DRL > Requests For Features
Compilation of fixes, changes, and new ideas for version 0.9.9.9
Buzzard:
Wording Change:
Currently, Ironman specifically states it gives you 20% more health points when in fact it gives you a flat 10 regardless of what class you are. If you were a Marine, 20% of your starting health would be 12 more hit points. I understand that this is partly due to how Angel of Humanity works, but Angel of Humanity already tells you that Ironman only gives you +2 more health points. In addition, Marine itself says you get 10 more health points instead of a percentage increase.
I would reword Ironman to just state that it grants you 10 more health points (just like how choosing Marine does now) and just keep the wording on Angel of Humanity where it says that Ironman grants you +2 HP now. I would also probably add in that Marines do start with 12 on AOH on the AOH trial selection screen, just to be clear.
Omega Tyrant:
Updated the OP, as well as got a few new suggestions:
*Buff the Chaingun's accuracy to +3
The Chaingun is in an awkward spot compared to the other standard weapons, where it not only has a better standard weapon of the same type that completely outclasses it (the Plasma Rifle, after which being obtained, rapid fire builds will only keep the Chaingun around for ammo conservation purposes), but it is also a rather lousy weapon in the early game without several cumulative levels of EE + SoB or playing in Angel of Max Carnage, with its very unreliable damage output (especially against high armor enemies like Pinkies and enemies with bullet resistance like Lost Souls, where half the time a bullet from a Chaingun will only do 1 damage to them without SoB). Even when playing rapid fire builds, I find myself still mostly using Shotguns until I get a Plasma Rifle because the Chaingun is so unreliable (especially with Ammochain, where you're blocked Eagle Eye and so can't hit anything with the Chaingun), and if I'm not playing a rapid fire build, I basically never bother with a Chaingun (with its only possible niche for them is when playing Nightmare or Angel of Darkness, being a means that is slightly better than the Pistol to kill enemies without knockback so they die exactly in a spot that destroys their corpse). The Gatling Gun assembly exists to give a big early improvement to the Chaingun, but you typically won't get the two Bulk mods to make it until you clear Phobos Lab/Military Base, by which point you likely have a Plasma Rifle or will get one very soon, and so you likely rather save them for Fireproof armor, buffing the Chainsaw, making a Tactical Rocket Launcher, or possibly building a Nanomachic weapon.
Buffing standard equipment is tricky, as they're so integral to how the game been balanced since its inception and a buff to them that is a little too much can upend that balance, but I would like to see the Chaingun get some help and there is room to improve it. So I propose PowerPlayer's/Buzzard's idea to slightly buff the Chaingun by increasing its base accuracy to +3; this gives it a bit more crucial reliability so burst builds will actually use it more and non-burst builds may find it a bit less frustrating to try using, as well as gives it something over the Plasma Rifle rather than just using a cheaper ammo source. I think you could increase its accuracy to +4 instead or its damage to 1d7 too without shaking things up too much, but again given how delicate the balancing of standard equipment is, I rather err on the side of caution with buffing them. This change would also indirectly buff Former Captains, but since they are usually such a nonthreatening enemy (with Sergeants even often being more threatening despite the Captains having the higher danger rating), them getting buffed would be fine.
*Have Sniper mods reduce the dropoff reduction penalty on Shotguns.
Currently you can apply Sniper mods to Shotguns, but like Agility mods, it does nothing. There is the Plasmatic Shotgun assembly so Sniper mods can do something for Shotguns, but this isn't an assembly you'll necessarily want to make (especially if you're not playing Nightmare or Angel of Darkness for its corpse disposing abilities), as Shotguns can be buffed a lot more through conventional modding and not lose the ability to corner shoot with them (as turning it Plasmatic would). This makes Sniper mods a pretty lousy find for Shotgun builds much of the time, and gives no worth finding multiples of them (woe behold the Shotgun build whose "reward" from Deimos Lab is two Sniper mods), farther enforcing Sniper mods being the least useful rare mod by far.
Considering that, Sniper mods should do something directly on Shotguns rather than nothing, and an obvious idea that comes to mind is to have Sniper mods improve their long distance damage by reducing the Shotgun's dropoff reduction rate by 1% per applied Sniper mod. This makes Sniper mods always valuable in a unique way for Shotguns, whether you're a Shotgun build or not, and gives more interesting modding ideas for Shotguns so that going PPPTT or PPTTT isn't the only optimal modding endgame for them, while not necessarily being broken either even if you triple Sniper mod a Shotgun (as even a Combat, Assault, and Plasma Shotgun couldn't have their dropoff reduction rate fall below 2% per tile, so they would still see some damage reduction at very far ranges).
*Add new Unique boots: Dimensional Boots (or any other more interesting name)
Currently we only have two Uniques in the games that are boots; the Enviroboots and Nyarlaptotep's Boots. This is for good reason, as you are limited in interesting things you can do with boots, and the existing special boots already cover strong fluid protection (Acid-proof Boots, Gothic Boots, and the aforementioned Enviroboots), faster movement (Phaseshift Boots), and both (the aforementioned Laptop Boots), but we could have one more to have a bit more variety with the available Unique boots. When thinking of interesting effects new boots could have to merit putting them into the game, one idea that came to mind is boots that let you move two spaces for each action, which has the following unique applications:
*You would now have a means to actually dodge Revenant missiles, as well as dodge Archvile zaps within their vision.
