The guns in CC and your thoughts (so we can make 'em better)
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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)
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Fri Dec 23, 2011 11:08 am |
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nicolasx
Joined: Sun Mar 13, 2011 6:17 pm Posts: 646
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Re: The guns in CC and your thoughts (so we can make 'em better)
Would you guys like to see a cover type system added to CC, ala Mass effect? or are you a more serious sam kinda guy?
I would personally like to see some kind of tactics taken into account sometime soon. I understand that that may be hard to do in 2d, but if CC is going to actually be a game with a polished campaign, I think that some cover/team based fighting should be considered.
EDIT: I understand that right now you can pretty much just duck behind something and that be considered cover, but if you want to be a sniper or a CQC there isn't really a system on how you can really survive... "sniping" isn't exactly doable in the classic sense of the word.
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Fri Dec 30, 2011 12:51 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)
C'mon, I mean, look at Red Loki's from thesoupiest's Combined Forces' Tesla Cannon. It went perfectly with the Ronin without it being a gun that shoots pixels.
Why can't that thing be vanilla?
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Thu Jan 05, 2012 2:02 am |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: The guns in CC and your thoughts (so we can make 'em better)
cause Vanilla is a sub standard on par game, which set the Bare minimal for all mods, and persuade people to make highly advance mod to bring the shame of the standard of the vanilla game to bring about questions such as yours... Or as everyone else will see it. Cause the modder > game developers... so it seems (in general at least) Or it to do with a balancing issue really, make sure all weapons are equal to the other faction counterpart without being too the same. regardless i like most of the weapons in vanilla, that said nearly all of them are pointless when you get a few mods involded
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Thu Jan 05, 2012 7:39 pm |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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Re: The guns in CC and your thoughts (so we can make 'em better)
the modding COMMUNITY > game devs. Any mod can make the game into whatever he or she chooses (EX : brutality mod) in a game like CC, and that is why modders can be seen as better, but the vanilla content is just as good as any mod in my opinion. The devs need to stick to a theme to keep the game with the feel it needs to have.
I'd like to see the grappling hook work at default how it does in Terraria. Where it auto retracts when you shoot it, then you could lower yourself afterward. For quick getaways.
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Thu Feb 02, 2012 8:56 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: The guns in CC and your thoughts (so we can make 'em better)
You can also change length when using any weapon by holding crouch and using the next/prev weapon keys/your mousewheel. I prefer it as it is. Makes it very useful for Worms Ninja Rope-style tricks with multiple jumps, or for descending long distances, especially if your actor can only jump and not jetpack around.
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Thu Feb 02, 2012 11:21 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13143 Location: Here
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Re: The guns in CC and your thoughts (so we can make 'em better)
Noted. Maybe I'll make it do sharp damage to MOs on impact.
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Thu Feb 02, 2012 11:54 pm |
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sgt0pimienta
Joined: Mon Jan 16, 2012 2:58 am Posts: 7
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Re: The guns in CC and your thoughts (so we can make 'em better)
Gun name: Flak Cannon
What I like about this gun: It's wel designed, well thought of, reacts very well, works as i'd expect it, the way it shoots is also very well made, and it shows its value when you use it to take down ships.
What I don't like about this gun and I think should be changed about it:
Its way too overpowered, you know that mission, maginot defense? it only takes ONE guy with ONE flak cannon to endure for about 2 hours (2 hours is my record, i didn't even die, i got bored)
Or one day i was playing with my friend, he was using the easily controlled keyboard and i was using the controller, i. obliterated. him. and it only took one dummy, and one flak cannon.
Additional notes (not required):
There are many ways to fix it, i suggest you do one or many of these:
-Make the reload time much longer -Make it only have 1-2 shot(s) in the clip, instead of 3 -Make it more expensive -Make it a mounted turret, this way it's more limited
Any of those solutions by itselves would work, but maybe you can combine them.
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Tue Feb 07, 2012 5:23 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)
Don't worry it's pretty much fixed in the current developer build, with units being able to locate and fire upon targets past their teammates.
