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Posted: 15 Feb 2007, 20:51
by KDR_11k
They don't. They do less damage than a shot from a pointer, even.
Posted: 15 Feb 2007, 21:11
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!
Posted: 15 Feb 2007, 21:22
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.
Posted: 15 Feb 2007, 21:28
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.
Posted: 15 Feb 2007, 21:41
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.
Posted: 15 Feb 2007, 21:49
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.
Posted: 15 Feb 2007, 22:00
by rattle
There's a Thumbs.db in .\bitmaps\loadpictures\
Posted: 15 Feb 2007, 22:03
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.
Posted: 16 Feb 2007, 00:47
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.

Posted: 16 Feb 2007, 00:52
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.

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!!
Posted: 16 Feb 2007, 00:52
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"...
Posted: 16 Feb 2007, 01:44
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.
Posted: 16 Feb 2007, 01:55
by Boirunner
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!
Posted: 16 Feb 2007, 04:21
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.
Posted: 16 Feb 2007, 12:19
by Min3mat
^_^
Posted: 16 Feb 2007, 13:35
by smoth
Posted: 16 Feb 2007, 15:18
by KDR_11k
Who the hell describedE&E as an RPG there?
Posted: 16 Feb 2007, 15:43
by Relative
KDR_11k wrote:Who the hell describedE&E as an RPG there?
That's just what I was thinking o.0
Posted: 16 Feb 2007, 15:45
by rattle
Someone was in a hurry apparently.
Posted: 16 Feb 2007, 15:50
by manored
rattle wrote:Someone was in a hurry apparently.
Yeah, they gave almost the same description to all mods...
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?