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W.H.I.T.E.O.U.T

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  1. Thanks
    W.H.I.T.E.O.U.T got a reaction from Spam in Show off the art you want.   
    Spiker from Halo 3 but with extra steps, not gonna lie.
    But it's a cool design, nonetheless.
  2. Like
    W.H.I.T.E.O.U.T got a reaction from Spam in In-Game Campaign Factions Idea (I Guess)   
    Basically, rather than having the vanilla warlord knockoff bosses and enemies for all three campaigns, I thought of having different factions within those three campaigns as obstacles that lead up to the warlord of the campaign.
    But I also thought up of a story that's different from the official "story", so there's that.
  3. Like
    W.H.I.T.E.O.U.T got a reaction from iSwarky in In-Game Campaign Factions Idea (I Guess)   
    To be honest, I kinda came up with this idea in order to have an excuse to make different designs for custom sprites whenever I make them. For the factions idea, I'm thinking of three factions since there's three campaigns with three lineups of bosses and warlord final bosses, which makes sense (to me, at least).
    Each faction could have a unique buff for a specific element whenever an enemy of that element enters combat and have items of a specific design scheme in order to only differentiate them from one another but to also make engagements with each faction all the more thought-provoking when doing so.
    As for what I thought up for these factions.. Well.. It's better to list their info rather than try to make paragraphs of said info. It's just easier to read that way.
     
     
     
     
    Extra Note: The forum posted this topic when I tried to use bold.. What in the hell?
    Actually, I think it'll be easier if I did the faction info in a google doc or something.. Yes, I tried to do it here but the bold thing ruined the idea.
  4. Like
    W.H.I.T.E.O.U.T got a reaction from Spam in In-Game Campaign Factions Idea (I Guess)   
    To be honest, I kinda came up with this idea in order to have an excuse to make different designs for custom sprites whenever I make them. For the factions idea, I'm thinking of three factions since there's three campaigns with three lineups of bosses and warlord final bosses, which makes sense (to me, at least).
    Each faction could have a unique buff for a specific element whenever an enemy of that element enters combat and have items of a specific design scheme in order to only differentiate them from one another but to also make engagements with each faction all the more thought-provoking when doing so.
    As for what I thought up for these factions.. Well.. It's better to list their info rather than try to make paragraphs of said info. It's just easier to read that way.
     
     
     
     
    Extra Note: The forum posted this topic when I tried to use bold.. What in the hell?
    Actually, I think it'll be easier if I did the faction info in a google doc or something.. Yes, I tried to do it here but the bold thing ruined the idea.
  5. Like
    W.H.I.T.E.O.U.T got a reaction from AftoKrator in In-Game Campaign Factions Idea (I Guess)   
    To be honest, I kinda came up with this idea in order to have an excuse to make different designs for custom sprites whenever I make them. For the factions idea, I'm thinking of three factions since there's three campaigns with three lineups of bosses and warlord final bosses, which makes sense (to me, at least).
    Each faction could have a unique buff for a specific element whenever an enemy of that element enters combat and have items of a specific design scheme in order to only differentiate them from one another but to also make engagements with each faction all the more thought-provoking when doing so.
    As for what I thought up for these factions.. Well.. It's better to list their info rather than try to make paragraphs of said info. It's just easier to read that way.
     
     
     
     
    Extra Note: The forum posted this topic when I tried to use bold.. What in the hell?
    Actually, I think it'll be easier if I did the faction info in a google doc or something.. Yes, I tried to do it here but the bold thing ruined the idea.
  6. Like
    W.H.I.T.E.O.U.T got a reaction from Spam in Third Custom Sprite - Scorched Lightning   
  7. Thanks
    W.H.I.T.E.O.U.T reacted to Spam in Second Custom Sprite - Iron Sight   
    Cool, nice gradients too.
  8. Haha
    W.H.I.T.E.O.U.T got a reaction from Spam in = Memes Thread=   
    Thanks and the text in the final slide is:

    END

    Made by Whiteout (Who is not the fictional individual in this comic)
    Note: No people or mechs were hurt in the making of this comic (Hopefully..)
     
