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 The guns in CC and your thoughts (so we can make 'em better) 
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Joined: Mon Oct 15, 2012 5:21 pm
Posts: 879
Location: Somewhere in Germany
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Yeah, the MP5K is actually kind of stupid with the Sound it makes and the Damage. I mean, yeah we know its a SMG, but its kind of too weak for a SMG.
Also, it looks kind of bad to me. :l
By the way, i know that the Techion are fast, but, dont their weapons kind of feel weak?


Fri Apr 12, 2013 6:08 am
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Joined: Tue Feb 19, 2013 2:50 am
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Location: the midwest
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Notsoscary wrote:
Yeah, the MP5K is actually kind of stupid with the Sound it makes and the Damage. I mean, yeah we know its a SMG, but its kind of too weak for a SMG.
Also, it looks kind of bad to me. :l
By the way, i know that the Techion are fast, but, dont their weapons kind of feel weak?

And don't forget that the MP5K bullets literally bounce off guns.


Sat May 18, 2013 11:50 pm
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Joined: Sat Nov 17, 2012 12:57 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
All the Ronin weapons need re-balancing.

Ronin weapons are very cheap, compared to other weapons, but functionally are as powerful or better than them, even the Techion weps, which are specially designed to be powerful expensive weapons. I can hold down an entire base almost indefinitely with 2 heavies armed with M60's, and the AK is an accurate, rapid fire, high damage, cheap assault rifle. The Kar seems to be the exception to this rule. I love its accuracy, but relative to its fire rate and reload time, it doesn't seem to do enough damage. While we're on the subject of the Kar, I think the snipers need longer scoped range. If I can spray with the AK or M60 offscreen and get roughly the same damage output for a smaller price and more mobility, it renders the Kar obsolete.

Overall, I like the familiarity and accessibility of the Ronin arsenal, but I think they're underpriced and overpowered. I've never lost a game as the Ronin.


Thu May 23, 2013 2:06 am
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Joined: Sun Jul 22, 2012 3:06 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I finally narrowed down the crashing with the Browncoats to the use of the Backblast IN-2 and the PY-07 Trailblazer. I'm still not exactly sure why it happens, but the one thing in common with both of these weapons is their script, SpitSmoke2.lua.

Just ran a test run to see how long it would take to crash, it was under 10 minutes (about 7) and the shot hit a helmet. Both the last crash I had (when I stopped using Browncoats ever again) and this one happened in this fashion, aiming on a very slight upwards angle (7~12 degrees) and hitting a helmet of a unit. It doesn't happen every single time like this.. seems to be a 1/100 deal. I took a look at the script but without any lua experience really I can't give a more in depth answer as to why it occurs.

Other crashes I've seen were being shot downwards at a similar angle straying from the 90° up/down/left/right (so 83~78°, 97~102° kinda of thing). But it's definitely these weapons.


Wed Aug 21, 2013 3:40 am
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Joined: Thu May 05, 2011 1:30 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
We need some sort of stungun that makes the actor's joints fall apart.


Wed Aug 21, 2013 10:46 pm
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Joined: Tue Aug 11, 2009 5:09 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Thanks for the bug report Corpsey. Instructions like that on how to reproduce bugs are really helpful.
I have now set up an automatic debug scene that can reproduce the crash in a few minutes and will forward it to Data so he can figure out exactly where in the engine things go wrong.


Thu Aug 22, 2013 12:33 pm
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Joined: Tue Jun 22, 2010 7:42 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun: Compact Assault Rifle

Pros: lightweight, easy to use, decent at short to mid range. cheap-ish

Cons: Accuracy. The spread of this weapon is awful compared to the coalition assault rifle, which also has more ammunition. It feels like it's pigeonholed between an SMG and an assault rifle, but fails at both jobs.

Bringing down the kick on this weapon would make it a much more valid option when outfitting someone, especially as a potential sidearm.


Sun Oct 20, 2013 9:09 pm
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Joined: Mon Oct 15, 2012 5:21 pm
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Location: Somewhere in Germany
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
So, im going to review the Ronin Weapons.
Glock : Well, its cheap and is actually weak, but it has a rather medium-like Magazine for a pistol. Also, good Rate of FIre.
Desert Eagle : The Rate of Fire should be buffed. Otherwise, its good.
Peacemaker : I remember when this THing was OP as ****. Nowadays its nerfed and still a good Thing.
Uzi: It seems like a GLock with a bigger magazine and its automatic.
MP5K : Seriously, buff this Thing up, its not really worth it and the sound, it sounds bad!
Shortgun : Well, its a smaller Shotgun with only 2 Shells in it. It can equipped with a Shield, so...its sorta balanced.
Pumpgun : Oh where do i start? It can kill Enemies from a longer-than-average range and kick @ss in Close Combat.
Spas-12 It was kinda good. Should make the Damage higher.
AK-47 : Make the RoF higher to 600, but otherwise, its a cheap, good Assault Rifle.
M16 : Its faster than the AK-47 and is better than it...
M1 Garand : 8 Bullets and a nice Fire Rate and Damage.
Kar 98 : Sometimes, i think this Thing is OP.
Bazooka : The shooting is kinda slow. Buff it up, please.
RPG-7 : Make it optional of it exploding on Contact, instead of exploding near a Object.
Thumper : I like to blow stuff up with it, its ok.
RPC : Rocket-proppeled-Chainsaw. Nuff said, its good but it can be also optional of exploding on Contact.
Pineapple Grenade : Does it change itself from the normal Frag Grenade anyway?
Uhhh, the Stielhandgranate : It throws further, and doesnt always explode when only dropped.
Molotov Cocktail : Good for keeping Enemies away.
Stone : What the hell should i throw this Thing at? Crabs?
Shovel : Kinda slow, but it cant dig through Metal.
Chainsaw : VROOM VROOM, its good and should be like that!


