Comments: 24
OmegaDrace [2013-07-02 08:16:03 +0000 UTC]
I've worked in all these weapons and my god they freshen it up a little bit. If you'd like, I can release them as an addon.
The only thing I couldn't do was the trap, and that's because doing directional blasts requires LUA scripting. (Of course, I could do it as a mini blast that doesn't explode very far. It'd give the illusion of the trap working too, if it'd work.)
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xn-d In reply to OmegaDrace [2013-07-02 11:57:37 +0000 UTC]
Of course! Can't wait to try them in action!
Non-explosive trap is fine too, but I think it's too common. Small explosion works too though.
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xn-d In reply to OmegaDrace [2013-07-02 20:12:24 +0000 UTC]
Awesome! I've tested it on "One-Man-Army Extended" on different factions and found some things:
1) Sergal Auto Cannon: it shoots nicely, but still can't harm anything! In my headcanon this gun has different kind of bullets, more like submachinegun, not rifle's. Something like Uzi or slightly more powerful. Gun's mass could be heavier because of big magazine. Also I think it too bulky for being one-handed... Recoil is high, but, um, dunno.
2) Sergal Hand Cannon: the trace of bullet is too small for that power, it looks like traces of weakest standart pistol. Sound could be changed too. The magazine is attached on the gun, so it don't looks as revolver. If it's not a revolver, then I suggest to reduce power and increase magazine capacity. Otherwise change standart magazine so it will look like Peacemaker's and don't detach it, throw emty cases instead (but seems like it requires lua scripting). Also if actor standing and shooting this gun too long, the ground near him is filled with identical cylinders, lol
3) Sergal MiniRocketLauncher: very overpowered. It can destroy hordes of Coalition or Ronin soldiers with one rocket per actor, or can heavily damage nearby friendly actors because of stupid AI. Grenades looks VERY big. The cost is high too. I suggest to reduce power to same amount as, for example, Imperatus's Slugger, size of the rockets and cost to ~100 oz.
4) Sergal grenade: weak explosion power and sound, could be better with standart explosion sound. The flame looks strange, it will be better with Blue Bomb's small yellow blinking pixel. However, it's not bad if it looks like Molotov's coctail.
5) The trap: looks and acts like generic land mine, but I'm okay with this.
The sprites are just perfect, also I like new Rocket and Grenade Launcher :3 But that phrase "Sergals love " become too overused...👍: 0 ⏩: 2
OmegaDrace In reply to xn-d [2013-07-03 08:15:17 +0000 UTC]
Alright, I've done the rebalance. Please let me know it goes.
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xn-d In reply to OmegaDrace [2013-07-03 16:29:21 +0000 UTC]
Now almost everything nice, but why self-exploding Handcannon? ._. New sound is pretty good, but still it looks like weaker pistol because of thin trace...
Autocannon looks awesome now, but it's sound is a little louder on right speaker channel.
Mini rocket launcher - it will be awesome with rocket trails and rocket sounds, but it still nice and much more balanced now.
Sergal grenade - perfect, but IMHO better call it "Bomb".
P.S. My english is horrible. >_<
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xn-d In reply to OmegaDrace [2013-07-04 17:02:25 +0000 UTC]
Hmm, seems I've found how to fix HandCannon: reduce ParticleCount from 4 to 3, change trace color to R = 250, G = 246, B = 145, increase FireVelocity to 80 or 90. Also i've changed sound to this for personal use.
P.S. It is possible to add to powerful guns like Sniper or Handcannon custom muzzle flash just like Shotgun's? They will look extremely cool with this.
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xn-d In reply to OmegaDrace [2013-07-07 19:45:06 +0000 UTC]
I've had some fun with Audacity and made an alternative sound for MRLauncher: [link]
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OmegaDrace In reply to xn-d [2013-07-09 07:58:32 +0000 UTC]
I haven't made any progress lately (my chest is acting up again, badly), but I'll see how the mass and the lifetime edits play out when I can.
I was trying to add the smoke effect to the guns, but I think I put the LUA script in the wrong places.. Also I think the MRLauncher only uses the shotgun flash. I might have to make a new one.
For the HandCannon, I'm thinking about lowering the round count to two. How would it fair?
The deadly effect of the jetpacks is unintentional (unfortunately). I couldn't figure out how to give them that kick without the particles spraying out at 1 million miles per second.
And that MRL sound, it sounds very fitting. You wouldn't mind if I add it?
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xn-d In reply to OmegaDrace [2013-07-09 17:50:55 +0000 UTC]
What is the "round count"? If it means "particle count", then yes, it becomes not overpowered.
>And that MRL sound, it sounds very fitting. You wouldn't mind if I add it?
Of horse, I've made it just for that :3
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xn-d In reply to OmegaDrace [2013-07-16 10:41:35 +0000 UTC]
Oh, I get it now. But 2 rounds - no way, better to reduce power. Btw, 2 particles and Separation=2 are fine: something like Peacemaker or even better, but with only 4 rounds and self-exploding (which I removed for personal use). Originally Handcannon designed more as light sniper weapon, not so powerful, but precise. And with these settings it works that way.
