Kernel Panic - Page 9

Kernel Panic

Moderator: Content Developer

User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

They don't. They do less damage than a shot from a pointer, even.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

KDR_11k wrote:They don't. They do less damage than a shot from a pointer, even.
Good. It only 2 assault units on the mod, we need one to be able to walk thru minefields!
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

MineFIELDS are another matter, depending on the number of the mines. Even if it doesn'tkill you it tells the enemy that you have a weakened byte right there which is just asking for a quick raid.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

I think having the virus side would be ultra pro. it'll still be simple. it'll just be a choice of two kinds of simple. and it'll get the awesome good v bad feel that stuff like CS has.
User avatar
Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

KDR, what do you suggest we do with the pointer? Just reduce damage alot? I feel they should be able to attack kernels from a fairly long range, so the defender is forced to counterattack. But yeah, now they are pretty OP.

I'll check the mine out later when I have time.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Boirunner wrote:KDR, what do you suggest we do with the pointer? Just reduce damage alot? I feel they should be able to attack kernels from a fairly long range, so the defender is forced to counterattack. But yeah, now they are pretty OP.

I'll check the mine out later when I have time.
My suggestion: high accuracy, NO blast radius, long air time, low rate-of-fire. That way it can be used to destroy statics easily, but will be almost completely useless against mobile armies (a shot might take out a byte if you're lucky). Think of it as a high-trajectory sniper that can only hit immobile targets, not artillery that spams fire over the enemy.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

There's a Thumbs.db in .\bitmaps\loadpictures\
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think they should have more use in an actual battle. Either way the range needs a cut or the speed a boost because they just can't shoot to their maximum range. Personally I liked the low arc I used for them back then, damage was 250 back then and I think that'd be a fine value now, too. Maybe with 750 damage against buildings or just a 50-70% cut on building health. Normal units take way too long to wreck a building and once the enemy army is in your base you've lost anyway because your factories will be pinned the whole time.
User avatar
Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

I wanted to check out the mines and make a new release with nerfed pointers tonight, but I'm lazy so I wont. Just so you know. :P
User avatar
Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

Boirunner wrote:I wanted to check out the mines and make a new release with nerfed pointers tonight, but I'm lazy so I wont. Just so you know. :P
Then I hereby announce a new fork of Kernel Panic with Balanced Panic in answer to you laziness good sir!

Updates and details about my revolutionary fork in a 6 months if I get around to it.
EXPECT GREAT THINGYIES!!
Last edited by Relative on 16 Feb 2007, 00:57, edited 1 time in total.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Pxtl wrote:
Boirunner wrote:KDR, what do you suggest we do with the pointer? Just reduce damage alot? I feel they should be able to attack kernels from a fairly long range, so the defender is forced to counterattack. But yeah, now they are pretty OP.

I'll check the mine out later when I have time.
My suggestion: high accuracy, NO blast radius, long air time, low rate-of-fire. That way it can be used to destroy statics easily, but will be almost completely useless against mobile armies (a shot might take out a byte if you're lucky). Think of it as a high-trajectory sniper that can only hit immobile targets, not artillery that spams fire over the enemy.
But they are so fast to make that you can use em to create "firewalls"...
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

http://spring.unknown-files.net/file/23 ... th_Sounds/
does not need erom cursors anymore, has sounds, new craters that you could keep if you want.
User avatar
Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

Noruas wrote:http://spring.unknown-files.net/file/23 ... th_Sounds/
does not need erom cursors anymore, has sounds, new craters that you could keep if you want.
Haha, sweet! Now that's what I call oldskool! I just listened to the sounds, I'll play a game with them tomorrow. But yeah, I think this might kick lots of ass! Good work!
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

I have to say that Boirunner has set some kind of a new record - I mean, he registered only 10 days ago, started with a simple XTA mutator, and he's already shanghaied a bunch of modders into his mad little project, and put together an impressive TC (now, with sounds!). I have to say it's impressive.

I'm betting he's an alt and it's actually min3mat who's completely lost his mind.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

^_^
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Who the hell describedE&E as an RPG there?
User avatar
Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

KDR_11k wrote:Who the hell describedE&E as an RPG there?
That's just what I was thinking o.0
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Someone was in a hurry apparently.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

rattle wrote:Someone was in a hurry apparently.
Yeah, they gave almost the same description to all mods... :P

Edit: Just gave a look at the "sounded" version off kernel panic and didnt heard any sound beside the old one (multiple units being selected)... anyone knows a possible reason?
Post Reply

Return to “Kernel Panic”