CA lasers - Page 2

CA lasers

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: CA lasers

Post by Otherside »

q-q more really.

If i seriously thought it was a problem id be the first to complain so you can stfu with your idiotic fanboi bullshit(as i usually am the first to complain when i feel something is wrong in CA).

Something = OK = Fanboism ??

seriously just stfu if you cant any form of reply that isnt "yep ca lasers are cartoony i hate them they need to be replaced" people can have a differing opinion and mine differs from yours.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: CA lasers

Post by Gota »

Otherside wrote:bla bla bla,i'm a CA fanboi
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: CA lasers

Post by 1v0ry_k1ng »

Otherside wrote:i seriously thought it was a problem
Otherside wrote:i feel something is wrong in CA).
Otherside wrote:ca lasers are cartoony i hate them they need to be replaced
seems the main dev of ca thinks dis
let the changes,. commence
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Peet
Malcontent
Posts: 4383
Joined: 27 Feb 2006, 22:04

Re: CA lasers

Post by Peet »

For once I find myself agreeing with a gota post.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: CA lasers

Post by Otherside »

all 3 of you are being unconstructive and derailing stfu before i report you.

stay on topic

make new lasers if you dont like them and if the dev's feel that they are better they will be replaced
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: CA lasers

Post by REVENGE »

Yay another CA bashing bullshit topic.

Seriously, can we just let their art style be mang?
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: CA lasers

Post by quantum »

As a neutral observer, I can say that these are the best lasers:
Image
Which is how I made them :mrgreen:

The current ones look more cartoony because the laser damage equations resized the beams but didn't affect the impact effect, so they leave a big glowing cloud and oversized sparks. The colors are also more saturated.

I like realistic effects more. They can be a lot more immersive and impressive. I'd be glad if someone worked on realistic effects.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: CA lasers

Post by 1v0ry_k1ng »

agreed
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Rafal99
Posts: 162
Joined: 14 Jan 2006, 04:09

Re: CA lasers

Post by Rafal99 »

I don't like green lasers. They don't even look like lasers. Imho red / blue / purple ones are much better.
Also i don't like the big "clouds" lasers make when hitting something.
And i hate samson's laser, it makes no sense.

The rest is ok. ;)

/my personal opinion that you don't need to care about
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: CA lasers

Post by Licho »

Clouds are weird. It wasnt like this before..
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: CA lasers

Post by Gota »

don't lasers make clouds in real life? :wink:
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: CA lasers

Post by reivanen »

1v0ry_k1ng wrote:basically, they look poor. cartoony, much too fat and the wrong colour (green llt looks awful). the BA lasers look about ten times better, and they are like, the engine default. lasers are not hard to edit, so someone might want to address this sometime

this also extends to the EMP fx, both the lightning (yellow.. urgh), the fx when it impacts, and the trashy looking x-ray shader over emped units. look at pures emp FX (tiny arcs of lightning jumping about the unit)- that looks sweet.

all the cartoony fx (lasers, emp x-ray thing) bring the tone down a tonne. seriously, ca fx looked their best around revs 600-900 when they used the engine default beam lasers with the CA fx (and lightning etc all looked bangin- the blue banshee laser etc etc.. quant was in control at this point I think?) at some point there has been some decision to turn toward cartoony fx, fat lasers etc? I dont know how the democratic mass of ca functions, but how about considering a U-turn of policy ^_^
I agree with everything you said. In spring terms, this must be +1
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: CA lasers

Post by Licho »

"Democracy" in CA serves only to resolve conflicts.

Voting to "fix" effects is nice but solves nothing :) Someone must actually go and fix them.
Atm there is nobody from dev team who maintains FX so if you want it done, simply do it yourself.

There never was any fx related decision, its all left in the state that evolved randomly from people's contributions.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: CA lasers

Post by CarRepairer »

CarRepairer wrote:From CA updater poll:

Do you like the new ARM beam colors (green)?
No, I prefered previous coloring 83
Yes, I like new green beams 474
Not playing CA 210
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: CA lasers

Post by 1v0ry_k1ng »

so thats 83 people who were playing CA when the previous lasers were still in, am i rite

surely SVN has the power of the revert, just revert back and nick the fx back from when they wernt super fat lasers of fail
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: CA lasers

Post by Licho »

Such old things cannot be reverted easilly ..

back then we didnt even have mumbo i think.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: CA lasers

Post by 1v0ry_k1ng »

light up the quantsignal! he will have them stashed away in the quantcave

also, scroll up and look at the old lasers again, encase the noob poll sounded significant in any way
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: CA lasers

Post by Hoi »

quantum wrote:Image
Making the beams less wide would already look a lot better.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: CA lasers

Post by 1v0ry_k1ng »

also, how about switching to blue llt laser because that looks, say, over 9000 times better
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Licho
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Joined: 19 May 2006, 19:13

Re: CA lasers

Post by Licho »

We already voted to do it. Someone must just do it ;)
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