    Also, as a bonus, the minuscule text (size is intentional) in the third to last slide is:
     
    Ok- Now I see where the unfairness comes in..
  9. Haha
    W.H.I.T.E.O.U.T got a reaction from Sparks in = Memes Thread=   
  10. Like
    W.H.I.T.E.O.U.T got a reaction from Izumi-Chan in Second Custom Sprite - Iron Sight   
    This weapon is designed to be a mid-long range physical side weapon (use-limited, of course) that fires energy projectiles. The sound effect for firing would be the equivalent of the sound used for the Frantic Brute or the sound used for the Sacrifice Cannon.
    Stats and rarity range aren't included since I don't know what the stats would accurately be in order to be fair yet competitive in the game. I also don't know what the gimmick of the weapon's gonna be yet so I would like some feedback in regards to that so the gimmick and/or the stats will be, well, "SM-like".
    Also, yes, I'm not the best sprite creator but sometimes, Google Drawings has a way with messing around with sprite designs (i.e shape border snapping, shape size snapping, occasional lack of a proper shape, and so on), so the design isn't going to be 100% accurate to SM's item structure styles (and art styles since shading is really complex to do with a gradient system..).
    Other than that.. Yeah.. I made a sprite and a potential item idea. That's pretty much it. No, really, that is all. 

  11. Thanks
    W.H.I.T.E.O.U.T reacted to Jajcyn420 in Second Custom Sprite - Iron Sight   
    Looks real cool, good job man!
  12. Like
    W.H.I.T.E.O.U.T got a reaction from Keithon in Second Custom Sprite - Iron Sight   
    This weapon is designed to be a mid-long range physical side weapon (use-limited, of course) that fires energy projectiles. The sound effect for firing would be the equivalent of the sound used for the Frantic Brute or the sound used for the Sacrifice Cannon.
    Stats and rarity range aren't included since I don't know what the stats would accurately be in order to be fair yet competitive in the game. I also don't know what the gimmick of the weapon's gonna be yet so I would like some feedback in regards to that so the gimmick and/or the stats will be, well, "SM-like".
    Also, yes, I'm not the best sprite creator but sometimes, Google Drawings has a way with messing around with sprite designs (i.e shape border snapping, shape size snapping, occasional lack of a proper shape, and so on), so the design isn't going to be 100% accurate to SM's item structure styles (and art styles since shading is really complex to do with a gradient system..).
    Other than that.. Yeah.. I made a sprite and a potential item idea. That's pretty much it. No, really, that is all. 

  13. Haha
    W.H.I.T.E.O.U.T got a reaction from OKI DOKI in = Memes Thread=   
    Thanks and the text in the final slide is:

    END

    Made by Whiteout (Who is not the fictional individual in this comic)
    Note: No people or mechs were hurt in the making of this comic (Hopefully..)
     
    Also, as a bonus, the minuscule text (size is intentional) in the third to last slide is:
     
    Ok- Now I see where the unfairness comes in..
  14. Haha
    W.H.I.T.E.O.U.T got a reaction from Spam in = Memes Thread=   
  15. Like
    W.H.I.T.E.O.U.T got a reaction from OKI DOKI in Grind: The Introduction - Item limit   
    Though I only have problems with inventory space when saving up gold for divining an item on my main account, I can't say the same for a legacy account that I co-pilot.
    The legacy account in question has around 250 items and is only level 35 but has an inventory limit of 210, so it can't receive any reloaded items apart from the Nightmare torso that it currently has. To say that it's a problem is a serious understatement because a God Mode build can't get halfway through Frozen Abyss without dying since most of the legacy weapons on the account (i.e Lava Spray, Sparks, Needle Blaster) can't deal enough damage to defeat physical enemies.
    So, I agree that the inventory space should receive a buff, especially since I saw how difficult it is to get items when you got a mass of legacy items that you can't and don't want to get rid of.
  16. Haha
    W.H.I.T.E.O.U.T got a reaction from DELETED in Heat version of backstabber   
    Is your Heat Hugger killing everything in sight but just feels like it's lacking because of that Swoop drone and its 112 heat damage?
    No need to fear because this drone will pull all your targets near!
    Distance won't be a problem once these rockets start flying and that Red Rain of yours will dearly thank you for giving it the distance-closing backup that it's been lacking!
    Get your SpineTapper today and give those distance builds a run for their money because you are the META of now and the future, so it's time to show your true colors and reveal that apex predator that lies dormant within your heart!
    Order now!
     
