Sky Rogue

Sky Rogue

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R-90 Ragnarok + Hyper Wave Cannon
   
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1.156 MB
8 Jan, 2017 @ 3:26am
11 Feb, 2019 @ 4:24am
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R-90 Ragnarok + Hyper Wave Cannon

In 1 collection by czs1213
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Description
R-90 Ragnarok and Hyper Wave Cannon from R-Type III. The Hyper Wave Cannon works exactly like normal gun, but I gave it slightly larger hitbox to compensate the lack of AoE. Seizure warning if you fire it continously from 1st person view.

Hyper wave cannon's inventory mesh shouldn't appear oversized anymore now.
6 Comments
daniel.close 1 Jul, 2024 @ 10:47am 
Don't know if you're still updating the mod but I have a suggestion for the wave cannons not only for this but the other R-type ships as well. You could have them as two separate weapons, one being the actual wave cannon (which is slow to reload and fires one powerful shot based on what the wave cannon did for that ship (Also, to avoid seizures, try making the projectile mostly translucent and much less bright).

The other shot would be the basic R-type rapid shot that would probably be a longer range standard vulcan.

Lastly, if you got adventurous, you could make variant special shot weapons for working with the forces, such as the red, yellow and blue lasers if you can get them to work.

Addressing the stats of the ship itself... I'd recommend that you make them in line with the rest of the R-type ships so they can be upgraded.
Neowatt47 8 Jan, 2021 @ 12:38pm 
Any chance at this getting a stat buff? I really love the R-90 but with this lacking the hyper wave cannon it feels a bit more underwhelming than it should be, especially compared to the R-9A which can completely outclass it since it can be upgraded while this can't. It doesn't have to be crazy OP, maybe with the stats being around the Rogue II's at mk 2 or something
czs1213  [author] 11 Feb, 2019 @ 4:34am 
Hyper wave cannon has been indefinitely removed until I figure how to make it less seizure inducing.
czs1213  [author] 26 Jun, 2017 @ 6:23am 
The wave cannon's model has been fixed now.
czs1213  [author] 10 Jan, 2017 @ 5:03am 
Welp, forgot to mention that issue. Considering how the game displays actual weapon mesh as inventory icon, the safest workaround is by having it as first secondary (right slot) weapon so that it's always bound on your gun button.

I'll figure whether there's any way to resize the inventory model (esp. in hangar screen) in the meantime.
Michigan Plumbing 10 Jan, 2017 @ 4:16am 
It's a good mod, but having the gun selected in play causes it to cover the screen with that giant model.

There's no work around for that, is there?