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Tue Feb 07, 2012 5:32 pm |
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Morbo
Joined: Mon Feb 06, 2012 10:52 pm Posts: 7
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Re: The guns in CC and your thoughts (so we can make 'em better)
Faction Weapons I like their distinct visual styles and the ease of identifying the roles they fill
What I don't like about them is the colours of the rounds. So far the dummies are the only ones to have correspondingly coloured tracers, but I'd like to see the same for the Ronin and Coalition. At the moment I've modded the weapons so Coalition weapons fire green tracers and the Ronin weapons fire Red tracers (a bit wrong since AKs would fire green ones too, but hey, this isn't an historically accurate game). In the game as it currently is, it isn't a big matter but in things like unmappedlands and the future metagame, it will be useful to identify whether it's enemy or friendly fire.
I'd also like to see a Light Machinegun for the Coalition. I've already made a custom one which is basically the Assault Rifle crossed with an M1918 BAR (As well as DMR and Semi-auto Rifle varations). I know the game has arguably too much variety in weapons but since the Coalition is meant to be a military force I like reflecting this in their weaponry.
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Wed Feb 08, 2012 2:43 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)
Looks good, Coalition could do with a LMG.
About the tracer thingies, that might be useful, but I dunno, seeing from where the bullets come from, or if they go through you or not (there won't be friendly fire on the next build) is enough =P.
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Wed Feb 08, 2012 2:50 am |
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Morbo
Joined: Mon Feb 06, 2012 10:52 pm Posts: 7
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Re: The guns in CC and your thoughts (so we can make 'em better)
Asklar wrote: Looks good, Coalition could do with a LMG.
About the tracer thingies, that might be useful, but I dunno, seeing from where the bullets come from, or if they go through you or not (there won't be friendly fire on the next build) is enough =P. Well, it's more a satisfaction of my anal pseudo-ocd about things like this than a gameplay thing. Anyway in my modded Coalition, the Assault Rifle has a 45 round mag while the LMG has a 20 or 30 (Undecided as of yet) round mag, but more powerful rounds. The DMR and Battle Rifles each have 10 round mags (Might up this to 20 for the BR) firing the same round, but at the moment it seems too weak. It's half a magazine to take down a Robot 2. I also gave the Ronin an M249 (Which is really OP - 200 round belts!) and resprited the M16 and M60 (Made the latter a lot more powerful with 100rnd mags), and I tried to balance it so the Ronin rounds have better penetration but less mass and vice-versa for the Coalition Anyway I'm sorta derailing here. Gonna put the sprites in the dump
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Wed Feb 08, 2012 3:28 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: The guns in CC and your thoughts (so we can make 'em better)
The colored bullets seem quite odd - the US doesn't have red, white, and blue bullets, nor does Russia. I do like the sound of your weapons though - would you care releasing them?
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Fri Feb 17, 2012 2:05 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: The guns in CC and your thoughts (so we can make 'em better)
Miggles wrote: The colored bullets seem quite odd - the US doesn't have red, white, and blue bullets, nor does Russia. Tracer colour is based off the compounds and materials used; Quote: In US and NATO standard ammunition, this is usually a mixture of strontium compounds (nitrate, peroxide, etc.) and a metal fuel such as magnesium. This yields a bright red light. Russian and Chinese tracer ammunition generates red or green light using barium salts. Marines practicing with tracer rounds at night. You were saying?
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Fri Feb 17, 2012 2:11 am |
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Crabman
Joined: Sun Dec 19, 2010 7:21 pm Posts: 36 Location: Tutorial Mission
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Re: The guns in CC and your thoughts (so we can make 'em better)
Name of gun: Coalition Assault Rifle
What I like about this gun: Nothing at the moment.
What I don't like about this gun and I think should be changed about it:
All it does is go pew pew. Needs a Slower ROF and more stopping power, So its more like POW POW, and that person arm, goes KAPLOOSHE.. And.. not.. pew pew... *Bink* *Bink* *Bink* *Bink*.......
Needs to be returned to the former glory, Of B23 Awesomeness.. Cause it lost its range and all that Pizazz or.. What ever you want to call it. :oop:
-Edit: This may be the most helpful post, i've ever posted. -Edit2: And to all those who think its a useless gun, Back in B23, All of your soldiers would of had this, or they would be dead before they hit the ground. :3
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Tue Feb 21, 2012 7:37 am |
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