hi,
the baneblade has an autocannon next to its maingun and it just doesn't do anything. in dow1 the bb's autocannon was bugged to range 0 and in dow2 it just doesn't do anything at all - could that be changed? ofcourse it must not be a supper crazy chaos havoc autocannon but a nice sound and animation combined with ~15dps would add so much more coolness to the baneblade without destroying balance. right now it just feels like it's not completely functional
can the baneblade's autocannon be activated?
Re: can the baneblade's autocannon be activated?
+1
Let's get the Phobos' intended storm bolter working too!
Let's get the Phobos' intended storm bolter working too!
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- SinisterLaugh
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Re: can the baneblade's autocannon be activated?
And please add a commissar too.
When life gives you Lemans...
Re: can the baneblade's autocannon be activated?
Does the Chimera's heavy bolter work at the moment? It doesn't seem to fire correctly if at all?
+1 for Phobos
+1 for BB
+1 for Phobos
+1 for BB
Re: can the baneblade's autocannon be activated?
Maybe provide us with some concrete things?
The autocannon has an animation on the BB, it's not listed as a weapon on the codex though.
Does it Weshly? My guess would be that it works just fine. Lab and record anything that is not as it should?
The autocannon has an animation on the BB, it's not listed as a weapon on the codex though.
Does it Weshly? My guess would be that it works just fine. Lab and record anything that is not as it should?
- xXKageAsashinXx
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Re: can the baneblade's autocannon be activated?
SinisterLaugh wrote:And please add a commissar too.
So... I hear you refuse to repent.
Re: can the baneblade's autocannon be activated?
It can work, but considering the co-axial mount it might have a goofy firing pattern.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Re: can the baneblade's autocannon be activated?
Swiftsabre wrote:It can work, but considering the co-axial mount it might have a goofy firing pattern.
how exactly do you mean that? maybe i'm missing something but i think it should work just as intended almost automatically. the mega battle cannon is the primary/dominant gun that chooses the target and the autocannon will just add a bit of fire to it.
as i said it would be stupid to make this autocannon powerful. i think it should be strong enough to be a bit useful but it should not be as strong as a setup autocannon for example. i want it to add some fun and variety but not to mow down shit in seconds and make the baneblade op.
@ riku: yes, the chimeras bolter seems to be a bit weird sometimes when it's about shooting or not. it's like it can't decide whether to shoot or not and then it often does nothing at all. i always thought it was more an issue of range/firing arc and maybe is something we just need to live with
Re: can the baneblade's autocannon be activated?
how exactly do you mean that? maybe i'm missing something but i think it should work just as intended almost automatically. the mega battle cannon is the primary/dominant gun that chooses the target and the autocannon will just add a bit of fire to it
It's not that easy unfortunately. Just because it exist, be that visually as a model doesn't mean that it's an easy-fix to add in, or to actually activate.
For an example. Remember the Heavy Bolter Turrets from Dawn of War 1? Yeah, Imperial Guard actually has those in this game. It has a model and everything, but so far, nobody has gotten them to work. They lack animations and just about everything else. There were alot of other stuff as well, but oh well.
Re: can the baneblade's autocannon be activated?
From what I can tell, this is pretty much a no go.
In CoH (and DoW1 iirc), a hardpoint can be slaved to another, allowing for things like pintle mounts atop rotating turrets and coaxial machineguns.
I have yet to find that functionality in DoW2.
In fact, the one attempt to do so in the game, the Battlewagon, appears to be utterly broken:
The anims for the rear upper turret appear to be broken, so the weapon itself uses the same anims as the cannon does.
What you get is the two weapons constantly snapping the cannon's angle back and forth between their individual targets, leading to some serious wtf moments. (cannon shooting backwards through itself, machinegun tracers flying out of the top turret barrel at a 90 degree angle)
And that's just for a turret on top of another turret. For another equally broken example, see the Chaos Dread's storm bolter. (though that's been made slightly less worse recently)
It's things like these that give the impression that Relic honestly didn't give a shit about the franchise, instead going all out on CoH.
In CoH (and DoW1 iirc), a hardpoint can be slaved to another, allowing for things like pintle mounts atop rotating turrets and coaxial machineguns.
I have yet to find that functionality in DoW2.
In fact, the one attempt to do so in the game, the Battlewagon, appears to be utterly broken:
The anims for the rear upper turret appear to be broken, so the weapon itself uses the same anims as the cannon does.
What you get is the two weapons constantly snapping the cannon's angle back and forth between their individual targets, leading to some serious wtf moments. (cannon shooting backwards through itself, machinegun tracers flying out of the top turret barrel at a 90 degree angle)
And that's just for a turret on top of another turret. For another equally broken example, see the Chaos Dread's storm bolter. (though that's been made slightly less worse recently)
It's things like these that give the impression that Relic honestly didn't give a shit about the franchise, instead going all out on CoH.
- [EL] The Emperor
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