DRL > Requests For Features
Balance suggestions
tylor:
--- Quote from: Evilpotatoe on March 13, 2013, 07:11 ---I think knockback on rapid fire or melee weapons would be negative in both cases.
--- End quote ---
Knockback on NOT rapid fire guns. I.e. pistols. Knockback on melee is more negative thing than not, yes, but who knows, may be someone will find a use for it? :) Like killing demon.
skarczew:
--- Quote from: Kornel Kisielewicz on March 13, 2013, 06:41 ---Actually, my immediate idea about firestorm was allowing to apply it on armor for a +30% fire protection O.o
--- End quote ---
Sounds like taken from my mind:
http://forum.chaosforge.org/index.php/topic,6124.msg53051.html#msg53051
Also some other posts there:
http://forum.chaosforge.org/index.php/topic,5472.msg44746.html
--- Quote ---Problem is that this discussion is way too late in the dev cycle.
--- End quote ---
Blah, blah, blah.
I found it in a quite few places on ChaosForge that people complain about it ...for months, if not years.
And you complain about people giving no feedback, nor ideas ...Thou Shalt Read More, God Hand!
...
--- Quote from: Evilpotatoe on March 13, 2013, 08:08 ---Having played some very different games, like Hengband, blizzard's RTS, or DotA, I must say I HATE imbalance by now.
--- End quote ---
I feel the same while playing many games, bro.
Nick:
Too much balance is good for RPG, not for RL. RL just should have "a proper way to response to RNG". To build wise and uneasy plans to solve situations RNG creates, always possible but never easy. No nano? OK, we'll not disassemble this item because it's sorta ammo-saving. And there must be no methods which ALWAYS lead to victory. There must always be place to suddenly change your plans because of bad surprise.
On my second thought, Ammochain should be replaced with Headshot Maestro. "Bursts are for dummies, your tough life had taught you to save ammunition. With first level of this threat, you use 1/2 ammo per volley. With second level, you use 1/3. You already hit the most vulnerable spot so the damage you cause remains the same."
I love to "transmutate" mods with Scavenger. T+T+Rocket Launcher or T+A+Pistol never brought me another T or A yet. Am I that lucky or it's a RNG limitation to always give a mod which IS NOT included in the assembly scheme? If not, it should be. And maybe disassembling of ALL rare/unique items is good, but it requires to nerf the entire scheme. 50% you'll get another "related" item instead of a mod (Rare or Assembled from Unique and Common from Rare, for example, Combat Pistol from Trigun, Ripper from Longinus Spear, Plasma Rifle from Nuclear Plasma Rifle, Red Armor from Cybernetic Armor etc) and 50% a mod with current weights.
About Firestorm, I suggest to allow it for Plasma Shrapnel. It will buff both Sniper and Firestorm a bit. A wall of plasma shots and a wall of plasma shots with radius 1 are very different things because most enemies will get caught by two adjacent shots. Maybe also Demolition Ammo should not be THAT weak for a Master Assembly.
Kornel Kisielewicz:
--- Quote from: Nick on March 14, 2013, 03:10 ---Too much balance is good for RPG, not for RL. RL just should have "a proper way to response to RNG". To build wise and uneasy plans to solve situations RNG creates, always possible but never easy. No nano? OK, we'll not disassemble this item because it's sorta ammo-saving. And there must be no methods which ALWAYS lead to victory. There must always be place to suddenly change your plans because of bad surprise.
--- End quote ---
QFT.
Nick:
If you decide to nerf nano (I hope you'll NEVER do!!!) I suggest to limit Nanomanufacture to Plasma/Laser rifles (in other words, non-BFG with Plasma damage type), while common Nano applies on everything as usual. Also, Nano + Nuclear must instantly cause the Nanomanufacture effect without full assembly. Let's call the nerfed Nanomanufacture kinda "Nanoreactor" or "Cold Fusion Reactor". Than again, I hope you'll never do it but if life force you, you'll do it this way.
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