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 Ballistic Weapons: Mercenaries! ))AAL Discussion 
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Joined: Sat Aug 25, 2007 5:50 am
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Location: Planet Telex
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Good ideas guys.
numgun, do this.


Sat Oct 18, 2008 12:12 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Its already really heavy and the jetpack on the merc does NOT have the burst feature that would allow you to fly even when you dont have fuel or youre not supposed to.


I'm working on the lightning gun now, but the function I wanted to make for it has a nasty advantage that might ruin gameplay: You can shoot through walls with.

Image
(Note, this is not ingame. Dont worry.)


The lightning gun fires 2 things at a steady, fast rate: A gravity vortex that you can use to pick up other mercs and objects and lift them or even throw them around. It uses the blipflip's gravgun method. The other thing it fires is a lightning stream that pushes object into the vortex and hurts them slightly.

Because of the way the gun functions and the method of how the lightning stream looks, it uses the muzzle offset way ahead of the gun and seperation for the lightning stream and this means the short range of this weapon is always effective no matter if theres a a wall youre firing through or an impenetratable shield.


Now what should I do here? Either suggest a new method, or maybe I should keep doing with this formula, but make the range of the weapon even shorter that the range and "through wall advantage" should be listed as a special feature of this gun?



Then I'm also lost with the Flamer, how should it function? Yeah yeah, a rapid fire stream of fire. But what exactly? Is it just a short ranged smooth jet of fire that just sprays stuff to death (like the old spitfire flamer I made), or make it something like Shook's flamer or maybe something that creates fire or what?
What should it fire and how far? Should it have burning after effects or drop that out since they lag too much?

The flamer will have the backpack ignited on fire and making the player fly randomly with it and explode, so no worries. :twisted:


Sat Oct 18, 2008 2:33 pm
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Joined: Fri Sep 12, 2008 2:13 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Hmmm, I love all these! But, (this is my opinion) fighting with only one type of a mercenary is kind of...Well, a bit boring :P . Why not add a merc captain? With his own special guns?

Just remember that im a nub on these fourms and i dont know anything :P


Sat Oct 18, 2008 3:06 pm
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REAL AMERICAN HERO
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I think the flamer should act more like a real flamethrower.

It would throw out a burning liquid that would "stick" to things it hit and burn for a second or two.

That way you've got fairly little in the way of lag, but a lot of good effects and damage potential.

http://allenginsbergdvd.com/myPictures/ ... ietnam.jpg

Something like that.


Sat Oct 18, 2008 4:51 pm
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
How about, a steady stream, and the fire splits up into more fire, like a fire explosion, and the magazine is a secondary effect, like an inferno, it flies out, the explodes causing a White Phosphorus Bomb Effect.

Or napalm-ish. ( Liquid < Napalm ) ( Whose got thickener, and no, the Gravy Mix didn't work, *Glares* )


Sat Oct 18, 2008 4:58 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Girf's round idea + Foa's mag idea (a weak explosion thing)


Sat Oct 18, 2008 5:09 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
This stuff is awesome. The sprites are hardcore. Keep it up.


Sat Oct 18, 2008 5:45 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Oh man, i love AAL products. Awesome sprites!


Sat Oct 18, 2008 7:17 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Will this mod have airstrikes or anything similar?


Sat Oct 18, 2008 7:35 pm
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REAL AMERICAN HERO
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
...When have online Quake/Unreal Tournament style games had airstrikes?


Sat Oct 18, 2008 7:37 pm
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Joined: Tue Jan 01, 2008 5:56 am
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Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
It needs a cream filling.


Sat Oct 18, 2008 8:27 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
i think the gore would be better without the skull likely, as who is going to be shot so badly their skull is blown clean? eh, ill just mod my copy. this is looking awesome, i like the smaller merc a lot.
also for the lightning gun, couldnt you make the tracers tdexplosives that gib the vortex, and then keep the other lightning stuff the same? that would cut down the *through walls* effect of it.


Sat Oct 18, 2008 11:26 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
The lightning gun is silly.
Why would it make a vortex?

What I think it should do, is when you shoot a wall, it makes a static charge or something, which pulls stuff in.
But only if you shoot a wall/person.


And for the flamethrower, I think ditch the liquid raep, and make a fireball gun :D
It'd be fun, and it could leave flaming piles of death behind, and maybe with Lua you could make it set people on fire~!!


Sun Oct 19, 2008 2:58 am
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Joined: Sat Aug 25, 2007 5:50 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Napalm sprayer.
Really really short range, High spread, High damage.
I mean spray.


Sun Oct 19, 2008 3:33 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
for the vortex idea...

it could pull in the enemy and "trap" them in the "vortex". When their in the vortex, they get "compressed" by expanding electricity. Causing a horrible death.


Sun Oct 19, 2008 3:46 pm
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