DRL > Discussion
Nerfing the Chaingun
007bistromath:
Aside from the fact that TH is overpowered, it annoys me because there is a fractional number of shots per magazine once it's on. What I would do is increase the standard CG mag size to 70, then limit TH to one level.
Blade:
Chaingun's accuracy should be lowered(to make EE*2 at least somehow useful). And imho every monster's and every weapon's accuracy should be lowered too...
But anyway, chaingun itself isn't overpowered, so nothing but accuracy should be changed. Overpowered are traits. And here another problem arises, what is "TOO MUCH" for NTR, is "just what is required for surviving on UV". We can lower exp multiplier for lower difficulties, to 1.2(if now it's 1.4) for ITYTD, and 1.1 for HMP. About traits - limit TH to one-level trait. Or make it add only 1 additional shot per burst.
--- Quote from: modular on January 02, 2008, 16:13 ---HR->HR->HR->
+30% speed, +30% dodge chance. Compared to the other defensive traits, HP+66%, or armour+75%, this is rather weak. This combo 'could' be good with SM, but the bonus to speed would have to be increase significantly.
I would suggest at least doubling the movement speed bonus to +20 speed each trait for a total of +60% speed. Increasing the speed bonus might make melee games more enjoyable also.
--- End quote ---
Agreed. It's now really less useful that other 2 defensive traits(IM and TaN). But not +20% speed per level, but +15% speed and +15% dodge.
--- Quote from: modular on January 02, 2008, 16:13 ---Fin->Jug->
There is the possibility of altering the Jugler trait, so you can also swap weapons at no action cost in addition to automaticly using a prepared melee weapon. This might make shotguns more usefull to use combined with chainguns, but would also be very usefull to use with other weapons like rocket launchers, plasma rifle, BFG.
--- End quote ---
Agreed.
007bistromath:
Amen to that. I really hate the new Juggler.
Chamber:
I don't think that the chaingun is too powerful. It is more convenient to use than the shotgun family, however. The shotgun is a niche weapon, that performs best against numerous enemies that are close to each other. It's also satisfying and doomish.
The chaingun, on the other hand, requires least planning to use successfully, and most traits benefit it directly, while also being good for the plasma rifle, making the chaingun a good way of 'training' for the plasma rifle.
It would be acceptable to lower the chaingun's bullet damage or increase its fire time. Alternatively, instead of one fire action, there could be 5 faster consecutive fire actions, making it possible for an enemy to fire its guns before it is overcome by player bullets.
I think that there should be a challenge mode that only allows the use of shotguns, combat shotguns and double barreled shotguns. This would be incentive for resourceful players to formulate stratagies to overcome the shotgun's weaknesses.
It is true that there are no good specialisted traits for shotguns. Reloading is appealing to all weapons. SM is mostly useless. Usually I don't want to move and reload. I just want to reload, the faster the better. Perhaps this trait could be enhanced by giving the ability to increase a shotgun's effective range by modifying it with a magazine upgrade? What other proposed upgrades would be good for shotgun users?
And please don't weaken the TH trait. It's a visceral and thrilling way to accentuate the feeling of launching thousands of bullets at the enemy.
Malek Deneith:
--- Quote ---SM is mostly useless. Usually I don't want to move and reload. I just want to reload, the faster the better.
--- End quote ---
Wrong. You DO wan't to move and reload as this:
a)increases dodge chance
b)combined move + reload is performed at move speed, which means that it'll be usually faster than just raloding
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