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Messages - artaman

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21
Suggestions / Re: Grenade Boxes
« on: April 03, 2015, 03:42:47 PM »
also i can suggest to add mine box with 5 mines to vendor also

22
Bug reports / Re: [ITEM]Gatling Laser
« on: April 03, 2015, 02:09:34 PM »
ok guys after many time of test and check i have come of conclusion that laser gatling is use 2 sound.

1 sound that sound thud thud thud sound is original sound from fallout 1+2. the second sound is a pew pew pew sound where i dont know come from.

i see this is no bug but is intend but want to make suggestion that the pew pew pew sound should be only sound as it is match laser gatling pew pew pew better. thank you

23
The Lobby / Re: Machete
« on: April 01, 2015, 01:16:51 PM »
"Kevlar will not stop arrows or knives that are made well"

Bullshit. Open internet. Google knife proof vest. Profit.

ye paragon right only full straight attack with point edge (like ice pick) not fat machete blade pierce Kevlar because it is fiber weave. heavy bow arrow crossbow should also + bayonet and harpoons. here video for nonbeliever.

24
Events & Politics / Re: Calling all Vtec
« on: March 29, 2015, 02:55:44 PM »
pls stop cry pls. in adam school fight it was 6 vtoch vs 11-12 lawayer 7 of which i count from fallout log.(pro tips: you were not in my log) but i am guess that is equal number for you. you can ask granbilking you lawyer bug buddy who was ghosting bug in our squad howmany we hav.

25
Bug reports / [ITEM]Gatling Laser - RESOLVED [not bug]
« on: March 26, 2015, 02:41:44 PM »
Hello, I have found the bug when the Gatling Laser shoot it sometimes do not sound like Gatling laser attack but like avenger minigun. thank you.

26
General Discussions / Re: V Tech Teamkilling
« on: October 13, 2014, 08:01:07 PM »
yeah I guess you're right why should I be bitchin if the devs are fixing stuff that makes this game less enjoyable?
you know what is make this game less enjoyable? electronics rifle that take 40 ap to fire do 20-120 (15 median for damage blue suit) at 40 only range and only have 3 shot for magazine. but you are not see me complain. right.

27
Developer Corner / Re: Submachine Gun
« on: October 12, 2014, 06:20:24 PM »
electrician SMG must have change burst damage type from normal burst to electric damage and have laser gatling shoot sound. i am think this change is enough with low damage of electrician smg burst and will be very useful for counter metal armor mk ii that are counter laser rifles. i am calculate 68% increase effectiveness for electrician smg!!!

28
Technical Center / Re: Client FPS lag when crossing zones
« on: October 12, 2014, 06:11:13 PM »
http://tny.cz/166f9ef2
no getting low fps though

29
Suggestions / Re: Energy Weapon suggestions
« on: October 12, 2014, 08:30:35 AM »
metal armors are THE most popular choice of armor in server and they make laser weapons useless and so it happens laser rifle is the only mid ranged weapon available

yes!! this is why electrician smg burst should be change to proper electric damage type. so it will be useful as laser rifle side arm against combat armor/metal armor counter as a quick shoot weapon instead of 15 damage normal burst type weapon it is now.

30
General Discussions / EW SMG!!
« on: October 09, 2014, 09:59:28 AM »
i think this is question everyperson on server want to ask.

why is radiation smg and electrician smg burst mode not do correspond damage type but instead do normal damages?

what is reason for this batman decision. i am hope developers can answer and i am think everyone on server agree that this should be change. this will make ew smg useful as actual weapon and no just as ew pistol.

31
Suggestions / Re: Energy Weapon suggestions
« on: October 08, 2014, 02:49:50 PM »
i am very confuse about radiation smg and electricians smg. in item descriptions it give some kind of batman explanation about bullet no being charge for burst mode so energy weapon smg only do normal damage with burst mode.

 i am think this should be changed to do proper damage type, as what is point of having burst options on energy weapon that do not do energy damage. maybe for design developer think of this as counter to Nikola Tesla armor but there is other option like the solar scorcher/teammates or just use a small guns. i think this change will give a more variety to tactical nature of the game because player will think twice about wear metal armor mk II for dr stack.