    With that classic advertisment-styled joke out of the way, I'ma be honest and say that having a heat Backstabber would make running a distance build harder to do, especially if the drone is energy-free and capable of doing good heat damage with its pull, because of how heat huggers rely on pull in order to ruin their target's heat stats with TerrorBlade.
    Having a heat pull drone to not only close that distance but also contribute to taking action points from that target would surely turn heat huggers into extreme headaches, if not absolute monsters to square off against.
    But that's just how I view it, so don't take it seriously at the very least. 
     
  17. Like
    W.H.I.T.E.O.U.T got a reaction from OKI DOKI in Heat version of backstabber   
    Is your Heat Hugger killing everything in sight but just feels like it's lacking because of that Swoop drone and its 112 heat damage?
    No need to fear because this drone will pull all your targets near!
    Distance won't be a problem once these rockets start flying and that Red Rain of yours will dearly thank you for giving it the distance-closing backup that it's been lacking!
    Get your SpineTapper today and give those distance builds a run for their money because you are the META of now and the future, so it's time to show your true colors and reveal that apex predator that lies dormant within your heart!
    Order now!
     
    With that classic advertisment-styled joke out of the way, I'ma be honest and say that having a heat Backstabber would make running a distance build harder to do, especially if the drone is energy-free and capable of doing good heat damage with its pull, because of how heat huggers rely on pull in order to ruin their target's heat stats with TerrorBlade.
    Having a heat pull drone to not only close that distance but also contribute to taking action points from that target would surely turn heat huggers into extreme headaches, if not absolute monsters to square off against.
    But that's just how I view it, so don't take it seriously at the very least. 
     
  18. Like
    W.H.I.T.E.O.U.T got a reaction from AssClown in Heat version of backstabber   
    Is your Heat Hugger killing everything in sight but just feels like it's lacking because of that Swoop drone and its 112 heat damage?
    No need to fear because this drone will pull all your targets near!
    Distance won't be a problem once these rockets start flying and that Red Rain of yours will dearly thank you for giving it the distance-closing backup that it's been lacking!
    Get your SpineTapper today and give those distance builds a run for their money because you are the META of now and the future, so it's time to show your true colors and reveal that apex predator that lies dormant within your heart!
    Order now!
     
    With that classic advertisment-styled joke out of the way, I'ma be honest and say that having a heat Backstabber would make running a distance build harder to do, especially if the drone is energy-free and capable of doing good heat damage with its pull, because of how heat huggers rely on pull in order to ruin their target's heat stats with TerrorBlade.
    Having a heat pull drone to not only close that distance but also contribute to taking action points from that target would surely turn heat huggers into extreme headaches, if not absolute monsters to square off against.
    But that's just how I view it, so don't take it seriously at the very least. 
     
  19. Like
    W.H.I.T.E.O.U.T got a reaction from Spam in Heat version of backstabber   
    Is your Heat Hugger killing everything in sight but just feels like it's lacking because of that Swoop drone and its 112 heat damage?
    No need to fear because this drone will pull all your targets near!
    Distance won't be a problem once these rockets start flying and that Red Rain of yours will dearly thank you for giving it the distance-closing backup that it's been lacking!
    Get your SpineTapper today and give those distance builds a run for their money because you are the META of now and the future, so it's time to show your true colors and reveal that apex predator that lies dormant within your heart!
    Order now!
     
    With that classic advertisment-styled joke out of the way, I'ma be honest and say that having a heat Backstabber would make running a distance build harder to do, especially if the drone is energy-free and capable of doing good heat damage with its pull, because of how heat huggers rely on pull in order to ruin their target's heat stats with TerrorBlade.
    Having a heat pull drone to not only close that distance but also contribute to taking action points from that target would surely turn heat huggers into extreme headaches, if not absolute monsters to square off against.
    But that's just how I view it, so don't take it seriously at the very least. 
     
