DoomRL > Discussion
Jackhammer with MAc?
Sereg:
--- Quote from: Sambojin on June 09, 2013, 18:21 ---It'd be a bit weird in MAc's description. "Only uses 1 ammo per burst with all rapid-fire weapons..... and the Jackhammer for no reason?!?".
--- End quote ---
Why add that second bit? Jackhammer *is* a rapid-fire weapon.
As far as Shottyman, I've determined that it's simply not worthwhile in a game that takes you to level 25 with a MAc start to the build. In a standard game, maybe, but I'm finding I'm still coming up short on the skills I want even after excluding Shottyman.
I think it should be better with this one mastery only because this mastery should apply to it, and somehow doesn't. In fact, that mastery's prerequisites actually make it worse by dropping it from 3 bursts to two before reloading.
The question is, why is there a rapid-fire weapon that is disadvantaged by a rapid-fire trait's prereqs, and fails to receive the same benefit from it that every other rapid-fire weapon gets?
At your second post, I would also like to see those mods work more broadly - not just with shotguns, but maybe with melee as well. What about an F modded chainsaw that attacked in a cone(albeit for only one square in each direction), or an S modded ripper that did piercing damage?
Sambojin:
It's just a lot of annoying coding for one specific weapon with one specific build. TH will still make the jackhammer "suck" (read as: be awesome) in any other build, but it'll be especially awesome with MAc. Scarily so.
I guess if Kornel wanted to make a new class of weapons, remove the Jackhammer from the shotgun group, dump it in the new group and give that group's definitions that let it MAc, MAD, MSh, TH and SM and work like a shotgun, he could. It's just a lot of work for one weapon that "sucks" (again, read as: is awesome).
Then again, me wanting mods to do stuff on shotguns is just as much work, yet also opens up requests like "Why doesn't my sniper-mod work on a blue armour?". So maybe you have a point.
Sereg:
Well, Sniper and Firestorm are specifically designated for weapons only, as Onyx is designated for Armor only, so adding a Sniper Weapon Pack to a piece of armor wouldn't be logical no matter how you looked at it. Chainsaws and shotguns are still weapons, at least. I'll admit it's a bit of a stretch of their intended functions to make them work with weapons that don't technically have ways to match those functions - although Firestorm on shotguns could logically be made to work.
And I think you're misunderstanding me when I'm talking about changes to the Jackhammer. I'm not asking that it be made to work with every mastery for every weapons type. I just want it to work with the masteries that affect the groups it already belongs to. MAD should work, since that's a shotgun trait, and Jackhammer is a Shotgun. MAc should work because Jackhammer is a Rapid-fire weapon, and for the same reason that TH already works - Jackhammer fires bursts. TH makes bursts fire additional rounds, and MAc makes bursts cost a single round. One already works, yet for some reason, the other doesn't. That's all I'm questioning.
Fanta Hege:
--- Quote from: Sereg on June 09, 2013, 19:23 ---adding a Sniper Weapon Pack to a piece of armor wouldn't be logical no matter how you looked at it.
--- End quote ---
It paints a giant target on the chest and a "shoot me" text bubble above your character
all enemies gain +5 to hit.
Sereg:
Lol.
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