DRL > Requests For Features
Balance- Plasma Weapon Damage
UnderAPaleGreySky:
Please, enough with the Rev's. This is supposed to be about balancing (which I myself don't think necessary) the damage of plasma weapons.
bfg9001:
My apologies for remaining off topic, but I agree as well that the Rev needs to be nerfed. In Doom 2, the damn things were a push-over in wide open spaces.
On topic, I think plasma weapon damage is fine. After all, it's friggin' plasma, lol.
skarczew:
I wonder whether reducing the amount of plasma "bullets" per volley would help.
Such reduction would work both sides (for marine and demons) - and could help reducing the strength of AmmoChain.
Another way of helping may be reducing armor downgrade slightly.
Sylph:
Oh yes, those arachnotrons and revenants can cause real problems - lets nerf them!
- On the subject of massive damage - mancubi can kill you in a single turn from 100% health, so obviously nerf them too.
- While were at it, armour melting was mentioned in this topic - we should nerf barons because its their attacks that strip your armour down to nothing with acid, and they have too much health. Their armour-stripping is probably the reason arachs and former commandos are so dangerous.
- Then nerf hellknights, because theyre supposed to be lesser barons.
- Arch-viles are strongly considered the nastiest monsters in the game, their 2 undodgeable attacks would be ok were it not for them resurrecting corpses. Perhaps remove their resurrection ability.
- Then those former human sergeants can take a good 50% health off at close range - nerf them, and perhaps remove their knockback.
etc etc... ;)
You have to be careful of making the game too easy. I personally love the thrill of entering a spider cave level, knowing that danger is all around and I have got to do some serious tactical thinking to survive. Nerfing things would take this thrill away.
On a serious note - reducing plasma damage would indeed help reduce the power of ammochain, and isnt half a bad idea, but I think arachnotron and former commando accuracy should then be *in*creased to counterbalance this. Besides, there have been plenty of better suggestions to reduce the power of ammochain. The difficulty in the game is just about right at the moment, and certainly doesnt need making any easier, (in my very humble and single opinion).
Frankosity:
I know this is a sarcastic attempt at making a point with a slippery-slope argument, but still:
--- Quote from: Sylph on December 07, 2009, 05:52 ---- On the subject of massive damage - mancubi can kill you in a single turn from 100% health, so obviously nerf them too.
--- End quote ---
But they're also massively innacurate, so unless you're in a highly confined space or up against a wall they're not going to instakill you. Death is entirely dependent on your own grasp of tactics.
--- Quote ---- While were at it, armour melting was mentioned in this topic - we should nerf barons because its their attacks that strip your armour down to nothing with acid, and they have too much health. Their armour-stripping is probably the reason arachs and former commandos are so dangerous.
--- End quote ---
Actually, armour fragility is being fixed in the next beta. The reason Arachs and Commandos are so dangerous isn't because they can tear up armour, but that they're extremely accurate and plasma damage, besides being highly damaging in its' own right, also pierces armour.
--- Quote ---- Then nerf hellknights, because theyre supposed to be lesser barons.
--- End quote ---
Hell Knights are perfectly balanced. They're a tad more dangerous than Cacodemons, but they won't one-shot you and can be taken down without receiving a single hit if you're at all proficient at the game.
--- Quote ---- Arch-viles are strongly considered the nastiest monsters in the game, their 2 undodgeable attacks would be ok were it not for them resurrecting corpses. Perhaps remove their resurrection ability.
--- End quote ---
The Archviles' auto-hit attack is annoying, but considering they're the rarest, most dangerous enemy in the game, it's not entirely unfair for them to have that. Although I'm in favour of them having to charge the attack for a turn, like in Doom 2.
--- Quote ---- Then those former human sergeants can take a good 50% health off at close range - nerf them, and perhaps remove their knockback.
--- End quote ---
If you're stupid enough to get that close to a Sergeant, you deserve to die. Once again, death is by no means guaranteed if you have half a brain.
--- Quote ---You have to be careful of making the game too easy. I personally love the thrill of entering a spider cave level, knowing that danger is all around and I have got to do some serious tactical thinking to survive. Nerfing things would take this thrill away.
--- End quote ---
There's a difference between a challenge created by the need to think tactically and a challenge created by a massively overpowered damage type that can kill you in 1 turn when you've got Red Armour and over half your health left, or an enemy that literally never misses and can take off a third of your health in one hit.
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