*You have a means to avoid fluid damage without outright fluid immunity over 1 tile wide fluid rivers/pools, and otherwise can farther limit fluid damage without needing big fluid resistances, by effectively having to move through half the fluid tiles.
*You can get more usage from action-based powerups, as you'll cover more ground in less actions (especially useful when you can't rocket jump for whatever reason).
*Has a drawback in that only moving two tiles at a time gives you less precise control, while switching to another pair of boots takes time. Can also come with a big movespeed penalty so that you're not moving across maps absurdly fast.
I'm unsure of what to name them, but "Dimensional Boots" comes to mind if no one can think of something better. Exact stats also need to be hammered out if this idea is doable and accepted, but I have the following stats in mind:
Protection: 4
Resistances: None
Durability: 100%
Move Speed: -30%
Knockback: +30%
Depth: 12+
Weight: 2
Khashishi:
I think the problem with Entrenchment isn't that Entrenchment is bad, but that chain fire is bad. Chain fire should be changed, then Entrenchment can be reƫvaluated. Right now, I only use Chain fire to save ammo. I suggest removing the 2/3 fire speed shots penalty from the first turn (so you fire full shots from the start), and make chain fire the default firing mode. Then make burst fire as an alternative fire which fires 2/3 shots and cancels any current wind-up. This is a buff to chaingun (which kinda needs the buff, imho). It's only a slight buff to plasma gun since we are usually more concerned with ammo efficiency than raw output on plasma gun. Hyperblaster might need nerfing though if this goes through.
I'm wondering how OP Entrenchment would be if it gave you defense any time you take any action except for moving. Maybe the defense could build up based on the time spent standing still. Or, to keep it attached to rapid fire weapons, the defense could scale with amount of chain fire wind-up.
TNT:
Related to Chain-Fire, Entrenchment could remove the current limit of 3/2 number of shots after the third turn. Just how far the number would go may need to be tested.
I suppose it could be done as just a general buff to chainfiring even outside of Entrenchment as Khashishi suggests
Omega Tyrant:
--- Quote from: Khashishi on September 16, 2024, 20:34 ---I think the problem with Entrenchment isn't that Entrenchment is bad, but that chain fire is bad. Chain fire should be changed, then Entrenchment can be reƫvaluated. Right now, I only use Chain fire to save ammo. I suggest removing the 2/3 fire speed shots penalty from the first turn (so you fire full shots from the start), and make chain fire the default firing mode. Then make burst fire as an alternative fire which fires 2/3 shots and cancels any current wind-up. This is a buff to chaingun (which kinda needs the buff, imho). It's only a slight buff to plasma gun since we are usually more concerned with ammo efficiency than raw output on plasma gun. Hyperblaster might need nerfing though if this goes through.
I'm wondering how OP Entrenchment would be if it gave you defense any time you take any action except for moving. Maybe the defense could build up based on the time spent standing still. Or, to keep it attached to rapid fire weapons, the defense could scale with amount of chain fire wind-up.
--- End quote ---
--- Quote from: TNT on September 17, 2024, 14:11 ---Related to Chain-Fire, Entrenchment could remove the current limit of 3/2 number of shots after the third turn. Just how far the number would go may need to be tested.
I suppose it could be done as just a general buff to chainfiring even outside of Entrenchment as Khashishi suggests
--- End quote ---
Maybe you could buff Chainfiring, but turning it to the default fire would definitely be a no-go. One problem with chainfiring is how when switching targets, your fire "pans" over and several shots get wasted in the process, weakening your damage output and wasting ammo, so even if you buffed it so it started at a normal fire rate, it would be a nerf to rapid fire weapons when you can no longer switch targets so smoothly and when built up rapid fire weapons will often kill enemies in one normal burst anyway.
The other problem with Entrenchment, having actually used it in 100% UV runs in the standard game and A100, is that actually trying to take advantage of it will result in your clip running out fast and now you're stuck having to reload with no extra resistances (a problem that becomes even more severe if you have Chainfire deplete your ammo even faster), unless you find a Minigun and bulk mod the crap out of it (while hoping enough Chaingunners spawn to support your 600 bullets a minute diet), or you're lucky enough to find a Nano mod and make a Nanomachic Plasma or Laser Rifle, both requiring lots of luck. Speaking of the Laser Rifle, yet another serious issue with Entrenchment is that it also requires several auxiliary traits to function effectively, as unless you find a Laser Rifle, you practically need Eagle Eye to effectively use rapid fires and preferably at least two levels (unless you got a mastery like Ammochain that can get away with it by affording the ammo cost of the more dakka route), while also really needing Whizkid (without a Nano mod, you're gonna need several bulk mods so you can actually chain fire more than a few bursts, and with a Nano mod, you're gonna need WK2 in order to build a Nanomachic weapon), and then there is still all the good stuff to invest into, all for one of the weakest mastery effects in the game. If a mastery is going to require significant secondary investment, it's gotta be actually worth it (like Gunrunner needs Shottyman and Whizkid, but it can be somewhat worth it as it offers one of the highest potential ceilings in the game).
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