Chaosforge Forum

  • November 08, 2024, 17:29
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: (Spoilers)Skills and enemy mechanic  (Read 8626 times)

Equality

  • Second Lieutenant
  • *
  • Offline Offline
  • Posts: 174
  • Lost Soul
    • View Profile
(Spoilers)Skills and enemy mechanic
« on: September 27, 2012, 04:38 »

sory for my English - I read and understand more better than write ;)

It's a pity no Wiki about game yet.
Please, check if I make mistakes.

Skills.
Spoiler (click to show/hide)

Enemies
Spoiler (click to show/hide)
Logged
Once advanced DoomRL player
Find mysterious sword Dragonslayer
Say "Best thing ever found!" and start jumping around...
But he can't get the sword from the ground

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: (Spoilers)Skills and enemy mechanic
« Reply #1 on: September 27, 2012, 05:06 »

Spoiler (click to show/hide)
« Last Edit: September 27, 2012, 05:15 by skarczew »
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: (Spoilers)Skills and enemy mechanic
« Reply #2 on: September 27, 2012, 05:13 »

Logged

Game Hunter

  • Programmer
  • Elder Chaos Guard
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1044
  • Looks like game to me.
    • View Profile
    • Channel, the Roguelike
Re: (Spoilers)Skills and enemy mechanic
« Reply #3 on: September 27, 2012, 08:05 »

3. Fitness and Perseption - maxed skill is "expert" for everybody?
Yes, and I think it's important that master skills are explained a little better so you know how you should be investing your skills. Simply put, each skill that can be mastered additionally requires that you be a specific class. Namely:
  • Scouts can master Sidearms
  • Marines can master Light Weapons
  • HW Specialist can master Heavy Weapons
  • Medics can master Medicine
  • Technicians can master Technical
For Medics and Technicians, it would make little sense to invest so many points to get them to master anyway (edit: as a class that can't master them, I mean), but it's good to know regardless. Most of the masters' special bonuses are explained in-game, at least to some degree:
  • Sidearms mastery decreases reloading of sidearm weapons to 1/10th the norm
  • Light Weapon mastery decreases firing time of light weapons by 30%
  • Heavy Weapon mastery allows the user to carry all heavy weapons without assistance
  • Medicine mastery eliminates stimpack withdrawl and allows medpacks to be used like combat medpacks (i.e., no penalty during combat)
  • Technical mastery allows the user to repair terminals and force terminals without breaking them
In addition to these special bonuses, masters also improve what is normally improved by non-master upgrades (weapon accuracy, medpack healing, reduced multitool use).

Enemies can be categorized as per your own organization. Praetorians sort-of fit in the category of warriors (elite-plus if you will) but they're very much in a league of their own, challenge-wise.

Wiki will be up soon enough, I'm sure. When that happens, I'll do my best to pull out all of the "hard data" (to the extent that Kornel allows) so that people can make use of it.
« Last Edit: September 27, 2012, 08:48 by Game Hunter »
Logged
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

AJBuwalda

  • Sergeant
  • *
  • Offline Offline
  • Posts: 86
  • Colonial Marine
    • View Profile
Re: (Spoilers)Skills and enemy mechanic
« Reply #4 on: September 27, 2012, 08:21 »

You will be glad to know that I will be starting a Wiki shortly, after God Hand's return. I will begin my work as soon as information is supplied to me.
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: (Spoilers)Skills and enemy mechanic
« Reply #5 on: September 27, 2012, 08:59 »

Enemies can be categorized as per your own organization. Praetorians sort-of fit in the category of warriors (elite-plus if you will) but they're very much in a league of their own, challenge-wise.
I would rather see Praetorians as a class of their own, or - as a "royalty" class (along with the Queen).

And, for some reason, my game experience matches your hard code knowledge and opinions, so far :) .
Logged

Buzzard

  • Bronze Supporter
  • Elder
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 67
    • View Profile
Re: (Spoilers)Skills and enemy mechanic
« Reply #6 on: September 27, 2012, 11:30 »

I'd really like to see the differences between some of the "Less Common" weapons. There's like three different 9mm pistols, and they all do the same damage! Is the only difference clip size, or is there an accuracy bonus with some as well?
Logged
Hell Baron Captain [16/12/8/0/0]

Lomaster

  • Private FC
  • *
  • Offline Offline
  • Posts: 15
  • Lost Soul
    • View Profile
Re: (Spoilers)Skills and enemy mechanic
« Reply #7 on: September 27, 2012, 12:28 »

I'd really like to see the differences between some of the "Less Common" weapons. There's like three different 9mm pistols, and they all do the same damage! Is the only difference clip size, or is there an accuracy bonus with some as well?
There is accuracy bonus. Weapons with less magazine capacity are more precise. It's a fact for pistols. As for other wepons - i haven't experimented with them yet, but i bet it pretty much the same rule.
Logged

skarczew

  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 974
    • View Profile
Re: (Spoilers)Skills and enemy mechanic
« Reply #8 on: September 28, 2012, 05:35 »

I'd really like to see the differences between some of the "Less Common" weapons. There's like three different 9mm pistols, and they all do the same damage! Is the only difference clip size, or is there an accuracy bonus with some as well?
There are four different 9mm pistols. They differ in "accuracy", which translates to damage being done.
Logged
Pages: [1]