DRL > Requests For Features

"Hot Fire", an alternate reload for the chaingun, and other ideas

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leonresevil2:

--- Quote from: thelaptop on February 18, 2010, 21:36 ---Sure.  Why not?  It's like saying "oh I fired a chain gun at an imp along a hallway, killing it and the former human behind it".  If that is unreasonable (you only hit things you aim at), then Mancubi's "wild shots in the general direction of DoomGuy along hallway hits him" is also unreasonable.

--- End quote ---

Mancubi rockets shouldn't be as accurate as a chaingun, however. It does bring about an interesting issue. Should mancubi be guaranteed at least one hit? I think that is an issue. If you see what the Mancubus looks like, you see that it has rockets on its arms. IMHO, firing even 2 rockets in one second would cause some drastic kickback, and 3 would be even more. It's the equivalent of saying "oh I can dual-wield rocket launchers, fire them at 120% speed from my hips, and still hit every time I fire!" That is ludicrous to think. If it takes 2 seconds to aim and fire a pistol, it should take far longer to accurately fire 3 rockets.

So, the mancubi shouldn't fire like a triangle, but instead fire a 2-3 shot burst with -5 or so accuracy. Balance the accuracy to make it hit once in every 2 bursts on average, I'd estimate.
I know the Mancubus is a monster, not a man, but still my opinion holds.

ChaoticJosh:

--- Quote from: Tavana on February 18, 2010, 21:54 ---
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The alternative is to have the mancubi fire somewhere between this range. The problem is that you were stupid/unlucky enough to try to face a Mancubi in a very enclosed space. There's a much smaller area for their spread out range to fire in. If the explosions don't hit you, they'll hit the walls around you regardless, and you'll find it rather painful anyway.

I've rarely had the chance to meet Mancubi in these sort of situations, and I avoid it like the plague. That being said, I thought that the diagram above is how that it would be handled. If it's not, then...okay. I can see why you might be a bit upset. Regardless of the rockets hitting you directly or not, you're most likely going to feel a LOT of pain either way.

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If it were like the above diagram, I honestly wouldn't be complaining, as that'd make sense. But as I said, all three followed a straight line along the maximum sight range down a hallway and hit me directly, killing my full health character instantly.

So don't get me wrong, I like Mancubi. I like sissy slapping them when I get close, and I like being paranoid about them when I'm against a wall, but this is just obscene.

Tavana:
I always enjoy when people complain about dying while playing a Roguelike.

Leonresevil2, have you ever played Doom? Seen what Mancubi look like? They're huge. They have massive amounts of fat, and under that massive amount of fat, massive amounts of muscle, connected to massive amounts of metal. Also, there are rocket launchers, fueled by the screams coming from your mouth when you see them. Sadly, unlike other roguelikes, you do not have the option to duct tape your mouth shut to make sure their rocket launchers run dry.

That being said, I personally do kinda like the option of "Three rockets in one go? Alright, let's let each rocket be less accurate than the first." +0, -3, -6 sequentially, for example. And then rockets #2 and #3 can have a chance to be aimed to the side (a la triangle) but then have a slightly higher accuracy.

BEEF:

--- Quote from: leonresevil2 on February 18, 2010, 22:01 ---So, the mancubi shouldn't fire like a triangle, but instead fire a 2-3 shot burst with -5 or so accuracy. Balance the accuracy to make it hit once in every 2 bursts on average, I'd estimate.
I know the Mancubus is a monster, not a man, but still my opinion holds.

--- End quote ---
For what it's worth, in real life rockets are most useful because they DON'T have any recoil (because they're accelerating in the air instead of in your gun), plus mancubi are so fat they probably could play catch with each other without flinching. As for the triangle pattern, I just assumed that represents their inaccuracy already, and they're inaccurate because they feel like it.

For the corridor problem, it would make sense if instead of changing the aim of any rockets that would blow up in a mancubus's face, he would just not fire those rockets. They could still back up as usual when that would block them all, and might try to move to maximize the number of rockets they can fire.

ChaoticJosh:
Before this recoil discussion progresses any further, I'm reminded of another suggestion that I would actually appreciate much more than the above two:

There is FAR too much red in this game, or, to be more exact, there's too many things which have the same shade of dark-red. I don't know about everyone else, but my eyesight isn't the best, and this leads me to regularly overlook really obvious dark-red colored things.

What I'm talking about:

Barons of Hell
Former Captains
Large Medkits
lava

All these things will VERY OFTEN be overlooked as part of the scenery, since a great deal of walls are red, as are bloodied floors. With so much red in the environment, I have to really strain my eyes to glean what is and isn't a monster or item or pool of lava. I can't tell you how many times I've been hurt by a Baron that just conveniently blended into the background, because my mind doesn't pick up on it right off the bat, and I often find myself having to get a really close look at the screen in order to make sure what's lava or a bloodstain.

If there's already an option to alter the coloring scheme of monsters, then I wouldn't mind being steered in it's direction, but if there isn't, then I'd like some more variety in the colors of some of the monsters, large medkits, and lava.

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