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- 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...
- 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...
- 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...
- Sat Oct 22, 2011 1:38 am
- Forum: ((OOC Discussion))
- Topic: Where I Failed in JEDI
- Replies: 16
- Views: 6828
- 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...
- 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...
- Wed Oct 19, 2011 1:19 pm
- Forum: Suggestions
- Topic: Discussion: Guns & Ammo
- Replies: 34
- Views: 16100
- 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...
- 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...
- 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...
- Tue Oct 18, 2011 10:07 am
- Forum: Suggestions
- Topic: Discussion: Guns & Ammo
- Replies: 34
- Views: 16100
- 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...
- Tue Oct 18, 2011 8:14 am
- Forum: Suggestions
- Topic: Discussion: Guns & Ammo
- Replies: 34
- Views: 16100
- 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)...
- Mon Oct 17, 2011 6:39 pm
- Forum: Suggestions
- Topic: Slower running backward speed for Gunner class
- Replies: 52
- Views: 24860