  20. Like
    W.H.I.T.E.O.U.T got a reaction from OKI DOKI in Why dont we have some weapons on all elements?   
    The weapons that don't have variants in specific elements either have a variant in that element that just looks different or they're meant to be unique purpose items designed to provide a more diverse combat experience.
    That, and some variants could potentially cause massive problems in combat due to being extremely strong when involved in already powerful combos or just being hard to compete against.
    For what I mean about the "variant but different look" thing, I'm talking about weapons like Abomination, which is basically the heat variant of Last Words and Terror Cry, or MortalBullet, which is the energy variant of Sorrow and Purifier. They look different but they're still bound together by the logic of variants.
    As for the whole "extremely strong variants", I'm pointing to things like physical pusher drones, heat/energy Claws, and physical Bunker Shells/Magma Blasts since those things without new variants are good in their own areas as is.. We really do not need a variant that could potentially be stronger than the current item(s) they're a variant of or an item that could start a cascade of chaos that eventually affects other items.
     
  21. Like
    W.H.I.T.E.O.U.T got a reaction from AftoKrator in Why dont we have some weapons on all elements?   
    The weapons that don't have variants in specific elements either have a variant in that element that just looks different or they're meant to be unique purpose items designed to provide a more diverse combat experience.
    That, and some variants could potentially cause massive problems in combat due to being extremely strong when involved in already powerful combos or just being hard to compete against.
    For what I mean about the "variant but different look" thing, I'm talking about weapons like Abomination, which is basically the heat variant of Last Words and Terror Cry, or MortalBullet, which is the energy variant of Sorrow and Purifier. They look different but they're still bound together by the logic of variants.
    As for the whole "extremely strong variants", I'm pointing to things like physical pusher drones, heat/energy Claws, and physical Bunker Shells/Magma Blasts since those things without new variants are good in their own areas as is.. We really do not need a variant that could potentially be stronger than the current item(s) they're a variant of or an item that could start a cascade of chaos that eventually affects other items.
     
  22. Like
    W.H.I.T.E.O.U.T got a reaction from Atusiff in Why dont we have some weapons on all elements?   
    The weapons that don't have variants in specific elements either have a variant in that element that just looks different or they're meant to be unique purpose items designed to provide a more diverse combat experience.
    That, and some variants could potentially cause massive problems in combat due to being extremely strong when involved in already powerful combos or just being hard to compete against.
    For what I mean about the "variant but different look" thing, I'm talking about weapons like Abomination, which is basically the heat variant of Last Words and Terror Cry, or MortalBullet, which is the energy variant of Sorrow and Purifier. They look different but they're still bound together by the logic of variants.
    As for the whole "extremely strong variants", I'm pointing to things like physical pusher drones, heat/energy Claws, and physical Bunker Shells/Magma Blasts since those things without new variants are good in their own areas as is.. We really do not need a variant that could potentially be stronger than the current item(s) they're a variant of or an item that could start a cascade of chaos that eventually affects other items.
     
  23. Like
    W.H.I.T.E.O.U.T got a reaction from Ad1tya in Reactive Resistance Detailing?   
    Why? / Introduction
    I thought of this idea not to long ago and wondered about how it could enhance gameplay a little by providing a reactive aspect for resistances during combat. Sure, it's a really small detail at the end of the day but it could potentially make the gameplay look more "fresh" outside of the standalone damage details. Before you ask, no, this wasn't thought up to become a new item or feature that adds onto the existing resistance crisis that's currently going on in-game. It's solely thought up to be a cosmetic detail that indicates the level of resistance that a mech has outside of the simple resistance icons hanging out in the stats area of combat UI.
    Besides, if there's detailing to show changes in a mech's heat level, energy level, and HP, why not have an indicating detail that shows changes in a mech's resistance levels?
     