P.S. What do you think about removing self-exploding from Handcannon (because it small and seems like not filled with explosives) and adding it to Grenade Launcher (because it has very powerful charge)? Also in campaign, when playing against sergals, there is often occurs a chain reaction after exploding someone's weapon (and usually this is Handcannon as their most popular firearm), then grenades dropping from dead guy, then other's weapons exploding and so on. That ain't fair, but partially fun though (becausу they are freaking tough :>).
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OmegaDrace In reply to xn-d [2013-07-29 11:54:23 +0000 UTC]
I've uploaded the new version. Can I have some more feedback please?
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xn-d In reply to OmegaDrace [2013-07-30 15:01:15 +0000 UTC]
Well, all things are fine now, but Sniper Rifle's price is incredibly high. Even it is pretty effective when hits, accuracy and weight doesn't compensate this price. 150-170 is more appropriate IMO. Weight is OK. Btw, why Warrior is much lighter than Soldier, and Soldier has same weight as a Guardian? Is this for fixing jumping power, making a Warror more agile?
P.S. I don't have any ideas of new guns ._. Maybe Steam Thrower as some kind of flamethrower, not so damaging, but able to hilariously knock enemies around, like "Get out of my cave, you little rats!"? (Inspired by District 9 mod and it's Gas Thrower which has same effect)
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xn-d In reply to OmegaDrace [2013-08-12 17:52:35 +0000 UTC]
>Probably to show that the warrior was better than the soldier
Well, that's a point.
>Is your friend still working on those rocket designs?
He is working on physics now, and seems like it will be a long time...
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xn-d In reply to OmegaDrace [2013-07-05 16:11:23 +0000 UTC]
The HandCannon now looks awesome, and of course you can add that sound (I downloaded it from free library and edited it a bit. Also seems like it's a little loud...)
Rifle and Autocannon are nice, especially rate of fire. Btw, I've noticed that all guns are extremely lightweight for being low-tech weaponry. Especially Sniper rifle, which is much longer than Imperatus's Heavy Sniper and weights almost three times lighter. Also on high resolutions and wide screens Rifle's bullets are disappearing in the air right in front of enemies' noses, so I've changed LifeTime parameter to 550 which is still much less than Coalition's Assault rifle's range and fits for extremely heavy Rifle's bullets. I've increased the mass of all heavy guns: Rifle - 11, Autocannon - 14, Sniper - 27, Grenade launcher - 15, Mini launcher - 12. Just because realism and sergals' powerful jetpacks which allows to fly even being overburdened with plenty of heavy guns.
New muzzle flashes are cool, but I think they need clouds of smoke just like medieval guns: [link] or [link] . Sergals' jetpacks have that awesome effect, btw. Also MRLauncher's flash looks weird...
MRLauncher is good because of stopping power and it pretty effective on middle distances. But Handcannon is still overpowered in my opinion, even with long reloading time and small amount of ammo. Also it can multi-kill enemies if they standing in the line close to each other.
P.S. Jetpack's sparks are extremely deadly: they can easily harm or kill tough robots, heavily armored people and crush their helmets, so flying around is more effective than using guns, lol. Very funny effect, but it must be much less effective.
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OmegaDrace In reply to OmegaDrace [2013-07-05 11:14:54 +0000 UTC]
Oh hell, I forgot the long tracers! I will add them in the next update.
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xn-d In reply to OmegaDrace [2013-07-04 14:20:50 +0000 UTC]
Oh, I forgot about Handcannon's rate of fire: it shooting incredibly fast, much more faster than Peacemaker. And yes, it's too powerful, even more powerful than Sniper rifle. I think it would be nice to reduce firepower, rate of fire and reloading time.
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xn-d In reply to OmegaDrace [2013-07-04 08:46:19 +0000 UTC]
Apparently i didn't get how this mechanism is working, so, ok. At least it doesn't blow soldier to pieces... Long traces are fine, but I thunk the barrel could be thicker for better impression.
I've tested new MRLauncher and it is pretty good, not overpowered, but not useless and still powerful, so it worth it's high price. It's not possible for now to instantly annihilate entire armies with this weapon. But mini-missiles would be much better than grenades, if it possible.
>P.S.
Oh, nice to hear this :3
P.S. Maybe I do another couple of guns in the future, also I've requested realistic physical model of sergal space rocket and dropship to my friend who is sergals' fan too :3 I'll notify you if he will come up with something.
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OmegaDrace In reply to xn-d [2013-07-03 01:20:44 +0000 UTC]
Thank you for the feedback. And whoops, the trap wasn't supposed to be included yet!
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OmegaDrace [2013-07-02 03:18:13 +0000 UTC]
I'm loving these. I'll see how well they function through some testing.
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