projectile standardization in vanilla content I'd also like to see a standard in aiming range (sharplength).
That sniper rifle (KAR98 something) has a ridiculous scope range compared to other vanilla stuff (including Coa sniper rifles).


Thu Oct 20, 2011 1:02 am
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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)
Another thing that would be cool would be the AI using the most expensive gun in their inventory.
This'll save stupid soldiers that switch from their primary to a digger, then seeing an enemy and pulling out a pistol or some other useless pop-gun.


Thu Oct 20, 2011 2:58 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Oh, please no. Imagine having some actor with some expensive weapon that he'll kill himself with (ubergun or something) and no option of having it hold its cheaper machinegun.
Or having a guy in a small room and you want it to select its machinegun, but it continuously swaps back to a slow long range sniper rifle.

Nah, please let the player select what weapon those boneheads will use. :)


Thu Oct 20, 2011 3:16 am
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Joined: Fri Aug 20, 2010 4:45 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gotcha! wrote:
having a guy in a small room and you want it to select its machinegun, but it continuously swaps back to a slow long range sniper rifle.

Data, We love your A.i it's brilliant!


Thu Oct 20, 2011 6:22 am
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Data Realms Elite
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Joined: Fri Jul 03, 2009 11:05 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Nah, just add some fancy lua so that it uses a weapon that's good for the situation.


Thu Oct 20, 2011 11:33 am
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Joined: Sun May 30, 2010 5:30 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Quote:
Imagine having some actor with some expensive weapon that he'll kill himself with (ubergun or something) and no option of having it hold its cheaper machinegun.

Ah, I didn't think that far ahead, whoops. I can see how that would be a problem.


Fri Oct 21, 2011 3:59 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Just to nag a bit more about SharpLengths;

The coalition heavy sniper rifle has a SharpLength of 520. (The light one is at 400.) The Ronin Kar98 sniper rifle, made in 1935, has a SharpLength of 700, which is ridiculous.
(I would definitely set a max of ~600 for any gun's SharpLength. CC maps simply are too small!)

The coalition missile launcher has a whopping SharpLength of 500. (Sniperzooka?) The Ronin bazooka has a SharpLength of 130.

Gawd, I do hope someone will iron out all these differences. I am not saying that all same-type of weapons need to have the same values, oh no, but one can overdo it.
I dunno who made up the gun values for the original content a few builds back but I'd love this guy to straighten things out.


Enough nagging for now. I'll save my nagging about certain explosive weapons later. 8) *Yay!*


Tue Oct 25, 2011 9:22 pm
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Ploop.

Alright, let's hear those nags on the explosives now.


Sun Oct 30, 2011 8:12 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Yay!

Okay, here goes:
The coalition autocannon: High rate of fire combined with insta-killing shots (at least vs most vanilla units) and a price of only 140. This weapon is rather cheap for its power. Thankfully its effects on heavy units is limited, so perhaps just up the price a bit?

The coalition revolver cannon: Ridiculously high mass for a projectile. Which wouldn't bother me if it didn't knock peoples' mechs around and make them fly off-screen.
(Would it be possible to create a new material that is somehow unaffected by the effects of high mass weapons?)

The coalition heavy sniper rifle: Also knocks heavy units around like they're made out of cardboard boxes.
It'd be nice if this gun would retain its effectiveness against normal light units but have little impact on heavy units. It sometimes even instakills my small mechs for some reason.

The dummy's impulse cannon: For 90 oz you'll get a gun that can kill, for example, Shook's MARS and my Aegis with one shot. Horridly, horridly overpowered shot.

The dummy's destroyer cannon: I really love this gun, but I think it should be more expensive due to its power.

That's all I can think of at the moment.


Sun Oct 30, 2011 10:41 pm
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Joined: Thu Jul 08, 2010 10:24 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Flak cannon is amazing against a lot of stuff. Personally, I like it in its oversized long-range shotgun form.


Mon Oct 31, 2011 3:18 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)
We need more futuristic guns.

I mean, you know what all guns will do only reading it's name: assault rifles, pistols, shotguns, snipers, cannons, etc.
And where is the crazy weaponry?

Lighting guns, laser guns, toxic gas grenades, EMP rocket launchers, sonic weapons?


Mon Oct 31, 2011 3:33 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Hopefully new factions will have those. :)
The dummies already have their yellow glowy energy weapons. Coalition isn't the type of faction to have energy weapons (in my opinion), using ballistic stuff instead. And the ronin are poor bastards with 'old world' weapons.

The 'whitebots' and whatever factions the devs will create will hopefully have more futuristic stuff? :???: *hopes*


Mon Oct 31, 2011 3:47 am
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