32
Resolved bugs / Re: [MECH}energy SMG BURST bugs
« on: October 08, 2014, 02:36:54 PM »
ok i put description through the goggle translation very carefully and you are correct about the batman explanation for radiation smg but electrician smg say it charges the bullets after a second. but i am realize my folly that this is as intend and will do the relocation to suggestions box.

33
Suggestions / post ZC player tally message
« on: October 08, 2014, 09:51:31 AM »
i am think about idea that after Zone control completion in post battle message which say experience/reputation/caps gain there should be included tally of faction participation numbers. for example
Vtech: 15 Lawyers:30 Family: 19 brahmin: 35.

34
Resolved bugs / [MECH}energy SMG BURST bugs(RESOLVED)
« on: October 07, 2014, 09:01:40 PM »
i have found by doings many many testings that rad smg and electrican smg are not do plasmas and electicals damages with in burst modes. they are do normal damages. is this bug or as intended?

35
Bug reports / Re: Defib high bleed damage?
« on: October 07, 2014, 12:22:29 PM »
so you get the shot and bleed from the aorta of the eyes. you get deliberated but you eye aorta still bleeding. defibrillator is no blood stopper. i see no problem only work as intend and you have to tell defibrillator man to use some tourniquet or stimpak.

36
Suggestions / Re: flamethrower(Incinerator) rebalance/more viable for ZC
« on: October 06, 2014, 01:41:06 PM »
ok here is gif 50x38@10fps 8 images

here is imgur gallery with .png. please tell if any problem or u want .rar
http://imgur.com/a/TNq1C#0

37
after activate controlscheme1 with ~controls, while hold A, single hit attack does not work. testing is reveal that shooting work with cone weapon(shotgun/flamer) or burst attack mode and melee attack. cannot attack use single shot weapon mode (laser rifle, sniper rifle, 10mm pistol. ect). more test reveal if unequip and equip armor which make ap low and click to queue attack, when ap regenerate, attack is activated but then stop work again.

38
Suggestions / Re: flamethrower rebalance/more viable for ZC
« on: October 06, 2014, 01:00:35 PM »
aaaaayy, sorry!. i complete forgot game uses hex grid and get stuck on rectangle map tiles.
ok i redo in new dimensions/grid. is now 50w x 38h. still brighter then will be in-game so keep in mind. included is person standing for height compare. I am no sure developer want flame sprite to be wide enough to blend between sprite and or if i should make new sprite that is more isometric. (please give specifications so i can make as good as possible)

fire spread in picture is 0000000 for reference (if look from top were X is flamer)
                                 00000
                                   000
                                     0
                                     X

i see there is confusion and argument about flamer/incinerator because of my mistake of bad wording title.

topic name is flamethrower but there no flamethrower in game, only flamer/incinerator. as i see it flamer can be left as is (as it would seem it is a aerosol fuel spray type) and incinerator is napalm liquid ground burn type. so if developers of course agree i am think for all purpose this thread is about incinerator mechanic change.

(this why we need more people input, to catch mistake like this) i am edit topic to clarify incinerator.

39
Suggestions / Re: Weapons upgrade.
« on: October 05, 2014, 04:38:00 PM »
YESS!! i am fully agree with weapon attachments. this should have be in game from day number 1 instead of having to non sensible craft drum magazine to akm. also can idea can be expand to armor insert/attachment for plasma/laser/fire/elec extra defense. like ceramnic plate add normal dt/dr or fire geck hide. this would customization exponentially expand tactical game play ofthis game!!!

40
Suggestions / Re: flamethrower rebalance/more viable for ZC
« on: October 05, 2014, 12:04:43 PM »
i look at game files and the tiles are 80x36. but i have no way to tile animations and see if fire actually looks good. stuck doing crappy mockups.
here is  50x50 8 images@10fps
so far this is what looks like. seems like fire too tall i think, and maybe needs interpolation/offset for extra fires between fires for better look (dont know if engine can handle, especially ZC numbers). iam compare and in game fire colors will be not so bright.(is because is composite image)

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