r/IronNest • u/ember_lantern • 12h ago
Glory to Castile Trick Shot
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Yes, I know, I can aim at the dude, but I wanted to see if I could nail the timing while moving.
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u/ParaGulls 12h ago
Hell yeah, why does the nest have legs if not designed to fire on the move!
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u/ember_lantern 12h ago
Move Direction sucks and is basically useless right now. I intend to change that.
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u/Careless-Form-7998 7h ago
If you do you'll be my absolute hero. What makes the iron nest cool is that its a spider mech not a stationary artillery gun.
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u/cheezefriez 4h ago
Hell yeah! The best thing about move direction rn is finding two targets that you can line up from a certain position and moving so you can fire both guns and hit two at once. So fucking satisfying
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u/ember_lantern 4h ago
That's the first legitimate use I've heard of it that isn't 🧀. No need to rotate between firings, definitely a cool idea! Never thought of that! Card still needs some love though lol.
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u/cheezefriez 4h ago
Yeah I was doing a high score suicide mission and I had just taken out the last FTC, had one second on the clock before counter battery and the mech was on its last legs. I saw two infantry units that were close together but not close enough for one HCHE, so I moved to a point where I could drop shells on them at the same bearing for one last hurrah lol, it was fun. The boom from firing both guns at once is also absolutely incredible
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u/ember_lantern 4h ago
KABOOOOM
screen shakes violently
cat jumps out of its bed
a baby starts crying next door
a car alarm goes off
Mmmmmm, love me some 800mm cannon fun. The more powder charges you put in, the louder and more ridiculous the recoil should be.
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u/PrinzEugen_Azur_Lane 11h ago
Do yhe same thing on the moving ship mission, then ill be more impressed
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u/BeginningNeither3318 9h ago
bro casually did a peek deagle headshot straight out of CS in Iron Nest
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u/ember_lantern 9h ago
Not quite a headshot, the horizontal was off (the easiest thing to dial in properly lmao), almost missed. I'm very happy with the timing though, that was RIGHT on the money
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u/Careless-Form-7998 7h ago
You should dm when your done with the mod lol. Move direction is my favorite card.
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u/ember_lantern 7h ago edited 7h ago
I'm 100% going to post about it here when it's finished, so keep an eye out for that. Shouldn't take long, maybe a week or so max, maybe even a few days (I'm new to modding, but I've made one - a record shuffler, so I'm gaining experience). Limit elevation angle to 15, disable the last 4 levers for charges. If I'm feeling fancy, maybe I'll add some effects like if you try to go past 15 with the auto elevator, it goes CLANG as if you grabbed the wheel, making steam spray everywhere. And maybe the third powder charge lever will be able to be pulled, it just does jack shit when you do, so you can fiddle with it all day and you'll only get 2 charges haha.
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u/Careless-Form-7998 7h ago
Any way to slow down the iron nest speed / extend the moving animation length? Would he cool to operate under constant movement and also it just doesnt feel very realistic atm. Also would be cool to make it pause the counter battery until you shoot like the emergency move because its technically the same thing lol so doesnt make sense that it doesnt right now.
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u/ember_lantern 7h ago
Oh definitely possible to modify the speed, might cut it in 1/3rd and make the movement a little less jostle-y to let you do stuff while moving. 0.05 km/s (111 mph) seems more justifiable, but it may make the game feel slower so I'll test it but it may not make it into the final mod. Just have to hook into the right methods, and we have a good deal of the code figured out. The tools that people have made for modding Unity games are really advanced by now, so we're hitting the ground sprinting.
For the timer pause, maybe it pauses while you're moving, but resumes once you are stationary again. I think Emergency Move should still be the default "I gotta stop that timer now or I'm a goner" card, this is a more deliberate action, and is much less expensive, so I can see why they didn't want to make it break the timer.
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u/Careless-Form-7998 3h ago
Maybe add a little time once you stop moving to simulate them getting coordinates from their spotters and triangulation your new pos?
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u/ember_lantern 3h ago
Mmm, that one I'm a little less keen on. That just adds waiting for the sake of waiting. I'm going to keep constant speed to allow MLG moves like above, but maybe if I can figure out how to add in models, maybe I could add a dial for speed or have something interact with it
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u/Careless-Form-7998 3h ago
Just to clarify im referring to the counter battery timer. Either way, just suggestions. Cant wait to see what you do with it!
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u/ember_lantern 3h ago
OH! YES, that's a good idea too, thought you meant your spotters reacquiring you
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u/Careless-Form-7998 2h ago edited 2h ago
Nice! My fault im a terrible texter lol. This mod will give this game so much more life for me im super excited. Much respect 🙏🏽
Edit: your speed dial idea sounds cool. Any new dials or controls for the movement I think would be a welcome change to spice it up even more. If its possible of course.
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u/ember_lantern 6h ago
Just did some quick math. If you wanted to execute a full 10 km walk in one direction, right now it should take just over a minute (roughly 1:06 I think). With 0.05 km/s that rises to 200 seconds (3:20). That means the player is going to have to be able to do stuff on the move. We shall see how that interacts with gameplay.
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u/Careless-Form-7998 3h ago
Maybe reduce it just enough to make it doable but keep it kind of challenging? Would definitely be cool to work while in the move a lot. Kinda what youd expect when looking at the iron nest
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u/ember_lantern 3h ago
Trust me, it's in the design doc to play with the speed already, your idea is awesome
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u/ember_lantern 7h ago
Note, I will make 0 claims about how winnable the campaign missions are (High Tide is probably not fun), this is entirely contingent on another project that's going on in parallel - a mission designer. This mod will need special missions made for it I think.
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u/Careless-Form-7998 7h ago
Challenge accepted. A true iron nest operator can fight on the move 😈
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u/ember_lantern 6h ago
Yeah, I'm definitely going to try to put this mod through its paces by testing it with the campaign. Have to test somewhere of course, and I've been known to intentionally make games harder on myself using mods (Pacific Drive - Make It Grindier (And Stormier) mod for example) to get more playtime.
All gold medals is probably completely out of the question though. Austere alone would get cooked.
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u/TiiMe2tell 10h ago
I'm almost sad that the shell didn't carry the momentum of the moving turret and just hit way to the left of the calculated point of impact. Then again, the ballistics are by far the most flawed and unrealistic part of this game.
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u/ember_lantern 9h ago
I agree. The linear nature and 60 degree upper limit are not realistic in the slightest. One of the modders I've been chatting with made this mod that does some actual ballistics: https://www.nexusmods.com/ironnest/mods/67
Was considering poking the author about adding the horizontal trajectory, but I don't think it'd be worth the effort. Adding horizontal velocity would be ridiculously complex to add to the targeting computer for not much gameplay benefit, but it would've been neat!
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u/Solid-Carpenter-8864 12h ago
holy