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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 2.0 [6th Dec 2013]
Never said you did. What I was looking for was "thank you". [/ internet fight] I figured the Capacitor should be considered light from now on, as the firepower of one shot matches one of a Laser Pistol. I forgot how satisfying the old Shattergun is to use. I'll gladly return the old style of the grenade shots. Update tomorrow.
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Fri Dec 13, 2013 11:48 pm |
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tegabumm
Joined: Thu Oct 18, 2012 10:25 am Posts: 14 Location: Australia
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Re: Untitled Tech 2.0 [6th Dec 2013]
Ooh can't wait. BTW, watching the exponentially declining rate of mod releases and the slow activity of other modders makes me want to commit, even if I'm not that good at doing any of the works involved in the creation of a faction. [EDIT] Quote: I forgot how satisfying the old Shattergun is to use. I'll gladly return the old style of the grenade shots. To an extent how much will you change of it? (I quite enjoy the smoke 'nade function) Or will you just make us find out once you release the update?
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Sat Dec 14, 2013 2:14 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 2.1 [15th Dec 2013]
Damnit. Ended up making four different variations of the damn shotgun. It sure clutters up the buy menu, but I'll release an update to see what you think. EDIT: Updated 2.1 Experimental buy menu clutter update
- New model for Laser Capacitor - Slightly shortened Plasma Pistol and Rifle
- A few new and/or tweaked sounds
- Added Prototype Launcher - Added Shotgun variants - Added 9mm SMG variant - Added Armored Shield Please tell me if anything seems odd.
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Sat Dec 14, 2013 8:01 pm |
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haloman
Joined: Mon Jun 24, 2013 5:08 am Posts: 430 Location: Reconstructing W.A.S Forces,
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Re: Untitled Tech 2.1 [15th Dec 2013]
OMG HOW DO U DO IT U SHOULD MAKE LIKE AAAAAAAAA IDK
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Sun Dec 15, 2013 4:30 am |
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Epicnator
Joined: Fri Oct 18, 2013 2:49 pm Posts: 100 Location: Gretin
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Re: Untitled Tech 2.1 [15th Dec 2013]
OOC: ^ ogm y u no b3 qu13t
IC:
Prime SMG looks good, ( make a hunting point rifle C: )
They still get massacred by impreatus, :C
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Sun Dec 15, 2013 4:59 am |
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tegabumm
Joined: Thu Oct 18, 2012 10:25 am Posts: 14 Location: Australia
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Re: Untitled Tech 2.1 [15th Dec 2013]
THE UPDATE: I gotta say, I love the new proto launcher just 'cause. It really shows its power against dropships. Oh oh! Plus the sounds too, the moment when you finish reloading, it's just such cake when the reload finishes and that sound comes up. Makes the Faction so well developed under their improvised(?) technology. The new introduced weapons (the 2 new shotguns, prime smg, and most notably the proto launcher) = cool Only issue I have with the shotguns is that I don't see much of a power difference between the 12 gauge sawed off and the 12 gauge long barrel, maybe it's because I haven't played it much Prime SMG is a boss, gotta say on weegee's(?) Weapon Test it shredded up the light ronin like paper. Looks like a mini LMG too. THE SHIELD, gotta say, I honestly haven't tried it out yet. But all I know is that it's VERY heavy for a light/heavy merc holding one of them scatterguns (MK2 or orig.) Must be very powerful eyy? Ohwells, (Don't want to make it sound like it's a mod that is dedicated to me >.< (I SOUND SO EVIL)) I really enjoy the way the mod is progressing. Final thing though, did you remove the smoke grenade option on the scatterguns? Or did I just miss it when I was testing? T_T [EDIT] BUMP +1
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Sun Dec 15, 2013 6:48 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 2.1 [15th Dec 2013]
haloman wrote: U SHOULD MAKE LIKE AAAAAAAAA what Epicnator wrote: Prime SMG looks good, ( make a hunting point rifle C: ) I guess a bolt-action rifle would be cool, but didn't I have to make more automatic weapons? HAH! Imperatus? Just spam EMP grenades and they don't stand a chance. tegabumm wrote: THE UPDATE: Hopefully the Proto Launcher isn't too OP with it's power and reload speed. I guess I'm going to have to make prefixes of every single weapons now that there are too many shotguns. Oh, btw - the difference is that sawed-off is lighter, slightly less accurate, slightly weaker and one-handed. (Try it out with the new shield!) That's because the Ronin are paper. The shield is pretty stronk but heavy as ♥♥♥♥. I wanted to make a shield worth buying but also balanced. Oh, don't mind that, it's just that there is a difference to "I don't like this" and "this is bad". Yeah, sorry, the smoke grenade sort of got hold off, but since you noticed, I can add it back.
