DRL > Requests For Features
Balance tweak - Nerf cacodemon, floor damage
Frankosity:
The only time hurtfloors have had any tactical value in my games is when enemies inadvertantly spawn on them and die.
Melon:
--- Quote from: Frankosity on May 30, 2009, 18:34 ---The only time hurtfloors have had any tactical value in my games is when enemies inadvertantly spawn on them and die.
--- End quote ---
Try playing angel of marksmanship and hit those mancubi back to lava. Yay! And arch-villes? Oh yeah, hit them so hard (it is possible on AoM) that they got pushed into acid.
This also has a drawback, because if you are not carefull, YOU are the one that can get hit and pushed into lava/acid.
LAVA/ACID must stay!
Kornel Kisielewicz:
Implemented - Cacodemon missiles now will be easier to sidestep, and be slightly less accurate.
Hipster Scumbag:
--- Quote from: Kornel Kisielewicz on May 31, 2009, 06:11 ---Implemented - Cacodemon missiles now will be easier to sidestep, and be slightly less accurate.
--- End quote ---
Thanks - looking forward to the next build.
Jewmander:
Is there any conceivable reason for the caco projectiles doing as much damage as a Hell Knight's?
I have to stress again that the hurtfloors need to be dialed back a lot. After all, we only take the best aspects of our animes to implement in DoomRL. Shouldn't we do the same with Doom mechanics?
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