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Messages - DeathDealer

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31
The Doom marine's Kung-Fu is a little weak. I'd give $15 dollars just see every level of Berserk increase his Fist attack speed by 10%.

To keep things from getting totally out of hand with Fin I'd suggest that the Brute speed bonus be applied after Finesse, like the armor speed bonus/penalty is applied after Hellrunner.

I'd also like to suggest that you only get this benefit when fighting without any weapon equipped, unless you have Juggler in which case having no weapon prepared lets you use your Brute enhanced Fist speed like any other melee weapon.
(No plasma rifle-in-hand Karate Master action. Also it would help with the to-be-mentioned-later Juggler issues that would arrise.)

Also since it's now the only weapon that you can't modify, I don't see why people couldn't get a little help improving that most pitiful of attacks.

Here is a table of speed and the formula used to create it.

Atck Spd = [1 - (.15*FinLvls)]*[(1 - .1*BruLvls)]

Fist Attack Speed Chart:
Bru LvlFin LvlAttack Speed (seconds)
1-.9
-1.85
2-.8
11.765
3-.7
-2.7
21.68
12.63
4-.6
31.595
22.56
-3.55
41.51
5-.5
13.495
32.49
23.44
51.425
42.42
33.385
52.35
43.33
53.275


Let's compare this with the combat knife and chainsaw:

Fist(5 Bru/3 Fin)
Spd: .275
Avg Dmg: 1.5 + 15
Dmg/Sec: 60 (59.998)
Dmg Range: 16-19

Chainsaw(5 Bru/3 Fin)
Spd: .55
Avg Dmg: 14 + 15
Dmg/Sec: 52.722
Dmg Range: 19-39

Fist(5 Bru/2 Fin)
Spd: .275
Avg Dmg: 1.5 + 15
Dmg/Sec: 47 (47.142)
Dmg Range: 16-19

Fist(4 Bru/3 Fin)
Spd: .35
Avg Dmg: 1.5 + 12
Dmg/Sec: 41 (40.909)
Dmg Range: 13-15

Combat Knife(5 Bru/3 Fin)
Spd: .55
Avg Dmg: 5 + 15
Dmg/Sec: 36.36
Dmg Range: 17-25

Fist(5 Bru)*
Spd: .5
Avg Dmg: 1.5 + 15
Dmg/Sec: 33
Dmg Range: 16-19

*Only slightly better than the current best possible fist damage (29.7).

Observations:
Without Fin

Wow. More effective than I was guessing originally! So despite sensing a little OP'dness I'm going to make a pro's/con's
list anyway.

Pros:
+ Slightly easier AoB 1st level
+ If you can't find a chainsaw or make a chainsword you're not screwed on Ao100.
+ The chainsaw/chainsword would still be desirable due to the greater damage per hit. You could gib enemies, modify/assemble it, and go berserk more often*.
*Depending on the chance to berserk formula which I don't actually know..
+ Strongman Diamond challenges might stand a chance.
+ Blademaster might just become Kung-fu master with this addition. Although that would require a 12 level investment. Still the speed with which you could take out weak enemies would be God Handly.

Cons:
+ Slightly easier AoB 1st level
+ Much easier Strongman Platinum/Diamond challenges.
+ Juggler problems...
   - What if having no weapon prepared was better than having one prepared? That prepared combat knife (for throwing) is just holding you back!
   - What if you wanted to be able to switch between a chainsaw and your fists? Not currently possible if you have Juggler.
   ...unless having no weapon equipped overrides the juggler/prepared melee feature as suggested. Then everything is awesome.
+ Unmodded chainsaw/chainsword is dps outclassed at the 8 level investment point, although still potentially desirable.
+ Knives are dps outclassed at the 7 level investment point. Though you might still throw them!
+ No Army of the Dead master trait & fist mastery, although you still make out much better than you did! :(

32
Requests For Features / Re: Spider's Lair -> The Lair
« on: April 05, 2011, 14:09 »
I found Shubbie rather disappointing (not as bad as Icon Of Sin, but very few video game end bosses are as bad as Icon of Sin).
That's why it's up to DoomRl to rewrite the Book of Ancient Evils.

