View unanswered posts | View active topics It is currently Sat Dec 28, 2024 3:23 am



Reply to topic  [ 428 posts ]  Go to page Previous  1 ... 15, 16, 17, 18, 19, 20, 21 ... 29  Next
 Untitled Tech 2.5 (B31) [26th April 2015] 
Author Message
User avatar

Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
the laser crabs are quite OP.


as soon as i get my hidey hole dug i put around 3 laser crabs at the entrance and don't worry about it for the rest of the round


Mon Oct 15, 2012 9:26 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
4zK what the hell is that beautiful thing you just shot with?


Mon Oct 15, 2012 9:28 pm
Profile
User avatar

Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
NeoSeeker wrote:
the laser crabs are quite OP.

I've nerfed them slightly for the next update.

Asklar wrote:
4zK what the hell is that beautiful thing you just shot with?

Something that will replace the Cerulean Rifle. I liked the sprite but not the gun, so I turned it into an energy weapon.

It look very sweet so far, even if I do say so myself. Even better in action.

Image


Mon Oct 15, 2012 9:46 pm
Profile

Joined: Sun Oct 14, 2012 1:17 pm
Posts: 22
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
But I LIKE that there's a semi-auto ballistic rifle! Just price it lower than the laser rifle 'cause it's not as powerful.


Mon Oct 15, 2012 11:13 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jul 03, 2009 11:05 am
Posts: 3878
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
Ballistics don't really fit in with the plasma / laser weaponry. They're good as sidearms, but as primary weapons they just don't fit in.
I'd rather have the Cerulean replaced with some sort of an energy weapon.


Mon Oct 15, 2012 11:17 pm
Profile
User avatar

Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
why get rid of the rifle? you have those 9mm and 10mm weapons...


Tue Oct 16, 2012 1:39 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
I like having those ballistic weapons as less awesome/cheaper versions of the plasma/laser awesomeness.

You shouldn't eliminate the cerulean rifle, just set it Buyable = 0, so that players will activate it if they want.


Tue Oct 16, 2012 1:40 am
Profile
User avatar

Joined: Tue Apr 03, 2012 7:28 am
Posts: 67
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
You might consider making the shatter gun's shotgun mode the same as say the pump shotgun the ronin have, It would look more realistic that way. Also, what about modeling a gun after the Holorifle?

Image


Maybe something with lower damage, but that explodes on contact in blue light and sends your enemy flying backwards a little way? (small-medium range, Little bit like the impulse cannon, but with less damage and more kockback, Or maybe a stunning effect?)

- description could be something like: A weapon originally used in riot suppression, until it was found to cause memory loss and led to some major lawsuits. This version is modified for military use, including more stopping power, a larger ammunition capacity, and double the memory loss per dose.


Tue Oct 16, 2012 9:21 pm
Profile
User avatar

Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
Well, I suppose I'll keep the rifle then due to popular demand.

Roy the Cuttlefish wrote:
You might consider making the shatter gun's shotgun mode the same as say the pump shotgun the ronin have, It would look more realistic that way.

You mean reloading one shell at a time? The gun uses a drum magazine, so it's basically more realistic the way it is now.

Besides, it would mess up the reload time with both modes.

Roy the Cuttlefish wrote:
Also, what about modeling a gun after the Holorifle?

I've kinda tried to state a few times already that I'm trying not to make weapons based on Fallout anymore.

Also, isn't that description a bit too long and specific compared to the others?


Tue Oct 16, 2012 10:03 pm
Profile

Joined: Mon Apr 09, 2012 7:44 am
Posts: 80
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
I think these guys should have some deployables, say a SAM launcher, or like a shield you could prop up, and shoot from behind.


Wed Oct 17, 2012 12:35 am
Profile

Joined: Sun Oct 14, 2012 1:17 pm
Posts: 22
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
A rapidfire stationary four-shot anti-craft gun turret might be cool. EMP/explosive rockets and all.


Wed Oct 17, 2012 12:54 am
Profile
User avatar

Joined: Tue Apr 03, 2012 7:28 am
Posts: 67
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
Quote:
You mean reloading one shell at a time? The gun uses a drum magazine, so it's basically more realistic the way it is now.

Besides, it would mess up the reload time with both modes.



Not at all, I mean using the grey-ish looking projectiles and damage values of the "shots"
From the pumpgun.


Quote:
I've kinda tried to state a few times already that I'm trying not to make weapons based on Fallout anymore.

Also, isn't that description a bit too long and specific compared to the others?



The holorifle works very different in the game from the idea that I described, all I was suggesting was that you base a sprite off of its look, because the model of the holorifle would match your other sprites quite well I think. It does not even have to look that close to the gun, just the basic look. Sorry I got carried away with the concept, i just got really excited about it.


Wed Oct 17, 2012 1:19 am
Profile
User avatar

Joined: Wed Apr 25, 2012 4:17 am
Posts: 202
Location: Brisbane
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
How about some sort of close combat weapon, like a sword dipped in poison that would have a damage over time effect?


Wed Oct 17, 2012 8:59 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
Because it's silly? :???: In the time it would take the damage over time effect to kill the target it'd be more efficient to just, y'know, whack them with the pointy bit again.

Besides, I doubt it'd fit the faction theme very well. A better 'melee'-type weapon might some kind of energy-based cutting tool that's been repurposed into a close-range weapon, but can still be used for digging, perhaps based on the frame of the Gatling Laser.


Wed Oct 17, 2012 11:21 am
Profile YIM
User avatar

Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
Reply with quote
Post Re: Untitled Tech 1.8 [UPDATE]
Woah, the faction seems to be building up from a group of smart ragtags into an arsenal of brute energy weapons. :D

I don't mind though, it's just the story that might suffer a bit.

motochad wrote:
I think these guys should have some deployables.

Now that I have my new weapon working, I can look into turning it into a turret. *coughteslacoilcough*

How exactly should the shield work, though?

Roy the Cuttlefish wrote:
I mean using the grey-ish looking projectiles and damage values of the "shots"
From the pumpgun.

They got pretty OP after 1.0, but I can try giving the shotgun rounds a bit more punch. It's recommended to use the shrapnel shots, though.

I got some subconscious inspiration from the gun's shape to another upcoming weapon, but it's not an impulse-cannon-memory-loss gun though, sorry!

Sir wrote:
How about some sort of close combat weapon?

Use the wrench. Eh-heh.

Dunno, I've thought about things like the shiskebab or the ripper, they would be perfect. There's just that one thing. Fallout.

No poison, though. Too tribal.

Arcalane wrote:
In the time it would take the damage over time effect to kill the target it'd be more efficient to just, y'know, whack them with the pointy bit again.

That is indeed true. I've noticed something similar with the flamethrower, as it's much easier to just spam the flames instead of waiting for the enemy to burn to death. I often try to leave them with just a little of their health left, just to see the lua kill them. :evil:


Wed Oct 17, 2012 4:59 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 428 posts ]  Go to page Previous  1 ... 15, 16, 17, 18, 19, 20, 21 ... 29  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.038s | 14 Queries | GZIP : Off ]