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Optimization, the Wiki, and more!

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Reef Blastbody:
Okay. Just been playing around with it a little bit and I can confirm that the Blaster retains its self-rejuvenating ammo regardless what you make it into. You cannot manually reload it under any circumstances.

Interestingly enough, when you go to your equipment screen and look at the blaster, it does claim to have a reload time of 1.0s, even though you can't reload it. So the wiki isn't wrong per se, just listing what the in game stats are. It's misleading though.

And I can definitely confirm what Alter mentioned earlier in this thread (and another one about modding) regarding damage and knockback. I did a Sharpshooter build because I wanted to see what a (P) Storm Bolter Combat Pistol (1d10)x2 would be like compared to a P3B2 Combat Pistol (3d5). With sharpshooter, the modded bolter should have been 20 damage each time, and the modded combat pistol would have been 15 damage each time.

The bolter would hit, cause severe knockback, and ultimately it took 6 shots to kill an arch-vile.

The modded combat pistol would hit and cause a little knockback, but it only took 4 shots to kill the arch-vile.

No contest. The knockback on the bolter was actually undesirable because it would push him out of my vision and let him start moving around and attacking me. The modded combat pistol would kill him before he had a chance to do anything.

This is definitely going to help with optimizing guides!

Klear:
I'm not sure but some of the problems with this kind of knockback are scheduled to be fixed

Did you test the effectiveness of these pistols in a non-sharpshooter build? I tend to make storm bolter simply because it looks cool as hell.

Not that it shows in the game, but still...

Reef Blastbody:
Not yet, Klear! I have a huge list of things to test, and Builds will be later. I was just curious about weapons/weapon damage.

I did make a storm bolter blaster though and it simply became a Storm Blaster, which I thought was pretty sweet.

Klear:
I'm just pointing out that without sharpshooter, knockback becomes less of an issue. I don't mean to rush you, you're doing a great thing in testing all these things =)

Reef Blastbody:
Oh, no worries. I'll have everything ready just in time to have to change it all when DoomRL updates versions, hahaha.


--- Quote from: Klear on August 21, 2012, 07:38 ---...without sharpshooter, knockback becomes less of an issue.
--- End quote ---

What do you mean? Like if the storm bolter damage wasn't maxed by Sharpshooter, it wouldn't be causing as much knockback? That's likely true, I just assumed Ss was the best place to try a storm bolter because you only need one maxed gun. It may be viable in a dualgunner build but you're gonna need a lot of mods to get two storm bolters! (Technically you don't need two but the OCD would kill me!)

I'll definitely add it on the list.

Speedloader pistol is currently next though. Also energy pistol testing. I rarely see people making energy pistols in their mortems; whether this is because power cells aren't as readily available, or if the ignoring half armor offered by energy shots simply isn't enough to outweigh the effects of getting 5 mods instead of an assembly + 1 mod.

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