DoomRL > Discussion
Whizkid, Modpack Rarity, and Assemblies
Aki:
Few things I wanted to gather some opinions on.
First is Whizkid 2 - As it currently stands, the effect of modding assemblies only applies to assemblies constructed after getting WK 2. I think this acts like more of an oversight then anything, and the modding an assembly effect should apply to any assembly that doesn't already have a modpack. Further discussion can be found here.
Second is the rarity of modpacks. This is something that I don't have an opinion on - I just wanted to know what people thought. Do they spawn too often? Not often enough? Should they spawn in more special levels? Should the unique modpacks be made more accessible considering the amount of assemblies they are used in? What do you think?
The third is assemblies in general. I think some of the assemblies need a few tweaks. An example that comes to my mind is the cybernano armor when compared to it's "lesser" cousin, the Nanoskin armor. For the addition of an onyx pack to PPN, meaning you need 2 unique modpacks, the effects are quite lackluster - especially on enemies that can really bring the pain, where the additional resistances of the Nanoskin give more benefit.
What are your thoughts? Where do you stand?
Eyro:
I think the first two are made laughable with a scavenger runthrough, I really wanna try that now...
White Rider:
I don't have an opinion on most assemblies. The only assemblies I really care about on most runs are: Tactical boots, fireproof boots, fireproof armor and depending on if I'm in a weapon-restricting challenge: elephant gun or speedloader pistol. Sometimes I make a powered red/blue armor if I get a N-mod from Armory/D-Lab, but it's not that big of a deal if I don't get it. Same with the O-mod, but I've found that outside Armory/D-Lab a few times.
Funnily enough, all of those assemblies I listed are basic assemblies.
I don't need WK to make any of those. I just need the RNG to do what it does best and gift me a mod pack every now and again. Doesn't happen all that often but you know what? Procedural generation. Make the best out of your current situation while dealing with the crap the RNG shoots at you.
Eyro:
Nevermind, Scavenger either makes you wait a really long time to get it or have a horrible early game. ._.
Aki:
MSs is also a bad choice to pick on something like Ao100 where you could pick ammochain or a melee master. It also doesn't work on the chainsaw, which would give you an advantage early-game when you need it. I really don't see it as an option here.
--- Quote from: White Rider on October 01, 2013, 12:27 ---I don't have an opinion on most assemblies. The only assemblies I really care about on most runs are: Tactical boots, fireproof boots, fireproof armor and depending on if I'm in a weapon-restricting challenge: elephant gun or speedloader pistol. Sometimes I make a powered red/blue armor if I get a N-mod from Armory/D-Lab, but it's not that big of a deal if I don't get it. Same with the O-mod, but I've found that outside Armory/D-Lab a few times.
Funnily enough, all of those assemblies I listed are basic assemblies.
I don't need WK to make any of those. I just need the RNG to do what it does best and gift me a mod pack every now and again. Doesn't happen all that often but you know what? Procedural generation. Make the best out of your current situation while dealing with the crap the RNG shoots at you.
--- End quote ---
It's for that reason that I want to discuss the other assemblies - there should be some get up and go to get those advanced and master assemblies, yeah?
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