DRL > Requests For Features

Balance tweak - Nerf cacodemon, floor damage

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Hipster Scumbag:
I've been hoping to see the Cacodemon and lava/acid get a bit of a nerf.  At present, the Cacodemon does more damage than a Hell Knight and has a bigger splash.  Canonically, I feel like the Cacodemon's attack has always been easy to dodge, but in DoomRL they consistently pound you with merciless accuracy.  While 40 health is about right for DoomRL-Doom scaling, shotgun rounds seem to slide right off them and going toe-to-toe with chaingun or chainsaw is asking for a Pyhrric victory.  I think the game would be more true to source material (and a little more fun!) if that big stupid red tomato had less splash and less accuracy.

Also, I can't really understand why floor damage was increased in the last patch - Doom floors did about 5 damage per week.  The buffed floor damage is irritating because it has made pulling levers exceedingly dangerous, you can lose a bucket of health trying to pick up an item that was hiding lava, and getting to the secret rooms in  Chained Court is not worth it anymore.

Would love to hear your thoughts on this, Kornel!

Dervis:
In the original Doom, the Caco had equivalent firepower to the Hell Knight, only thing that made it weaker was the fact that it was easy to chainsaw/chaingun lock. Only thing i think you're right is that Caco accuracy is a bit on the high side.

About floor damage, it's MUCH better than last patch. They kill you if you stand there long, and damage isn't that high if running.

Hipster Scumbag:

--- Quote from: Dervis on May 28, 2009, 11:39 ---In the original Doom, the Caco had equivalent firepower to the Hell Knight, only thing that made it weaker was the fact that it was easy to chainsaw/chaingun lock. Only thing i think you're right is that Caco accuracy is a bit on the high side.

--- End quote ---

From the Doom wiki:

Cacodemon
Melee damage: 10-60
Missile damage: 5-40
Missile speed: 10 map units per tic (350 map units per second)

Hell Knight
Melee damage:    10-80
Missile damage: 8-64
Missile speed: 15 map units per tic (525 map units per second)

So you can see that the Cacodemon's attacks are significantly weaker and much easier to dodge than those of the Hell Knight.

Dervis:
I still think Cacodemons are ok in DoomRL. If anything i'd lower their accuracy and their melee damage.

DoomRL is based on Doom, it's not supposed to be faithful to everything on Doom. Actually i find it funny that you chose the cacodemon out of all the stuff in the game.

Kornel Kisielewicz:
Well, this is the first complaint of this nature. Maybe however, the Caco's missiles should be made more dodgeable (as opposed to less accurate).

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