Search found 431 matches

by Sared Kilvan
Sun Oct 23, 2011 10:04 am
Forum: Suggestions
Topic: 360° Pull 5
Replies: 23
Views: 10904

Why not? As it stands, Pull4/5 have the same efficacy as Pull3, just with extended range. I'd rather see the strength of Pull4 increased, with the range of Pull5 (+10%). Apart from the measly 5% range increase over Pull4 (which means very little considering the relatively small size of JKA's maps, P...
by Sared Kilvan
Sun Oct 23, 2011 9:59 am
Forum: Suggestions
Topic: Back-flip Timing and Force Drain
Replies: 6
Views: 3597

Back-flip Timing and Force Drain

Affects: Powers - Jump Summary: Decrease time between back-flips based on Jump rank. Suggestion: I'll be the first to admit; I love back-flip spam. As a core mechanic of Jump however, it is fundamentally broken, made easily spam-able, having an extremely short cool-down period (32ms) and usable eve...
by Sared Kilvan
Sun Oct 23, 2011 9:39 am
Forum: Suggestions
Topic: 360° Pull 5
Replies: 23
Views: 10904

360° Pull 5

Affects: Powers - Push/Pull Summary: Replicate the 360° Push animation/ability for Pull 5. Suggestion: Believe me, I checked , and as obvious as it seems, this hasn't been suggested before. Simple enough though, same mechanics (cooldown, range, effect, knockdown) as Push 5, inverted. Implementation...
by Sared Kilvan
Sat Oct 22, 2011 1:38 am
Forum: ((OOC Discussion))
Topic: Where I Failed in JEDI
Replies: 16
Views: 6828

This, is a fantastic read. I can't say that I agree with you 100% on some minor points, but that's just nit-picking. It's a real pleasure to witness this kind of self-realization and understanding in you.
by Sared Kilvan
Wed Oct 19, 2011 4:10 pm
Forum: Suggestions
Topic: Proposed change to Heal Others
Replies: 18
Views: 10218

Thinking of the possibilities of this - I like the idea of the heal rate stacking based on how many healers are healing. A concentrated effort should work doubly fast. :) YES PLEASE. Also, let's make it cursor-aim dependent, so that you don't heal the enemy. And if you're within range of them, also...
by Sared Kilvan
Wed Oct 19, 2011 3:31 pm
Forum: Suggestions
Topic: Discussion: Guns & Ammo
Replies: 34
Views: 16100

The current class limit is 16, but I believe that is a limitation in RPMod that may be overcome in the future. Be that the case, I've been thinking about different 'civilian/gunner classes' as I've been looking into weapon behavior. Instead of giving someone X weapons with Y health and Z instruction...
by Sared Kilvan
Wed Oct 19, 2011 1:19 pm
Forum: Suggestions
Topic: Discussion: Guns & Ammo
Replies: 34
Views: 16100

A clip or an overheat function have been suggested before, and if those are not mechanically possible, how else would you slow down shooting?
by Sared Kilvan
Tue Oct 18, 2011 11:21 am
Forum: Suggestions
Topic: Discussion: Guns & Ammo
Replies: 34
Views: 16100

Sounds like a decent idea. Hell, maybe with every iron-sight shot taken, or two, (yes, taking this from MB2), a Jedi's force-points are decreased, and once it's at 0, they cannot deflect any more until it's regenerated. But I can see that not going so well lol. If it's coupled with the inability to...
by Sared Kilvan
Tue Oct 18, 2011 11:07 am
Forum: Suggestions
Topic: Discussion: Guns & Ammo
Replies: 34
Views: 16100

@Ametha: I really don't know yet. Though I think if an overheat function isn't possible, just slowing down the overall rate of fire would accomplish the same goal of limiting fire spam. @Amone: More like a full second delay perhaps? Plus, if the repeater's primary fire was reduced a tad, you would s...
by Sared Kilvan
Tue Oct 18, 2011 10:42 am
Forum: Suggestions
Topic: Discussion: Guns & Ammo
Replies: 34
Views: 16100

@moné Hypothetically speaking, what would you think of the secondary fire for the repeater could be made into more of, say, a three-round burst similar to the original JK? The existing secondary fire could be pushed into another gun all together, like a claymore/grenade launcher? Well considering 1...
by Sared Kilvan
Tue Oct 18, 2011 10:07 am
Forum: Suggestions
Topic: Discussion: Guns & Ammo
Replies: 34
Views: 16100

Sebastin Creed wrote:Shame it's not possible to seperate the Repeaters secondary fire from the primary fire.
I'm looking into that, at least until Soh comes in and lays the smack-down on my investigative ass. :P
by Sared Kilvan
Tue Oct 18, 2011 9:47 am
Forum: Suggestions
Topic: Discussion: Guns & Ammo
Replies: 34
Views: 16100

Repeating myself here but how much do you intend to increase the damages of weapons? Because I still don't think they should be upped too much. @Zeak How much do you think would be reasonable? How much would be too little? How much would be too much? Also this isn't my change (I'm not that possessi...
by Sared Kilvan
Tue Oct 18, 2011 8:14 am
Forum: Suggestions
Topic: Discussion: Guns & Ammo
Replies: 34
Views: 16100

@Amoné: This is the same paragraph, pre-editing. I'm going to go out on a limb and state my opinion on one crucial fact that this centered on: you cannot rely on the player to accurately portray someone wielding a firearm. Thusly, I consider the "Fix the players, fix the problem" argument ...
by Sared Kilvan
Mon Oct 17, 2011 11:26 pm
Forum: Suggestions
Topic: Discussion: Guns & Ammo
Replies: 34
Views: 16100

Discussion: Guns & Ammo

Branching off from Aayla's thread , I'd like to raise up some more discussion on the realism/effects/mechanics of firearms in RPMod here. This subject has been broached in many forms before: Modified Weapons (Affecting their firing effects) Weapon Overheats (Affecting how long a weapon can be fired)...
by Sared Kilvan
Mon Oct 17, 2011 6:39 pm
Forum: Suggestions
Topic: Slower running backward speed for Gunner class
Replies: 52
Views: 24860

Nicholae Carnassi wrote:Honestly, I'd rather scrap this idea and implement an aim penalty for shooting while moving period.
This sounds both less tedious and easier to implement for a more effective balancing mechanism. Change the way the guns work, not the characters.