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 The guns in CC and your thoughts (so we can make 'em better) 
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Joined: Sun Sep 30, 2012 11:16 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Natti wrote:
How far the AI shoots is dependent on your resolution, if I'm not horribly wrong. So basically the AI shouldn't be shooting you if you can't see him. Of course, guns with ridiculously long SharpDistances, such as the Imperatus heavy sniper, can shoot much farther.
From what I've gathered, the drop crates are a pretty damn sure way to get your trooper planetside. I've had very few fatalities with them.
To be honest, it would be kinda stupid if you could hold down the trigger and the actor would keep shooting and reloading automatically.


Why it isn't stupid for many shooter games? :0 i'm not lazy, just many useless clicks we can avoid make game more fun
If you think it would be too OP because of infinite ammo at all then units should have limited ammo and something to get new ammo. Simple, really?


Wed Oct 03, 2012 6:24 am
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Data Realms Elite
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I think it's a good thing that you can't just hold down the trigger ; you actually have to pay more attention to what's happening.
It adds an extra layer of challenge, although a very minor one.


Wed Oct 03, 2012 10:17 am
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Joined: Mon Aug 27, 2012 7:21 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
1. Ronin Shortgun
I like the sprite and the way it works
What I don't like is that it's too accurate for sawn-off shotgun, doesn't have reloading animation and doesn't allow you to fire both barrels at the same time. Plus the name. ''Shortgun'' is kinda lame, and sawn-off, break-open shotguns are usually called lupara shotguns (lupara - ''for the wolf'' in some language). It also should have full-length counterpart with stock.

2. The Uzi

What should be changed - the Mini, Micro, Pro, Carbine (semi-auto), Hacked Carbine (allows full-auto mode), Pistol (semi-auto) and Hacked Pistol (full-auto) shold be added. The regular, Mini, Micro and Pro versions should have two modes - unfolded stock (+acurraccy/SharpLength, -bit longer reloads,) and folded stock.

3. AK-47/M16

AK-47u and short-barreled M16 should be added


Thu Oct 04, 2012 1:04 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
ATOS Productions wrote:
1. Ronin Shortgun
I like the sprite and the way it works
What I don't like is that it's too accurate for sawn-off shotgun, doesn't have reloading animation and doesn't allow you to fire both barrels at the same time. Plus the name. ''Shortgun'' is kinda lame, and sawn-off, break-open shotguns are usually called lupara shotguns (lupara - ''for the wolf'' in some language). It also should have full-length counterpart with stock.

2. The Uzi

What should be changed - the Mini, Micro, Pro, Carbine (semi-auto), Hacked Carbine (allows full-auto mode), Pistol (semi-auto) and Hacked Pistol (full-auto) shold be added. The regular, Mini, Micro and Pro versions should have two modes - unfolded stock (+acurraccy/SharpLength, -bit longer reloads,) and folded stock.

3. AK-47/M16

AK-47u and short-barreled M16 should be added

Don't write in a god awfully hard to read colours.


Thu Oct 04, 2012 1:16 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
All the Techion gun sounds need to be replaced.
I don't care to what, they don't sound like they're game material.


Thu Oct 04, 2012 2:01 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
ATOS Productions wrote:
1. Ronin Shortgun
I like the sprite and the way it works
What I don't like is that it's too accurate for sawn-off shotgun, doesn't have reloading animation and doesn't allow you to fire both barrels at the same time. Plus the name. ''Shortgun'' is kinda lame, and sawn-off, break-open shotguns are usually called lupara shotguns (lupara - ''for the wolf'' in some language). It also should have full-length counterpart with stock.

2. The Uzi

What should be changed - the Mini, Micro, Pro, Carbine (semi-auto), Hacked Carbine (allows full-auto mode), Pistol (semi-auto) and Hacked Pistol (full-auto) shold be added. The regular, Mini, Micro and Pro versions should have two modes - unfolded stock (+acurraccy/SharpLength, -bit longer reloads,) and folded stock.

3. AK-47/M16

AK-47u and short-barreled M16 should be added
[


1. I have never heard the word Lupara before, but that could just be me. Also, all guns use one of a few reloading animations, making a new animation for a single gun would be a lot of work for very little results.
The full length counterpart? Just use another shotgun.

