DRL > Bug Reports

SoG works or not ?

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Behrooz Wolf:
Ahh, more proof to back up my concise analysis of AoM in 0.9.8.7:

AoM + damage mods = win.
AoM + no damage mods = lose.

That also makes me feel better about never surviving in a game I took SoaB.

Zeb:
I knew you had fixed those for a future version by following the forum and livefeed, I just was worried that we wouldn't see the fixes until next November. :-P The only thing on the livefeed I hadn't known/noticed was the changing SoaG to +1 damage, that sounds like a good compromise.

An intermediate version sounds good, if you can get it out within the next not very much time. :-P You're probably planning this anyway, but it would probably be best just as a bugfix version as opposed to adding new content with more bugs. (bugs are pretty much inherant in a project like this, but it's best to make this version work right before we get more problems to deal with.)

Karry:
Dont forget to check Tough as Nails, whether it works or not, as well.
I'm even starting to think that Triggerhappy only eats extra ammo without actually adding any damage.
I'm getting paranoid...

TFoN:
Err... Uhhh... I ran this game with SoaB(2)... Oo

So SoaG damage's being reduced to +1. How about reducing the speed bonus to -10%, while you're at it? Not only will this work to balance the sudden damage increase, this'll make speed mods over the first on AoMr actually useful. Currently, if I have my information right, energy cost for firing is 1000(base)-600(SoaG(3))-200(Finesse(2))=200. If each speed mod reduces this by a further 100, and the minimum energy cost's 100, one speed mod's all you need. At -10% for SoaG, 4 speed mods'll bring you exactly to 100.

Zeb:

--- Quote from: TFoN on May 15, 2007, 09:34 ---Err... Uhhh... I ran this game with SoaB(2)... Oo

So SoaG damage's being reduced to +1. How about reducing the speed bonus to -10%, while you're at it? Not only will this work to balance the sudden damage increase, this'll make speed mods over the first on AoMr actually useful. Currently, if I have my information right, energy cost for firing is 1000(base)-600(SoaG(3))-200(Finesse(2))=200. If each speed mod reduces this by a further 100, and the minimum energy cost's 100, one speed mod's all you need. At -10% for SoaG, 4 speed mods'll bring you exactly to 100.

--- End quote ---

But then you have an issue with your success or failure being determined entirely by whether you find speed mods or not.

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