DRL > Requests For Features

Less exotic/unique assemblies

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Sambojin:
Yes, this post is to just pip me over the 100 post mark.

If technicians are going to keep their tech-mod, can we expect the other classes to start with additional equipment?

Perhaps either a small or large meditkit for marines and a (homing?) phase device for scouts? Perhaps the balance of technicians is exactly what's wanted, and a spare medikit or phase would probably be less empowering than a technicians advantages.

A consumable-mini-berserk for marines and a consumable tracking map for scouts would be favourite (and nicely overpowered :) )

raekuul:
Well, yes but no. The Tech mod is as permanent as the weapon you slap it on, while the consumables are good for, at best, one level. Maybe if each class started with a different mod pack?

GrimmC:
Technicians are by nature tinkerers. It makes sense for them to have a mod pack, but I would not expect the other classes to have one. I like the idea of other special items, the mini berserk and tracking map, for the other two classes. Or else something in that vein.

Technicians are powerful, but they're probably just the first class to get it "right". Let's not forget the 50% powerup duration that Marines have, which basically nullifies any level if there's two invuls or berserks right next to each other, and the +10 hitpoints. Oh yeah, not to mention access to BA at any time which basically doubles your hitpoints.

If anything, scouts are a little weak, and that's mostly because active defense doesn't seem to cut it these days. By late-game, there are two enemies which can hit you no matter how fast you move, and a third which has a very good chance to. Plus, it seems very hard to get serious firepower with any of the Scout master traits. Even Fireangel, which is technician but the epitome of active defense, the only way to dodge Viles and Revs, suffers because of the lack of firepower.

Conclusion: I think we should wait to see how the game plays with the late-game AI tweaking and other changes before we worry about messing with the classes too much.

On topic: I agree that assemblies should be tweaked. Since I don't look at the Wiki, I don't really know exactly what the Advanced or any of the Master assemblies look like. But I did take a quick glance once and was surprised at how many nanos were required for the Advanced assemblies. That seems unnecessary. For the record, I have played through at least 12 full games now in the past two months and got decently far in many more, and only once did I find ANY exotic or rare mod packs. It seems very, very unlikely to find one unless you annihilate the Shambler, and don't have any more schematics to pick up.

The Basic assemblies are well-balanced. I don't mind if Masters are crazy assemblies that you probably won't get, but will totally turn the tables if you do. Advanced have to fall somewhere in between. They're more than just exotics you can assemble--most have a fairly dramatic effect on the game, which I like. Still, it should be feasible to assemble most of them in a given game.

In particular, pistols definitely could use some more assemblies. Almost all of the better weapons are limited to exotics/rares that hardly ever drop...and it seems like you never find those on your AoMr run.

Uranium:

--- Quote from: GrimmC on November 13, 2011, 21:38 ---...exotics/rares that hardly ever drop...and it seems like you never find those on your AoMr run.

--- End quote ---
And you find sniper and firestorm mods on AoB and Nano and Onyx on AoI.

Ander Hammer:
My problem with the rarity of certain modpacks and the prevalence of them in higher-tier assemblies is that it makes taking Whizkid and hoping to collect rare assemblies (even in AoC) a major gamble.

I had a simple idea for making WK even more overpowered and lessening the already great chance that you'll take it only to use one or two of the more advanced assemblies:

Only include Nano and Onyx packs in basic assemblies. That way, if you find one, you'll have an array of powerful (if possibly somewhat limited) choices regardless of the build that finds it, and Whizkids will only need to collect basic materials to make their glorious end-game toys rather than wishing and praying.

p.s. starting a movement to call Ao100 'AoC' since I do not like typing 'Ao100'.

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