I have no doubt of your Peesee haxor race prowess, but point I was making was that the Argus is already Semi-automatic. Semi-auto is a designation of the loading system, not the firing system.Cyonan wrote...
Tokenusername wrote...
David Diablo wrote...
Would be very interesting to try the argus as a semi-auto. But us console scrubs are stuck with the regular version...
You should see what half the guns on my host are like right now.
M-55 isn't really that bad (Warning: mild e-peen stroking)
#226
Posté 23 septembre 2013 - 04:02
#227
Posté 23 septembre 2013 - 04:03
So long as you didn't nerf the typhoon, I'm sure all of your changes are awesome. XD
#228
Posté 23 septembre 2013 - 04:07
N7didacus wrote...
What's the Venom like on your host?Cyonan wrote...
Tokenusername wrote...
David Diablo wrote...
Would be very interesting to try the argus as a semi-auto. But us console scrubs are stuck with the regular version...
You should see what half the guns on my host are like right now.
Right now it does more damage because it was already pretty unique.
Though I do want to do something for each of the stagger sticks to separate them a bit.
Being a shotgun, the Venom is the one I'm considering for increased melee damage(or the Falcon, because I can't change anything else on the damn thing)
#229
Posté 23 septembre 2013 - 04:18
Interesting. What do you mean with that^? Can you increase the radius of an uncharged shot and of the charged ones? And what's the normal radius?Cyonan wrote...
Right now it does more damage because it was already pretty unique.
Though I do want to do something for each of the stagger sticks to separate them a bit.
Being a shotgun, the Venom is the one I'm considering for increased melee damage(or the Falcon, because I can't change anything else on the damn thing)
#230
Posté 23 septembre 2013 - 04:26
N7didacus wrote...
Interesting. What do you mean with that^? Can you increase the radius of an uncharged shot and of the charged ones? And what's the normal radius?Cyonan wrote...
Right now it does more damage because it was already pretty unique.
Though I do want to do something for each of the stagger sticks to separate them a bit.
Being a shotgun, the Venom is the one I'm considering for increased melee damage(or the Falcon, because I can't change anything else on the damn thing)
The base gun stats had a melee damage modifier variable which was set to 1.0x by default. I tried adding an override on the Graal just to see if it works and it turns out you can make guns increase your melee damage without the need for mods(haven't checked if it stacks with mods, but it should).
I might be able to increase the radius of a charged shot, but not an uncharged one. If I remember right, the radius of the charged shot's explosives is 1.5 meters.
#231
Posté 23 septembre 2013 - 04:34
Guns have a melee damage modifier variable? Are there more "unused" variables?Cyonan wrote...
The base gun stats had a melee damage modifier variable which was set to 1.0x by default. I tried adding an override on the Graal just to see if it works and it turns out you can make guns increase your melee damage without the need for mods(haven't checked if it stacks with mods, but it should).
I might be able to increase the radius of a charged shot, but not an uncharged one. If I remember right, the radius of the charged shot's explosives is 1.5 meters.
#232
Posté 23 septembre 2013 - 04:38
2/10. would not buy condom for.
#233
Posté 23 septembre 2013 - 04:45
N7didacus wrote...
Guns have a melee damage modifier variable? Are there more "unused" variables?
Not much that looks like it could be interesting.
I might be able to add or remove a scope to weapons, but I haven't tested it yet. Not visually of course, but just when you aim the weapon.
#234
Posté 23 septembre 2013 - 04:53
A shotgun with scope? lol I'm guessing the scope would look like the mods?Cyonan wrote...
N7didacus wrote...
Guns have a melee damage modifier variable? Are there more "unused" variables?
Not much that looks like it could be interesting.
I might be able to add or remove a scope to weapons, but I haven't tested it yet. Not visually of course, but just when you aim the weapon.
#235
Posté 23 septembre 2013 - 05:23
N7didacus wrote...
A shotgun with scope? lol I'm guessing the scope would look like the mods?Cyonan wrote...
N7didacus wrote...
Guns have a melee damage modifier variable? Are there more "unused" variables?
Not much that looks like it could be interesting.
I might be able to add or remove a scope to weapons, but I haven't tested it yet. Not visually of course, but just when you aim the weapon.
It uses the sniper rifle level of zoom, but doesn't seem to have any actual scope graphic. I could be missing a variable for that, though.
It's actually a bit disorienting on the Sabre where I tested it.
#236
Posté 23 septembre 2013 - 05:43
N7didacus wrote...
What interesting set up?Annomander wrote...
Tried it with an "interesting" set up, and was quite pleased with the gun overall.
I may have found a new set up that I can enjoy playing (if I ever start playing again regularly).
I'd like to know as well. I have yet to find a set-up that is enjoyable. Right now, i'd even take the Avenger over it.
#237
Posté 23 septembre 2013 - 08:11
Arctican wrote...
N7didacus wrote...
What interesting set up?Annomander wrote...
Tried it with an "interesting" set up, and was quite pleased with the gun overall.
I may have found a new set up that I can enjoy playing (if I ever start playing again regularly).
I'd like to know as well. I have yet to find a set-up that is enjoyable. Right now, i'd even take the Avenger over it.
The only build I use it for is N7 Destroyer. Devastator Mode's increased fire rate makes the three-round burst feel a little less like it's going in slow motion, and the accuracy is such that the third round in the muzzle climb almost always hits the head. But I only play that when I feel like taking things reeeeeally slow.
#238
Posté 23 septembre 2013 - 09:11
#239
Posté 24 septembre 2013 - 02:12
Alijah Green wrote...
use it like a shotgun, up close and personal for CQC players. If you are more of a long range type, you will need to take cover along with the Damper mod to gain straight shots.
It makes for a poor CQC weapon compare to actual CQC weapons. A better CQC AR would be the Revenant.
#240
Posté 24 septembre 2013 - 04:35
KroGan_eRRanT wrote...
Ice Cold J wrote...
Venom is SOO far removed from it's SP version... can do OK with it, but that doesn't cut it on Gold and beyond...
Not sure if serious…
About what?
I wreck with it in the campaign, but I can't use it effectively in MP. At least not on anythign higher than Silver and/or gold footsoldiers.
#241
Posté 24 septembre 2013 - 04:52
Ice Cold J wrote...
KroGan_eRRanT wrote...
Ice Cold J wrote...
Venom is SOO far removed from it's SP version... can do OK with it, but that doesn't cut it on Gold and beyond...
Not sure if serious…
About what?
I wreck with it in the campaign, but I can't use it effectively in MP. At least not on anythign higher than Silver and/or gold footsoldiers.
The Venom is one weapon that can be a total beast with the right class and the right player that is for sure. I am only mediocre at best with it. I just can't find the best aiming location but I've played with a few players that were totally dominant with it. (Leland Gaunt for one)





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