    Explanation
    As for what "reactive resistance detailing" is, it's essentially how shields in modern-era sci-fi shooter games work in terms of details (start off with a strong color then slowly degrade to a "critical" color state when close to being broken) but rather than 1 color, it would be 3 separate colors for each of the 3 element resistances (if there is any resistance on the mech to begin with, that is).
    Each elemental "shield" would start off with colors to match their elements and have a solid appearance but as a battle continues on and the resistances take damage from resistance breaking weaponry, their color will begin to darken in color and saturation until they reach their darkest shade before breaking (0 resistance or negative resistance thresholds). The rate of how the shield degrades is dependent on how much resistance the target mech has, so a low resistance mech's shields have a faster degradation rate than those of a high resistance mech's shields.
     
    Effects
    For effects, it would be easier if I made a list to show how the shields would react and stuff since paragraph form for that would lead to a really long paragraph.. So, here's what I was thinking for those effects:
    Stable (100% to 76% resistance) - Solid color in correspondence to the element resistance that is taking damage
    Moderate (75% to 51% resistance) - Darker shade of elemental color and will show signs of fading in and out
    Unstable (50% to 25% resistance) - Even darker shade of elemental color and will begin to pulsate in addition to the fading
    Critical (25% to 1% resistance) - Very dark shade of elemental color and will begin to rapidly pulsate and fade simultaneously 
    Broken (0% resistance) - Bursts into fragments before dissolving; Mech will show sparks (similar to those of the sparks effect seen on nearly broken or energy broken mechs but gray-ish in color for differentiation ) to indicate that the shield(s) are no longer functional 
    [Bonus] Resistance Pad -  Stoic grey color with no effects, regardless of which state the shield(s) were in before being affected by resistance pads, until the broken phase, where the shield(s) would break exactly like normal but with grey color fragments rather than the critical phase color
     
    The Colors
    I wanted to add this segment in for those who were wondering about what the colors could look like (if Alex were to add it to the game, it could end up with different colors, effects, etc., so these are just potential ideas as to what they could be).
    Stable - Physical / Energy / Heat
    Moderate - Physical / Energy / Heat
    Unstable - Physical / Energy / Heat
    Critical - Physical / Energy / Heat
    Resistance Pad - All Elements
     
    Closing
    So, what do you guys think of the idea? Too complicated? Not enough detail? Wondering why the color samples are slightly off-key from each other? Let me know down below (as usual because comment sections are made for things like comments. Shocking, I know) and I may or may not respond but eh, feel free to do so anyways.
    Also, yes, I'm aware of the state of the game and that details are worthless when the game is in need of functional tweaks and banwave management but if there's one thing that's certainly been a bother, it's been the clashes of players and forum goers over topics such as clan politics, weapon rebalances, and the wellbeing of the game itself. What I'm trying to say is that while concern for these things is a nice way to provide feedback, it can have a negative impact if everyone focuses on them too much and for too long without taking the time to focus on things that aren't extremely sensitive.
    That's pretty much why I've been doing these types of posts rather than paying attention to the conflicts that are going on in the game. That, and it's really unhealthy to stress over these things for way too long because excessive stress could cause additional conflicts that branch out from the main poi- And now I'm getting off topic because of it, so I'm just gonna do a quick turnaround by saying that details could potentially make the game feel fresh and strengthen the unique atmosphere that separate SuperMechs from other mech games like War Robots.
    I mean, come on, this game's concept is basically a sandbox of culminated ideas, so why not try to think of ideas of your own and go wild with creativity?
    But anywho, that's it for this topic. Thanks for reading and I bid you all a good day.
     
    This is Whiteout, signing off.
     
     
     
     
  24. Like
    W.H.I.T.E.O.U.T got a reaction from Fordekash in Custom music during the boss fights   
    If the game had in-game boss soundtracks (as in dev-made), I think these name would be fitting:
    Ramboy - Getting Started
    Exterminator - Bladed Nightmare
    Cyber Goat - High Velocity
    Molotov - Scorched Earth
    Sabertooth - Hypertension 
    Senior Quads - Bullet Rain
    Bigboy - Executive Order
    [Bonus because why not?] God Mode - Demonic Uprising 
     
  25. Like
    W.H.I.T.E.O.U.T got a reaction from Kurt in Reactive Resistance Detailing?   
    Why? / Introduction
    I thought of this idea not to long ago and wondered about how it could enhance gameplay a little by providing a reactive aspect for resistances during combat. Sure, it's a really small detail at the end of the day but it could potentially make the gameplay look more "fresh" outside of the standalone damage details. Before you ask, no, this wasn't thought up to become a new item or feature that adds onto the existing resistance crisis that's currently going on in-game. It's solely thought up to be a cosmetic detail that indicates the level of resistance that a mech has outside of the simple resistance icons hanging out in the stats area of combat UI.
    Besides, if there's detailing to show changes in a mech's heat level, energy level, and HP, why not have an indicating detail that shows changes in a mech's resistance levels?
     