33
Requests For Features / Re: Spider's Lair -> The Lair
« on: April 05, 2011, 09:08 »
Thanks!

I liked the idea myself, plus I'm hoping that the pulling technology might allow the creation of my pet Challenge Mode:
http://forum.chaosforge.org/index.php/topic,1168.msg34268.html#msg34268

34
Requests For Features / Re: Spider's Lair -> The Lair
« on: April 05, 2011, 08:53 »
I've always kind of thought that the level could use a change in the teleporter layout (all random, you might not get to cover straight away) and boss at level end.

I really like the idea of a boss and another mechanic of some sort that pressures the player.

I don't really support changing the monster types since Arachs are the only monster that I find significantly deadly against every build...(except Viles resurrection never getting old, but there's the Mortuary for that particular nightmare).

If we're not going to change the monsters I'd like to see a constant drag on the marine, pulling him towards the center of the map. I think a constant tug of 1 space up/down towards the center and 1 space left/right towards the center per ~3 seconds would put everyone on edge. Preferably the shift would be at the beginning of your turn.

"The shifting webs pull at you!"

You'd slip from behind cover and you'd have to correct your position if you were waiting for spiders to teleport nearby and if you were trying to melee the spiders you might find yourself one space away and eating plasma.

And then when you cleared all the standard Arachs the pulling would stop and the Big Momma Arach boss would show up!

If we're changing the monsters then I'd suggest a Mother of Monsters (Lilith) type boss that spewed random squads of various demons; varying numbers (less monsters for more difficult demons), all the same type. A super pain elemental, maybe the end boss from Quake I (Shub-Niggurath)!

35
Requests For Features / Re: Spider's Lair -> The Lair
« on: April 04, 2011, 05:42 »
Might be unbalanced for specific characters, though I like the idea...

But mancubi can't evem touch a fireamgel marine.

36
Requests For Features / Re: Ammochain tweak
« on: March 31, 2011, 11:36 »
Actually, the dependency on Whizkid is the single biggest reason why Ammochain is overpowered.

Now, Triggerhappy 1 and Reloader 3, sure, you might be on to somthing.

I like it. Seconded.

37
0.9.9.2 / Re: [M|AoB|92%|18|YASD] Berserker Diary
« on: March 29, 2011, 10:25 »
Here's what I've picked up about AoB:

1) Sargeants can be lured from around corners without exposing yourself by dropping multiple items (green armors/kits) until one drops in a square they can see. Slower and comes with more potential complications than just the standard gift drop, but key for those situations where you just don't feel like exposing yourself ;)

2) Mancubi are very deadly but the speed boost from zerk gives you the ability to close a few squares and once in melee, while they do decent damage, there slow attack just won't cut it. Also they do almost completely blast damage so HR makes them look like blubbering berserker packs when you don't run straight at them.

3) If you ever get the desire to make the ultimate melee machine, try Ao100, Fireangel. I'm trying to perfect it on N! right now, but my UV run was a piece of cake after I made myself a chainsword. Since Fireangel comes with HR and allows TaN, Bru, and Fin (will make melee faster in one of the new releases!) and you no longer have to fear the most deadly attacks in the game (Mancubi, Revenant, Vile, Baron, Cyber) unless you're standing still or running straight towards them it rocks. I suggest starting this with Shotguns/Shottyman and branching immediately after Fireangel into Berserk. Takes a while, but...and with a level of WK you can make the double chainsaw :D

4) Misc:
   a) Necroarmor looks nice but when you're zerking it get's damaged as fast as you do and costs you twice the health, good for the speed though.
   b) Malek's armor is amazing since even at 0% it doesn't get destroyed and provides 1 armor + the amazing speed buff.
   c) Hell Staff and Arena Staff rock since you can't use your run state while zerking anyway, Hell Staff especially if you couldn't possibly be farther from the stairs than you are after zerking through a level.
   d) If you can mantain a perma-zerk regularly you won't need Badass since the health won't have time to drop before you're chewing through the next dude and you could put that point towards something else.
   e) If the master traits just aren't good enough take HR, TaN, Iro, and Bru and just run with it.
   f) If you are gifted with Agility mods make the green armor and the boots (boots first). Even if you don't use the armor it regenerates and speed + zerking = longer zerking!

