DRL > Requests For Features
"Hot Fire", an alternate reload for the chaingun, and other ideas
ChaoticJosh:
--- Quote from: thelaptop on February 18, 2010, 19:46 ---Mancubi do not fire three perfectly accurate missiles down a hallway. The thing is that they fire only one accurate shot and two wildly inaccurate ones, but since it is a hallway, the degrees of freedom reduce to just one, and so all three hit you, since the other two can only fly forwards down the hallway.
--- End quote ---
And this is perfectly reasonable?
leonresevil2:
Slight tweak on the idea: have alternate Reload jam the revolution on the chaingun, takes 1-2 game seconds to activate (firing before it activates counts as a regular shot, and undoes the jam), decreases accuracy by 2 for a 10-bullet burst in the regular fire time. After the burst, the rev drops, takes maybe 1 game second before you can fire normally again. Usefulness?: knowing that there is a powerful enemy or group of enemies hiding around a corner, you can jam the rev to make the chaingun something closer to a shotgun! Balanced by the time in jamming in and out, and reasonable ammo consumption. Could be balanced to 15 bullets and more decrease in accuracy.
I think that ammochain should be changed to "unlimited ammo while chainfiring", so the player must be able to see the enemies. I would say, the first "initial" burst should use ammo, but thereafter ammo is unlimited until all targets are destroyed. That's more Rambo-like, which seems to be where the master trait came from.
And I have not seen the mancubi issue, it does seem unreasonable, but the best way to avoid it is... to avoid them. Walking diagonally helps, and with Dodgemaster they may never hit you.
thelaptop:
--- Quote from: ChaoticJosh on February 18, 2010, 20:12 ---And this is perfectly reasonable?
--- End quote ---
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.
ChaoticJosh:
--- 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 reasonable.
--- End quote ---
I'm afraid I don't get your analogy. What I was trying to get at was that it was unusual for the Mancubi to have the capacity to aim well, but that they simply choose not to, except in this very specific instance. These aren't wild shots, they were aimed precisely to my location, dealing incredible damage in a single turn. It's inconsistent, and wholly unfair.
Tavana:
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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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