    Explanation
    As for what "reactive resistance detailing" is, it's essentially how shields in modern-era sci-fi shooter games work in terms of details (start off with a strong color then slowly degrade to a "critical" color state when close to being broken) but rather than 1 color, it would be 3 separate colors for each of the 3 element resistances (if there is any resistance on the mech to begin with, that is).
    Each elemental "shield" would start off with colors to match their elements and have a solid appearance but as a battle continues on and the resistances take damage from resistance breaking weaponry, their color will begin to darken in color and saturation until they reach their darkest shade before breaking (0 resistance or negative resistance thresholds). The rate of how the shield degrades is dependent on how much resistance the target mech has, so a low resistance mech's shields have a faster degradation rate than those of a high resistance mech's shields.
     
    Effects
    For effects, it would be easier if I made a list to show how the shields would react and stuff since paragraph form for that would lead to a really long paragraph.. So, here's what I was thinking for those effects:
    Stable (100% to 76% resistance) - Solid color in correspondence to the element resistance that is taking damage
    Moderate (75% to 51% resistance) - Darker shade of elemental color and will show signs of fading in and out
    Unstable (50% to 25% resistance) - Even darker shade of elemental color and will begin to pulsate in addition to the fading
    Critical (25% to 1% resistance) - Very dark shade of elemental color and will begin to rapidly pulsate and fade simultaneously 
    Broken (0% resistance) - Bursts into fragments before dissolving; Mech will show sparks (similar to those of the sparks effect seen on nearly broken or energy broken mechs but gray-ish in color for differentiation ) to indicate that the shield(s) are no longer functional 
    [Bonus] Resistance Pad -  Stoic grey color with no effects, regardless of which state the shield(s) were in before being affected by resistance pads, until the broken phase, where the shield(s) would break exactly like normal but with grey color fragments rather than the critical phase color
     
    The Colors
    I wanted to add this segment in for those who were wondering about what the colors could look like (if Alex were to add it to the game, it could end up with different colors, effects, etc., so these are just potential ideas as to what they could be).
    Stable - Physical / Energy / Heat
    Moderate - Physical / Energy / Heat
    Unstable - Physical / Energy / Heat
    Critical - Physical / Energy / Heat
    Resistance Pad - All Elements
     
    Closing
    So, what do you guys think of the idea? Too complicated? Not enough detail? Wondering why the color samples are slightly off-key from each other? Let me know down below (as usual because comment sections are made for things like comments. Shocking, I know) and I may or may not respond but eh, feel free to do so anyways.
    Also, yes, I'm aware of the state of the game and that details are worthless when the game is in need of functional tweaks and banwave management but if there's one thing that's certainly been a bother, it's been the clashes of players and forum goers over topics such as clan politics, weapon rebalances, and the wellbeing of the game itself. What I'm trying to say is that while concern for these things is a nice way to provide feedback, it can have a negative impact if everyone focuses on them too much and for too long without taking the time to focus on things that aren't extremely sensitive.
    That's pretty much why I've been doing these types of posts rather than paying attention to the conflicts that are going on in the game. That, and it's really unhealthy to stress over these things for way too long because excessive stress could cause additional conflicts that branch out from the main poi- And now I'm getting off topic because of it, so I'm just gonna do a quick turnaround by saying that details could potentially make the game feel fresh and strengthen the unique atmosphere that separate SuperMechs from other mech games like War Robots.
    I mean, come on, this game's concept is basically a sandbox of culminated ideas, so why not try to think of ideas of your own and go wild with creativity?
    But anywho, that's it for this topic. Thanks for reading and I bid you all a good day.
     
    This is Whiteout, signing off.
     
     
     
     
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