Thu Oct 31, 2013 3:00 am
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Joined: Fri Oct 18, 2013 2:49 pm
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Location: Gretin
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Notsoscary wrote:
So, im going to review the Ronin Weapons.
Glock : Well, its cheap and is actually weak, but it has a rather medium-like Magazine for a pistol. Also, good Rate of FIre.
Desert Eagle : The Rate of Fire should be buffed. Otherwise, its good.
Peacemaker : I remember when this THing was OP as ****. Nowadays its nerfed and still a good Thing.
Uzi: It seems like a GLock with a bigger magazine and its automatic.
MP5K : Seriously, buff this Thing up, its not really worth it and the sound, it sounds bad!
Shortgun : Well, its a smaller Shotgun with only 2 Shells in it. It can equipped with a Shield, so...its sorta balanced.
Pumpgun : Oh where do i start? It can kill Enemies from a longer-than-average range and kick @ss in Close Combat.
Spas-12 It was kinda good. Should make the Damage higher.
AK-47 : Make the RoF higher to 600, but otherwise, its a cheap, good Assault Rifle.
M16 : Its faster than the AK-47 and is better than it...
M1 Garand : 8 Bullets and a nice Fire Rate and Damage.
Kar 98 : Sometimes, i think this Thing is OP.
Bazooka : The shooting is kinda slow. Buff it up, please.
RPG-7 : Make it optional of it exploding on Contact, instead of exploding near a Object.
Thumper : I like to blow stuff up with it, its ok.
RPC : Rocket-proppeled-Chainsaw. Nuff said, its good but it can be also optional of exploding on Contact.
Pineapple Grenade : Does it change itself from the normal Frag Grenade anyway?
Uhhh, the Stielhandgranate : It throws further, and doesnt always explode when only dropped.
Molotov Cocktail : Good for keeping Enemies away.
Stone : What the hell should i throw this Thing at? Crabs?
Shovel : Kinda slow, but it cant dig through Metal.
Chainsaw : VROOM VROOM, its good and should be like that!


MP5K suppose to be strong due to 9mm "parabellum" variant bullets.


Thu Oct 31, 2013 8:12 am
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Joined: Mon Nov 25, 2013 10:16 am
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Location: I come from the land down under...
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
K98 Sniper Rifle

I have a soft spot for history, and when this beauty popped up, I couldn't resist having a 'shot' at it :D
But anyway, It is great, picked off dozens upon dozens of Ronin guys with it, taking cover on a rooftop. just that satisfying blast when you nail one right on the money shot.
But one thing that was the death of my character was the slow bolt action function. It is ridiculously slow.


Wed Nov 27, 2013 5:54 am
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Joined: Tue Dec 03, 2013 11:26 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I recently discovered that you could use multiple grappling guns at once, this is an amazing function and allows me to secure a soldier in the air safe from both the ground and the ceiling.

But let me complain a little about the concrete gun, It works well enough for coating snow in a layer of hard material so my browncoats don't sink, but because of how it fires, it is nearly impossible to use it to patch a wall. I feel that it would work much better if there was more of a spread on the spray. perhaps you could add different fire modes to it like a garden hose. THat way you could have a high pressure "ranged" shot that is how it works now for coating the landscape, and a wide spread "mist" of concrete to patch bunkers.


Wed Dec 04, 2013 3:33 pm
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Joined: Sat Nov 23, 2013 4:13 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Spas 12

I like the rate of fire is pretty faster compared to the Pumpgun, but I don't like the damage of the bullets. It can't even destroy some doors when I'm not too close so I'll have to go SO CLOSE to the door and it can be destroyed. It needs to be buffed so it can destroy some doors when not too close.

Missile Launcher

The rockets are pretty nice against dropships but I don't like the "guided" missiles because they have slow responses when aiming, especially when sharp-turning them. I think you should make it more responsive so it can turn much faster.


Tue Dec 24, 2013 2:59 am
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Joined: Thu Jan 03, 2013 7:01 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
M60

I think this is the most unfair gun in the game, with no spin up, 100 bullets, high rate of fire and high damage. There is no unit or craft which can't be destroyed by the M60 in about 5 seconds of fire, even off screen. It's possible to kill everyone on the enemy side before you can even see them just by spraying bullets from this thing in the right direction for a while.


Mon Feb 24, 2014 9:05 pm
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Joined: Tue Jun 11, 2013 6:28 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Epicnator wrote:
Notsoscary wrote:
So, im going to review the Ronin Weapons.
Stone : What the hell should i throw this Thing at? Crabs?


I've killed browncoats with one stone.


Wed Apr 02, 2014 2:55 pm
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Joined: Fri Oct 18, 2013 2:49 pm
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Location: Gretin
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Teleo wrote:
M60

I think this is the most unfair gun in the game, with no spin up, 100 bullets, high rate of fire and high damage. There is no unit or craft which can't be destroyed by the M60 in about 5 seconds of fire, even off screen. It's possible to kill everyone on the enemy side before you can even see them just by spraying bullets from this thing in the right direction for a while.


Spin? I thought it suppose to be a one-barreled GPMG?


Sat Apr 12, 2014 4:21 am
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