2. I strongly disagree, cluttering the buy menu with redundant near-identical guns would not be a good thing.

3. Again, why? Redundant, near-identical guns cluttering the buy menu. The Ronin has plenty of weapons already filling such roles.


Thu Oct 04, 2012 4:25 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
ATOS Productions wrote:
1. Ronin Shortgun
I like the sprite and the way it works
What I don't like is that it's too accurate for sawn-off shotgun, doesn't have reloading animation and doesn't allow you to fire both barrels at the same time. Plus the name. ''Shortgun'' is kinda lame, and sawn-off, break-open shotguns are usually called lupara shotguns (lupara - ''for the wolf'' in some language). It also should have full-length counterpart with stock.

2. The Uzi

What should be changed - the Mini, Micro, Pro, Carbine (semi-auto), Hacked Carbine (allows full-auto mode), Pistol (semi-auto) and Hacked Pistol (full-auto) shold be added. The regular, Mini, Micro and Pro versions should have two modes - unfolded stock (+acurraccy/SharpLength, -bit longer reloads,) and folded stock.

3. AK-47/M16

AK-47u and short-barreled M16 should be added

Why on earth would you want that many redundant guns, for ONE FACTION!


Thu Oct 04, 2012 10:45 pm
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Joined: Sat Aug 16, 2008 7:17 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I think CC needs more grenade launchers that are really awesome. The point is to add arcing fire as a big important thing, because seriously, in a 2d combat game with hills that's the obvious thing.


Thu Oct 04, 2012 11:34 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Snipers GLs and pistols should all be really satisfying to use


Thu Oct 04, 2012 11:36 pm
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Joined: Fri Oct 05, 2012 5:20 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I think just got the game, so correct me if I'm wrong, but the grenades seem terribly under powered to me. They do very little damage, and very little blast radius.


Fri Oct 05, 2012 5:24 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Please, don't troll. This topic is for posting your thoughts, not trolling on someone else's.


Fri Oct 05, 2012 8:48 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
ATOS Productions wrote:
Please, don't troll. This topic is for posting your thoughts, not trolling on someone else's.

You're absolutely right. I wish the community would learn from your guidelines.
Please continue helping our community with your ON TOPIC posts.
Learn a buzzword other than troll. It's extremely annoying to see people like you use words like that.

ON TOPIC TIEM.
I don't remember the gun name, Bullpup maybe? I'll edit this post later to confirm..
I was unloading it on some zombies and couldn't help but to notice the bullets flew through their body and out their leg without damaging them.
I really hope it doesn't get fixed.

A Techion grenade launcher would be nice. Would work like an impulse grenade.

The Dihlacal cannon should have more rounds, or be more efficient for killing people. IE More damage/Faster reload


Fri Oct 05, 2012 9:38 pm
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Data Realms Elite
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Also, Techion needs a good long-range weapon.


Fri Oct 05, 2012 10:14 pm
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Joined: Sat May 19, 2012 9:27 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Miggles wrote:
Also, Techion needs a good long-range weapon.


Yeah, the nanorifle is decent and pretty damn deadly but the Techion lack a real "long range punch" in their arsenal.

Then again maybe they shouldn't, leave some variety and don't make all the factions technical resprites (i.e. having all the factions with similar guns that just have different names and colors) I honestly kind of like the fact that the Techion and even the browncoats take a different direction then every other CC faction.


Fri Oct 05, 2012 10:21 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Bombzero wrote:
Miggles wrote:
Also, Techion needs a good long-range weapon.


Yeah, the nanorifle is decent and pretty damn deadly but the Techion lack a real "long range punch" in their arsenal.

Then again maybe they shouldn't, leave some variety and don't make all the factions technical resprites (i.e. having all the factions with similar guns that just have different names and colors) I honestly kind of like the fact that the Techion and even the browncoats take a different direction then every other CC faction.


I'm okay with them not having a great long range weapon but they seriously need something that can do a little AoE.


Fri Oct 05, 2012 10:28 pm
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