DRL > Requests For Features

Balance suggestions

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skarczew:

--- Quote from: Nick on April 09, 2013, 01:28 ---"Pizdets Vsemu (F**kin' End to Everything)"

--- End quote ---
Ahh, screw that Wiki shitty legends :) .

SageAcrin:
Random idea: If Firestorm is made into a Fire resistance mod, changing Fireshield to BTF would give Firestorms a very interesting and strong, but niche and not universal, defensive assembly option. (It could be nerfed some if the current extremely high Fire resistance is too much for a bit more common of a mod. Then again, it's not that incredibly much better, in practice, than Fireproof Red.)

An interesting option in the same vein might be to make a ATS armor that would be high melee/shrapnel/bullets resists. Since Sniper's a optical aid mod, maybe calling it Displacement Armor would work.

Edit: Another random thought that has occured to me; Generally speaking, the basic boots are a lot worse balanced than the armors.

Green Armor is worse than Blue Armor but is generally good against damage that's common when you get it, Blue Armor's similar but less extremely so with its own Plasma resist, and Red's generally the best.

Boots are extremely linear, though.

Also, there's a common complaint about Tactical Boots being overly powerful and monopolizing runs.

Why not just improve the overall balance, then?

Ditch Iron Boots. Replace them with Enviroboots, make those the weakest boot type, and give them 50% Acid resistance-which is the most common type of damage ground early-and 25% Fire, but just 1 Armor. Place them where Iron Boots are now.

Remove Tactical Boots as an Assembly, make them a normal boot type with 2 Protection and +5% Speed, no resists. This ends up the same amount of movement speed with an Agility mod as Tactical Boots are now, without being an assembly. Place them where Enviroboots are now.

Then make Plasteel Boots grant a dodging bonus of 5%. (Perhaps renaming them would make this more sensible, though...) Have the Technical Mod be able to boost any boot's dodge boost by 5%, instead of the knockback, too.

Boots in general are pretty hard to destroy, so the loss of regen on Tactical Boots isn't a big deal, and the speed is the same with a mod(and they get a little compensation for this loss by having a Protection value.). Enviroboots are the best defense early, while the new Plasteel would be the best defensive boot for dodging, but not for movement.

The overall bonus would probably be linear, but it's not very clear cut. I'm probably missing something here, but it sounds good in my head.

lmaoboat:
Started playing again, and finally managed to beat the game on HNTR, so I thought I'd post some thoughts.

It kind of feels like pistol variety is lacking compared to the other weapons. Everything else has at least one other guaranteed upgrade, and their two-mod assemblies also seem better. I also feel like Oynx, Sniper, and Firestorm are a bit behind Nano in terms of assemblies. Also, don't if it's a bug, but Shamblers don't make hit sounds, which makes it hard to tell if I'm hitting them or not.

LuckyDee:

--- Quote from: lmaoboat on April 14, 2013, 12:06 ---It kind of feels like pistol variety is lacking compared to the other weapons.
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That may be true, but once you get a couple of levels in SOG, even normal pistols do incredibly well. The exotic 'combat pistols' are pretty common, though.


--- Quote from: lmaoboat on April 14, 2013, 12:06 ---I also feel like Oynx, Sniper, and Firestorm are a bit behind Nano in terms of assemblies.
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Agreed, but you don't need to use these in assemblies to make them effective.


--- Quote from: lmaoboat on April 14, 2013, 12:06 ---Also, don't if it's a bug, but Shamblers don't make hit sounds, which makes it hard to tell if I'm hitting them or not.

--- End quote ---

There are more creatures around that tend to do that. Luckily you can see what state they're in when they teleport in right next to you :S

SageAcrin:
Considering that all Nightmare class enemies(not to be confused with enemies on Nightmare! difficulty, which are different, though some of them are Nightmare enemies...) don't make noises when hit, I assume it's on purpose.

It also makes Nightmare Archviles very, very annoying. "Why are these enemies reviv-oh."

As to pistols...I think the variety's fine. Blaster's a moddable, plasma damage, ammo regenerating pistol. Combat Pistol's notable for having a far bigger clip(This is a big deal, pistol setups are generally somewhat point intensive and it's hard to get Reloader fast). Cleric is essentially a pseudo-chaingun, Jackal...well, it's weird and I'm not sure how good it is(I want to get it on a pistol setup) but it's definitely different, and Trigun...well, Trigun's ability is amazing, though as a pistol it's basically a 3d6 pistol with a big reload time. Still, even that's not too bad for differences.

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