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Sun Dec 15, 2013 12:06 pm |
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haloman
Joined: Mon Jun 24, 2013 5:08 am Posts: 430 Location: Reconstructing W.A.S Forces,
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Re: Untitled Tech 2.1 [15th Dec 2013]
u should make a breach create really handy when taking combat in air and a anti air machine whit a chine gun and 4 missils
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Sun Dec 15, 2013 4:14 pm |
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haloman
Joined: Mon Jun 24, 2013 5:08 am Posts: 430 Location: Reconstructing W.A.S Forces,
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Re: Untitled Tech 2.1 [15th Dec 2013]
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Sun Dec 15, 2013 10:46 pm |
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tegabumm
Joined: Thu Oct 18, 2012 10:25 am Posts: 14 Location: Australia
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Re: Untitled Tech 2.1 [15th Dec 2013]
Quote: Yeah, sorry, the smoke grenade sort of got hold off, but since you noticed, I can add it back. :O will you do a couple of tweaks on it?
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Mon Dec 16, 2013 3:28 am |
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Chronometer
Joined: Sun Jan 15, 2012 10:12 pm Posts: 207 Location: Burrowed, waiting for you to come by.
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Re: Untitled Tech 2.1 [15th Dec 2013]
is just joek plz no anger
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Sat Dec 21, 2013 11:52 pm |
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CCS
Joined: Thu Jan 07, 2010 1:54 am Posts: 99 Location: St. Elsewhere
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Re: Untitled Tech 2.1 [15th Dec 2013]
Note on the faction file for Void Wanderers. Tried to start a file and when at the clone storage, I could not spawn a actor. No errors before hand by the way, but the actor preview didn't show in the faction select either (Ver 2.1)
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Mon Dec 30, 2013 6:16 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: Untitled Tech 2.1 [15th Dec 2013]
Everything works as advertised, make sure you're using the latest versions of both Void Wanderers and Untitled. Also make sure that Void Wanderers loads the latest faction file. To ensure that you can replace Untitled.lua with Untitled.rte in you Factions.cfg.
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Mon Dec 30, 2013 7:26 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 2.1 [15th Dec 2013]
haloman wrote: anti air machine whit a chine gun and 4 missils It's a nice idea for a turret, but I have other plans for one. haloman also wrote: i was thinking about the laser rifle becaus its a good gun but the rate of fire is what get me I raised the ROF a bit and made it full-auto for testing because of the lack of automatic weapons. Chronometer wrote: is just joek plz no anger Those ♥♥♥♥ meme-images are not making your "jokes" any funnier. [/anger] I decided to fuse the Shatterguns into one gun with 4 modes. Also keeping the sawed-off one because it's the best thing when used with the shield. Sorry for the unnecessary ranting. Friends? CCS wrote: Note on the faction file for Void Wanderers. weegee wrote: Everything works as advertised. Yeah, make sure you've done what is needed to enable the mod and that everything's up to date.
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Mon Dec 30, 2013 7:43 pm |
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haloman
Joined: Mon Jun 24, 2013 5:08 am Posts: 430 Location: Reconstructing W.A.S Forces,
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Re: Untitled Tech 2.1 [15th Dec 2013]
ok 4zk this light soilder really needs a helmit plz give the light dam typign ughghgh . lets start over plz give the light marine a helmit . no visor a helmit
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Sat Jan 04, 2014 6:51 am |
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