38
On UV and N! I found the posted map to be by far the best when playing frontal AoB. It's the only one where you can take out every enemy without taking a single direct shot. Just run up to the two pillars and drop your armor/medpacks until one is visible to the enemies from between the two pillars and every single one will come wandering right up to you. It also let you try and take out the formers you suspected of sniping your medkits with their buddies lining up behind them. I prayed for that one because every other frontal setting screws you.

39
Requests For Features / Re: New Basic Trait: Lifegiver
« on: March 28, 2011, 13:47 »
Master Trait: Art of War
Requires: Whizkid, Badass
Blocks: Son of a Bitch, Hellrunner, Eagle Eye   

You're a master tactician, making Hell pay for everything it lets slip into your cunning hands. All powerups heal an extra 2d5 hp (even Large Health Globes!) and medpacks can heal you beyond 100%. Better than that is the fact that every other powerup lasts 50% longer. Finally every map acts like a Tracking Map.


The Good:
+No excluded weapons
+Excellent staying power, can use medpacks up to 200%
+Powerups are very powerful

The Bad:
+No speed/dodge bonuses
+SoB and EE make modding necessary  for rapid fire weapons to be efficient.
+Very dependant on item/powerup/mod generation.

40
What if high powered simply made each hit cause a small blast on the target (no blast radius, just the one square), adding minor extra damage (plus a little wall destroying potential) and making it somewhat more likely that an AoMr might be able to shoot through The Wall...

41
Discussion / Re: Nightmare! Tips
« on: March 27, 2011, 13:12 »
I've got two early approaches to leveling my character when it comes to nightmare.

I try and build towards a trait set that lets me kill imps or weaker in one shot most of the time (EE + Chaingun, SoB + Combat Shotgun, Shottyman + Shotgun). Important to farm a little ammo in the early levels with this idea, cause you're basically counting on your ability to waste the resurrected enemies in quick order. I found that mixing up Fin and SoB, Fin>SoB>SoB>Fin... really gets more efficient than focusing on one.

Or I try to maximize my speed with HR and then move on to more utilitarian traits (HRx2>Shottyman, HRx2>WK, HRx2>Berserk) which won't take enemies out before they can act but mixed with the additional speed will build towards something specific, like Blademaster or Fireangel (cause those Viles/Mancubi/Revenants are just that much more deadly. The sooner you are moving quickly the fewer enemies you have to fight. Pray for Malek's Armor ;)

Leaving powerups for later is also not the best idea. If it's located somewhere you've got to return to (like near the exit) you might leave it be, but take a peek at the layout and see how many dead enemies you'll be seeing again on your way back. Usually you're better off grabbing it. And if you see one in a new room and decide you won't be coming back for it then run! You've got to abuse running when you enter new rooms, especially if you see a powerup that'll let you remove tired.

I'd suggest never picking up powerups until you're tired. Always hit run, just to train yourself, before getting that status restored. It'll save you health from lurking enemies, time with bonus health (which happens more often with the doubled powerups), extended invulnerability, and destroyed powerups from splash if you can get to them a little faster or those caco's miss you while you're standing next to it.

And lastly, explore the room thoroughly. Just cause you need the speed doesn't mean you should find out you passed the stairs half a level ago and every demon and it's mother is going to get a second crack at you.

42
Discussion / Re: Assemblies and game balance
« on: March 27, 2011, 12:52 »
Well, my little proposition about WK.
You can add to weapon as much mods as you wish (up to 5), but without WK only one (first) will work, WK1 - three of them, WK2 - whole five.
Thus, we get assemblies that do not need WK anymore.

Agreed, this is a good idea.

43
I'm a little on the fence about whether this is a problem or not but I've lost a number of characters within the first two enemy attacks because there was no escape from a caco vault or demon vault that I started in around the first 5 levels or so. Does anyone else have an opinion on this? Is it worth debating?

44
Requests For Features / Re: Weapon hotkey & multiple weapons
« on: March 25, 2011, 07:45 »
I'd be happy with Juggler not affecting the switch speed at all for exotic/unique weapons, or as has been suggested being toned down to some small increment for every switch, but I'd still like the ability to use standard hotkeys to switch to any weapon in the game.

45
Could we get some indication that an enemy has been killed already in a given level, so we know who we've butchered and who we should be butchering? Maybe a quip at the end that says which enemy we killed the most in a N! run?

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