DRL > Requests For Features
New Traits
TFoN:
This is the original thread.
http://forum.chaosforge.org/index.php?topic=627.0
--- Quote ---When the enemy is right beside you, you can use chainsaw. 1 tile away, you walk towards him and use chainsaw. Even 2 spaces away you can try running to him. When the enemy is 3 tiles away you go backwards and shoot rl. When the enemy is 4 tiles away you either shoot, knowing you will take little damage or go one step back. This gives too much versatility in my opinion. Unless you give the player some negatives on CTH or CTD this will be way too overpowered.
--- End quote ---
Although I disagree with your logic, RLs can always be discluded and penalties added if it is proven otherwise.
--- Quote ---50 % per level is huge. But otherwise it seems worthless. It may even be 40 %. 20% seems way too little, and favors other traits.
--- End quote ---
Consider that an 80%-100% decrease in swapping time could easily eclipse Reloader, as players will begin carrying pairs of their main weapon, making mid-combat reloading extremely rare. Also, consider that your argument against Massacre Man will then involve all crossings of all weapons, swapping SGs with RLs in zero time for huge amounts of safe damage as one example, and of course, swapping CSs with RLs effectively the way Massacre Man intends, which I don't mind but you do, as another. It could also make the LS a quick armor bonus in much the way switching to "coward" works.
Supernaut:
Then make it a procent that is not overpowered and worth spending a trait on, I don't think 20 % does the job. Besides I just came on an idea. Make it one trait worth 50% .
Besides I would just like to know why do you think it won't be overpowered to have a huge damage melee and a normal ranged at the same time? Poor demons ;) .
RepoRipper:
ok first of all if u read the description for HK and/or BH it says acid, and in doom 2 they fling green balls at u, ie acid. only Cacodemons belch plasma, but its actually blue Ball-lightning, but they have blue blood. i think the HK/BH have green blood...
anyway, how about calling the acid blood trait "Hellhearted" or ....omg! "Bloody Hell!" ;) requireing 2TAN and 1 Berserker
as for Hell's Champion... I restarted that topic!!! its not yet certain, but Kornel might implement it for 1.0.0, with everyone pitching in from here till then with enemies and stuff for that mode. look at the "Hell's Champion" topic
TFoN:
Juggler as a 1-ranker sounds ok, but at 50% it should be advanced, IMO. I'm not sure by weans of what.
--- Quote ---Besides I would just like to know why do you think it won't be overpowered to have a huge damage melee and a normal ranged at the same time? Poor demons ;) .
--- End quote ---
First off: discluding the LS, melee isn't quite overpowered. Most players consider it overpowered based on the AoB advantages and on the said LS, but with those off the table you'll be taking enough damage and dealing enough less for the game to be, possibly miserably, balanced.
Now, considering base statistics, the chances of a melee opportunity are rather small - 8 adjacent spaces vs. ~140 (I think) in-LOS non-adjacent spaces. Naturally, adding player engineering to the equation, the number of melee opportunities can become much higher, but chances can't be "often" without altering your location (or your targets), which often means walking towards your firing enemy. Massacre Man can reduce this process by one turn, which is fair. In those cases where a monster walks all the way up to you as you fire, it will certainly put you in a good position to retaliate, something which advanced traits are supposed to do - but consider that a good player will usually not let monsters that close, making strong monsters who survive so many shots (including Arach swarms in their caves) fair game. A player to whom monsters always catch up due to his skill won't be turning things around only thanks to this trait. Remember that the CS will be taking up the alternate weapon slot, making weapon swapping harder to control, likely killing off unskilled players more often than it will unjustly save them.
Back to the RL case, during those intermediate turns you could, instead of walking towards your target, swap to a CG/SG on one turn and begin firing it on your next. This means that there are already good options at the player's disposal. The Massacre Man trait will only be adding one to the lot, one with its own considerations, advantages and disadvantages. The cases where you walk back to fire your RL don't make sense, in context because they don't involve the CS in their considerations, and otherwise because walking back usually doesn't save you - your target will either fire at you or give chase, either way making swapping to a CG/SG more worthwhile, and anyway making this a judgement call with no obvious advantages, which is by definition not overpowered.
http://en.wikipedia.org/wiki/Baron_of_Hell#Baron_of_Hell
It's said there once that they fire energy and once plasma, but never acid.
If that's not enough, I'll try to find a better source, which I know I have somewhere on my computer. Somewhere...
Just because the balls are green, doesn't make them acid. For one example, Fallout has green shots fired from the plasma rifle, and the colour of radioactive waste there is green. On a more severe note, most acids on earth aren't green :)
If the trait will be implemented, "Bloody Hell!" sounds great to me.
RepoRipper:
ok ok i relent on the acid, but also note that it says plasma for a Doom SEQUEL! not 1 or 2! so that does not count! as for "energy", i dont know, so ill give you that... although the BFG does fire green blasts of plasma.... but then why does the plasma rifle fire blue blasts??? OH btw, WTF IS DOOM RPG?????????????????????????
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version