Author Topic: The lumberjack  (Read 26273 times)

Offline JaceBoojah

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Re: The lumberjack
« Reply #30 on: March 20, 2013, 04:48:47 pm »
Thank you! too bad I cant figure out how to make curved lines on photoshop

Maybe I'll make a chart for heavy flak (even though it is much less needed).

I had a weird glitch while trying to make hits from over 2 map spaces.
the explosion would happen on my gun, with no damage.

Did the shot count? This could be the silly misfire thing that's plagued everybody all too many times.

It did not count. It was like how heavy flak ends in an explosion if it hits nothing but air, but the animation and sound was on the end of the gun.

Here is a much more boring and less useful heavy flak with lesmok picture.  not worth making a full chart.


Offline N-Sunderland

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Re: The lumberjack
« Reply #31 on: March 20, 2013, 04:53:48 pm »
So yeah, the gun misfired... I hate it when that happens. That's been a problem for a really long time.

Offline TheSovietKlondikeBar

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Re: The lumberjack
« Reply #32 on: May 16, 2013, 05:41:54 pm »
I do have something to add as an idea.
What if you had a side panel on the lumberjack that consisted of gauges (that are consistent with how many shells each clip holds at once) and after you fire a projectile the gauge will light up and start moving a needle that counts down the seconds needed for the mortar to be armed, and then it will change color (like a red to a green). Since I know that there is an ability that increases clip (but am forgetting the name atm) you can have deactivated gauges (maybe cracked?) that become active when that type of round is implemented, and deactivated when its not.

Offline Keon

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Re: The lumberjack
« Reply #33 on: May 16, 2013, 06:46:10 pm »
What's the X axis of that graph?