Soldak Home   Drox Operative   Din's Curse   Depths of Peril   Zombasite  

Go Back   Soldak Entertainment Forums > Old > Drox Operative BETA
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #8  
Old 11-22-2012, 03:44 PM
jerebaldo1 jerebaldo1 is offline
Amateur
 
Join Date: Jul 2012
Posts: 21
Default

Right, I like Prof Paul's idea most, and I think manual guidance would be the quickest temporary fix if it's take time to code the leading logic. I'll try out the ballistics and see if they can work as unintentional melee assassination weaponry against named enemies.

EDIT: well, gave it a try and it appears that my rail gun is fairly effective...hopefully the shell cannons have the same projectile speed, because that's what is helping me hit slightly moving targets...and I notice they hit other targets if they are in the way, so if there's a large crowd, I may be able to hit something at least...I'm thankful for the enemy ai which doesn't maneuver when you're moving away from them at 150-200.

And I agree that if it wouldn't mess up multiplayer (maybe by coding burst fire for mguns to lighten data exchange), machine guns would be an awesome weapon addition...also, not to forget plasma bolts, which do damage like lasers but fire like ballistics (apologies if these exist as I'm only level 26 :-D)

Last edited by jerebaldo1 : 11-22-2012 at 04:26 PM.
Reply With Quote
 


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -4. The time now is 01:57 PM.


Powered by vBulletin® Version 3.6.7
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright 2007 - 2019 Soldak Entertainment, Inc.