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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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Re: [WIP] Psyclones
Ok, just played a quick game on zombie bunker.
Firstly, i'd like to see the sarcophagus either cost a bit less or do a bit more. I don't think it can be equipped with weapons, and it seemed that it's shields were kind of useless when dealing with any weapon that could actually get past them
Maybe it's situation.
The clones themselves were interesting. I do like the concept of the glowing heads and all, but I think the head sprites themselves could use some tweaking, they don't have that "shiny" feel. Same applies to their bodies, although I do like the "dark" look of them.
The weapons were a bit lackluster I think. I'd love to see weapons that draw from the units psi abilities instead of actually just being modified guns with clips. Getting away from that standard formula and all that. I didn't see much use out of the units powers, but I was fighting zombies after all.
Overall it's an awesome mod, and it'll be awesome to see where it goes, if it does end up anywhere.
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Thu Mar 13, 2014 11:48 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: [WIP] Psyclones
I'll publish some updates after B30, mostly aesthetic, and weapons will remain the same conceptually. I also think that Sarcophagus is already overpowered and probably need to cost even more, but it probably depends on game performance, they can't slow projectiles enough when updates take much time.
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Fri Mar 14, 2014 10:58 am |
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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: [WIP] Psyclones
Updated. B30 compatibility, revamped psyclone sprites by 4zK.
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Fri Apr 18, 2014 8:37 am |
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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: [WIP] Psyclones
Updated. Psy effects improvements and fixes. Light psyclones now twice faster.
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Sat Jan 24, 2015 1:07 pm |
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