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Wiki: Reactivation

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tinyrodent:
I'm willing to make a contribution to the Assemblies section, but is it necessary to retain pre-9.9.5 info? (I hope not :) )

Game Hunter:

--- Quote from: tinyrodent on January 16, 2012, 15:05 ---I'm willing to make a contribution to the Assemblies section, but is it necessary to retain pre-9.9.5 info? (I hope not :) )
--- End quote ---
Retaining previous info is what the Wiki history was made for. Although there used to be a small habit (back in the days of the previous Wiki) of tagging and storing older versions on separate pages, I really don't see the need to do so. Edit all you want!

tinyrodent:
I've updated the Assemblies summary page and several of the individual assemblies. Not quite finished yet. But I've found what is probably a bug; unlike most other assemblies, the Nano-shrapnel (any shotgun + PPN) does in fact depend on the order of assembly. A plain shotgun may assemble as an 8d3 nano shotgun; or up to a 10d4 nano shotgun.

Also the reload dynamic of combat shotgun with nano pack doesn't seem logical. It has a magazine of 5+ which is always full after a nano mod is applied. However it can't be fired on consecutive turns; it requires player movement to pump a shell into the chamber. That might be ok but it does not allow manual pumping into the chamber, even though the magazine is full.

Game Hunter:

--- Quote from: tinyrodent on January 17, 2012, 10:01 ---But I've found what is probably a bug; unlike most other assemblies, the Nano-shrapnel (any shotgun + PPN) does in fact depend on the order of assembly. A plain shotgun may assemble as an 8d3 nano shotgun; or up to a 10d4 nano shotgun.
--- End quote ---
Dang, I was hoping I hadn't missed any. I'll do another runthrough of the assemblies to make sure we catch all of the mod-ordering cases. (Here, it looks like I used the wrong damage value.) On the other hand, a lot of assemblies will be outright different, so there's that.


--- Quote from: tinyrodent on January 17, 2012, 10:01 ---Also the reload dynamic of combat shotgun with nano pack doesn't seem logical. It has a magazine of 5+ which is always full after a nano mod is applied. However it can't be fired on consecutive turns; it requires player movement to pump a shell into the chamber. That might be ok but it does not allow manual pumping into the chamber, even though the magazine is full.
--- End quote ---
This is a weirdness resulting from the combat shotgun: I think a quick fix would be to remove its pumping mechanism altogether. This would have to affect any instance in which a pumping weapon is suddenly granted regeneration, however, so I'll look for a more robust solution.

tinyrodent:
Some other weird assemblies

nanomachic pistol (2d4) [13/12] (pistol + BBBN)

Depending on the order assembled it might have less bullets initially. Bullets do not regenerate at one per turn as described in the wiki. But reload works?! The wiki blabs about clip size but it's irrelevant since the gun no longer consumes ammo at all. nanomachic chaingun is similar. Seems like it would make more sense to fill the clip when the assembly is completed and not allow reload.

I cannot tell if the master BFG has 100% accuracy or not. Same for energy pistol. Sniper mod alone or in these assemblies doesn't give any clues in the character info or weapon info that the accuracy has changed.

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