Home › Forums › I-War Development Section › Developer’s Corner › All Weapon Issues – Post Here
- This topic has 0 replies, 1 voice, and was last updated 20 years, 5 months ago by Second Chance.
-
AuthorPosts
-
6. July 2004 at 15:17 #13847Second ChanceParticipant
The weapons make up 50% of the game, so they should have their own thread. Discuss all matters dealing with weapons here; including operation, functionality and balancing.
So,
Ok MajorTom, after playing the mod for a while I see what you mean about the Tie Fighter chin guns being too close together. The only solutions I can think of are:
- Leave them as they are (they look ok with the narrow FOV)
- Have them fire in sequence instead of linked. It’s not the right way they should fire, I know. So I vote for number 1.
Also, they (the chin guns) should fire much faster (but this could be because I’m getting crappy frame-rates in MP and not the guns themselves).
I also seem to be taking damage and getting destroyed without being hit. There are no sounds or vibrations of weapon impacts, yet I keep mysteriously taking damage and getting destroyed. Is anyone else experiencing this?
The fighter explosions are definitely way too damaging. You shouldn’t take half your hits in damage from an explosion. Fighters are tiny, and should make tiny explosions.
The Ion Cannons should never be automatically selected. Every time I respawn in the Tie Interceptor I have to reselect my desired weapon because it resets to Ion Cannons. Isn’t there a way to track the last used weapon and auto-select it for the player on respawn? I hate misusing my limited supply of Ions(?) because of this.
(Reprinted from another post)
I suggest getting rid of fighter-to-fighter missile weapons. They are annoying because, really, they have to destroy you in one hit (or they would have no value against other targets). And not once, in all three original movies, did anyone ever shoot down another craft with missiles. Despite what anyone may say to the contrary, proton torpedoes have only ever been used against stationary targets. And I had never even heard the term concussion missiles until the SW RPG came out. I suggest making the fighter torpedoes more assault oriented than dog-fight oriented.mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 – Edge Of Chaos (on hold during SW MP mod)
http://cartoons.sev.com.au/index.php?catid=4
[img]http://members.cox.net/hubner/images/sc_icon150.gif[/img] . [img]http://cartoons.sev.com.au/archives/s119.jpg[/img]
-
AuthorPosts
- You must be logged in to reply to this topic.