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Quick questions thread!

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Game Hunter:

--- Quote from: Uranium on November 30, 2011, 05:31 ---In the Armoury, does the Shambler's teleporting action take time?
Just died on AoMR (eight large medpacks ugh) after the I was shooting the shambler in the first corridor of rooms, then he suddenly teleports behind me and electrocutes me in the same move.
--- End quote ---
I'm pretty sure the teleport takes zero time. It's technically not a queued action but, rather, has a chance to occur on every action it takes. So yeah, Shamblers can be REALLY unfair. (This, along with the obnoxious randomness of the teleport, have been fixed in the beta.)


--- Quote from: Bloax on November 29, 2011, 23:12 ---I should probably try and see if the special [for the Longinus Spear] can [destroy walls].
Doubt it though.
--- End quote ---
Actually, it can. In fact, this used to be one of the theoretical ways to go about breaking into the Vaults during Angel of Berserk, basically requiring lots of med-packs instead of phase devices. It's probably not the BEST use for the Spear's alt-fire but it's certainly something to take advantage of.

Bloax:
The best use is toasting archies in the mortuary. :)
And as a bonus, the corpses get gibbed in a nice area.

Bloax:
Double post!

But anyway, since this is "quick questions", would it be a wise idea to equip a cybernetic armor on a Ammochain-Ao100 run?

rchandra:
I wouldn't, since Cybernetic Armor can't be modded by a Marine you can't make it indestructible.

Bloax:
Oh yeah, totally forgot about that.
Thinking about it, it'd be really cool if the (rather useless) restriction was changed to technicians having a +1 Assembly bonus instead.

With uniques starting out at 0 assembly points, thus a Whizkid scout/marine would have 1 assembly point for them.
And technicians would keep the starting point of 1.

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