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#1 Boomerang Python

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Posted 12 June 2005 - 05:00 PM

Post anything you'd like ingame or you just think would be a cool thing in the mod.
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#2 Panzergraf

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Posted 12 June 2005 - 09:20 PM

A couple of things, most involving a weapon switch button.

#1 - Units like Vanquishers and Hammerheads can choose between ammo types, like AT and HE?
And just for the fun of it (if you have the time, ofcourse) the loader will say "HE up!" "AT up!" when choosing ammo. 'Twould give me a boner :lol:

#2 - Like in the tabletop version, you can't fire ordnance and other weapons at the same time. Maybe a weapons switch button to toggle between ordnance and other weapons.
For the leman russ, it would be a choice between heavy bolters and the battlecannon.

"3 - Maybe the Basilisk could get a choice between indirect and direct firing, indirect giving it more range and direct being more accurate?

#3 Calamity_Jones

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Posted 14 June 2005 - 03:04 PM

well... we are going to have toggles, but only a select few... in order to make the game simpler...

on the tt game you simply have to say "ill use the ordenance weapon" or whatever... youd have to click a button in this

In short we'll have toggles for:

Close combat/ranged weapon (e.g. marines swapping between knives and bolters)
Certain vehicles have weapon toggles, e.g. HB/Earthshaker on basil

with leman we will be using a vanquisher as the anti tank vehicle. Thus the normal russ will have a permanant HE shell... and the vanq wil lalways use armour piercing.

Now, I know that real tanks and what not have different shell types, but people would just build vanq's and not normal russes if they both had toggles.

at least I think we're using the vanq..

likewise the HH probably wont have acess to the frag shell (or whatever it's called) as it has little guns on the front to shoot troops...

it's just more complications..

On the flip side we might use toggles for different shell types to make tanks that bit more versatile, as they are in the game. Since the mod focuses on infantry you wont have many tanks so youll want em to be versatile...

hmmmzmmm
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#4 sam

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Posted 14 June 2005 - 04:32 PM

wouldn't a solution to the ordanance thingy be that if the tank deployed, and so had to be still to use its ordanance, as they do in the tt game, yet when it moves it switches to using its littler guns. just seems so much simpler to me, and saves you forgetting to turn your basis to fire their earthshaker before you go on an assault and end up having them use their heavy bolters and then they all die.

So just have them deploy when stationary, no animation needed, just set it so they are deployed in the code, and set it so that their deployed weapon is the big gun, then when moving they use their little ones. not sure how plausable it is, just sounds so much simpler than toggles.
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#5 Torn

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Posted 14 June 2005 - 06:09 PM

I agree with teh Sam.

#6 Boomerang Python

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Posted 14 June 2005 - 06:14 PM

so... If you'd want to kill 1 tau firewarrior with your bunch of basilisks... you'd have to race back and forth so that you can maybe shoot him with the bolters on the hull? :S
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#7 sam

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Posted 15 June 2005 - 09:55 AM

im pretty sure teh earthshake would kill him :umad:
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#8 Boomerang Python

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Posted 15 June 2005 - 10:03 AM

not with its über aiming skillz
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men du är också man, och det är mer."

#9 sam

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Posted 15 June 2005 - 10:10 AM

at the range a heavy bolter would be accurate in the hands of a guardy you might aswell just let the shell fall out teh barrel :umad:
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#10 Boomerang Python

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Posted 15 June 2005 - 10:12 AM

or throw it at em..

or smack em up with the muzzle pipe..

Edited by Boomerang Python, 15 June 2005 - 10:13 AM.

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"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
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sitt välbekanta tvivel mot din sak

Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."

#11 Calamity_Jones

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Posted 15 June 2005 - 10:15 AM

Toggle has my money...

As boiomer said, in order to shoot the hb youd have to keep moving... wouldnt work

Toggle it is.

With hot keys it'll be easy anyways...

Par example we could have a key assigned to 'generic' toggles, like ammo typesa, and another to cc/gun....

kapeesh?

thought so
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#12 sam

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Posted 15 June 2005 - 05:25 PM

I just can't help but feel like its going to make things too complicated and too reliant on you being there at the right time instead of back at your base building units because its getting the crap blown out of it.
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#13 Torn

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Posted 15 June 2005 - 06:20 PM

Cal, Sam is right, you are overcomplicating things here. What's wrong with deploying it... and why do they need to be moving for the hb to work?

#14 Boomerang Python

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Posted 15 June 2005 - 08:29 PM

because if we do it sams way it will have to move around to use secondary :S

which is why buttons is the best choice..
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"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
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sitt välbekanta tvivel mot din sak

Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."

#15 Calamity_Jones

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Posted 15 June 2005 - 08:37 PM

exactly... read my and boomers posts
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#16 sam

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Posted 15 June 2005 - 10:03 PM

it doesn't have to be moving, if its already firing, then surely it will still fire its hb when it stops, so when you move it up to a target it will keep firing it, but anyway, there really is no point firing a hb when you can fire a big cannon at them to be fair it will always do more damage, just the hb can be used while its moving for a little something extra. there really really is no point firing the hb with the cannon! nuff said really.
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#17 Qb1

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Posted 15 June 2005 - 10:24 PM

cant u just nab the code for the tomahawk launchers weopon cos that has to stop to shoot...
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#18 Panzergraf

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Posted 15 June 2005 - 11:21 PM

Aren't tanks supposed to be rare in this mod?
Why would anyone leave their rare, expensive tanks unattended?

This would also be like Panzergraf (the other one) said; "Tanks should always be lead from the front!"

#19 sam

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Posted 16 June 2005 - 10:02 AM

Ob1, all tanks in gen stop when they come into range, just the tomahawk has such a big range thats why its more noticeable, you can set it to attack move and it will still fire, the nuke cannon however, does have to stop. But seriously tho, give buttons a go, see how they fare, then if its shit, you'll know as I moan non stop about how we should have gone for deployment :p
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#20 Qb1

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Posted 02 July 2005 - 09:02 AM

ok ive been trying this online for ages and all my tomahawks are just gettin thier ass kiked, im pretty sure tomahawks cant move and shoot, i ijust dunno wot bit of thier code makes them unable to maove and shoot..... :blink:
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