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Re: Venom Gunship
Posted: Mon 25 Jun , 2012 3:19 pm
by darkelf
iRobot wrote:I think the Venom would be great if it worked the same way as a Dragonfly.
Agreed. The venom needs to be powerful and compensate for that by making the venom hard to fly like the dragonfly. Just my two cents!
Re: Venom Gunship
Posted: Mon 25 Jun , 2012 4:05 pm
by Azarael
If fighter plane support based on Dragonfly is made, I'll port the Corsair Fighter for that role instead, as the Venom is intended to have chopper-style controls.
Re: Venom Gunship
Posted: Mon 25 Jun , 2012 4:40 pm
by iRobot
I was only joking, since young LifeSpirit can't fly the Dragonfly.
I'm all for new vehicles though. Would it not be as simple as re-skinning the Dragonfly to your new model, and switching the weaponry?
Re: Venom Gunship
Posted: Mon 25 Jun , 2012 4:56 pm
by darkelf
Azarael wrote:If fighter plane support based on Dragonfly is made, I'll port the Corsair Fighter for that role instead, as the Venom is intended to have chopper-style controls.
Yah I should have been a bit more descriptive.
The venom is defiantly a chopper style no questions asked.. don't know why i worded it to fly like a df.. my bad.
I just know the last time i tried to defend myself in the hell bender with it and me being in the twin beams that the venom had lighting fast reactions to different directions which makes it a hell of a lot harder to hit vs the df and I think it needs to fly like the raptor where it flies fast but for it to switch directions(strafe) it delays a bit like it dose with raptor.
Re: Venom Gunship
Posted: Mon 25 Jun , 2012 4:58 pm
by iRobot
The delay on the raptor direction switch is obviously for balance purposes, I have always felt the Venom was too strong in this regard.
I leave it up to the artistic integrity of the designer however.
Re: Venom Gunship
Posted: Mon 25 Jun , 2012 8:44 pm
by Azarael
The Venom was primarily designed to fight itself and other craft I would port balanced to its spec, and in this regard responsive controls are required. Furthermore, the craptor is quite sluggish in every respect and is all in all a pathetic combat vehicle, intentionally so because it is not meant to be a frontliner. Unresponsible and sluggish controls are like rais: they bring everyone down to the same level. All of the vehicles were balanced for ONS, where the Raptor has a mobility role.
I am currently working on the Havoc, the predecessor ship to the Venom, which packs pretty much the same armament but is slower and has lower HP.
Re: Venom Gunship
Posted: Mon 25 Jun , 2012 9:12 pm
by iZumo
Speaking of vehicles, a nice vehicle (unfinished), but requires quite a work on coding side / modelling side is here:
http://www.unrealcentral.com/download.php?view.87
It's a tripod walker: it needs simplyfing the model (quite a number of polygons), texturing, and rewriting karma / net code (which I'd take care of). Currently it works in SP with hacked hower craft code. And of course we'd need to be allowed from the author.
Re: Venom Gunship
Posted: Sat 30 Jun , 2012 3:50 am
by Azarael
The Venom's size has increased by about 40% and it will pitch to face the target within about +-45° of the Z plane.
Venom collision contours a bit better.
Admin laser hit effects are the right colour.
Cannon now deals full damage to infantry, and no longer has radius damage.
Hypervelocity will no longer get stuck in world geometry.
Starburst trail effect is even more prominent.
Re: Venom Gunship
Posted: Sun 01 Jul , 2012 2:17 am
by Azarael
Venom pitch limiting now no longer based on craft's current pitch.
Scrolling no longer changes the Venom's weapons, because it a)was uselessly slow and b) prevented setting of third person camera distance via scrolling.
Re: Venom Gunship
Posted: Mon 02 Jul , 2012 5:39 pm
by Azarael
Hypervelocity issue ACTUALLY fixed this time.
Pitch torque increased.
Thrusters will no longer defy physics. Now all you have to do is ignore that the Venom's airspeed remains the same regardless of the orientation of the main body. Troll'd.