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Messages - Thiebs

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46
That makes a lot of sense, and I do remember a distinct feeling of 'not this again!', so it's pretty likely that's what happened to me.

47
I had forgotten about the Armory. Probably because I usually get myself killed by Shamblers. ;) Though it does remind me that I have found schematics for assemblies I already discovered before. So don't rely on those. (Maybe that isn't supposed to happen and should be fixed? Don't know.) And you don't get a specific mod, so don't rely on that, either. But there's nothing wrong with standard fare! :P

48
That said, am I unlucky orr.... In all 3 of my completed games, I never, not once, found a single rare mod, no sniper, no onyx, no firestorm, no nano. Furthermore, seems I'm good at attracting situational exotics. translocator, phase shifter (or whatever it's called that makes enemies "tired", whatever), dragonslayer (when I'm not even a melee character), some weird rapid fire bfg (was it bfg10k? I forget) that wiki says can blow yourself up with random secondary explosions even if you shoot really far away form yourself, so I dare not use it...

Every game I finish with just a basic assembly to a basic weapon. qq.

In my experience, outside of Ao100, you aren't likely to find either a rare mod or a exotic that fits your build. Exotics DO seem a lot more common, and sometimes I've been able to find a fitting one (more often with rapid-fire builds if I recall correctly), but I don't think I've ever gotten the appropriate rare mod for the specific assembly I was hoping to make. Makes you really appreciate them, I guess!

49
I started reading that guide today, and though I didn't get through much yet (I was on my lunch break) I found it to be very well written and helpful, too!

50
Discussion / Re: Rebalancing barrels?
« on: February 17, 2014, 19:56 »
Well, if you always blew them up ahead of time, it would take care of instadeaths. Just not the strategy of level clearing. Though that's my fault for not being clear enough: I had intended for the 'drying' to be limited. Only the rough edges would dry, the center would stay molten.

51
Discussion / Re: Rebalancing barrels?
« on: February 17, 2014, 18:45 »
Actually, barrels with wall-like properties that had ginormous explosions when you finally set them off would be pretty cooooolll...

52
Discussion / Re: Rebalancing barrels?
« on: February 16, 2014, 19:17 »
True, but that also means fewer opportunities to blast the hell out of the baddies! And I've found that the only times I die to barrels are when that *one* barrel is in the way, and I have to walk past it and pray. Doesn't ever matter how many, just that there is always *that one*, even when it's the only one.

53
Discussion / Re: Rebalancing barrels?
« on: February 16, 2014, 18:39 »
I think if one were to nerf barrels, it shouldn't be a damage nerf. The only thing that napalm barrels ever get me on is when I *can't* avoid them or set them off without blocking my way completely. Seems to me the damage isn't really the issue as much as the pools left after. I'd say that the best way to go about it would be to make the lava they drop 'dry up' after a few turns. It'd look cool, make sense, and you'd be able to set them off from a distance without blocking your way, but you'd still have to pay attention to whether you were destroying cover/healing/items/etc, and, of course, you'd have to be safe enough to stand around for a few turns.

54
Discussion / Re: Rebalancing barrels?
« on: February 16, 2014, 14:13 »
I haven't seen too much problem with this. Yes, they can do a lot of damage. But that's kinda the point of shooting barrels full of high-explosives, isn't it? They usually aren't too hard to avoid walking near, and can be set off from a distance, moved from where the choke point is, and teleported around. I've only died to barrels a handful of times (out of many, many deaths), and rarely even die from them on the 'barrel hell' levels, and I'm not even a great player (no wins over HNTR).

55
Requests For Features / Re: Gameplay and Background Ideas
« on: February 06, 2014, 07:16 »
It would also help the feel of it if you had a visual representation of this, too. Something like swirly semi-transparent black and red mists creeping from the outside edges of the screen inwards, so that at 0 sanity it was almost covered. And text notifications like when you first see it; 'You feel immense dread when you see the horror before you.' Then as sanity falls; 'You start to feel panicky.' 'You are shaking in your boots!' 'You can't think straight!' 'You are frozen by terror!' 'You black out!'

56
Requests For Features / Re: Gameplay and Background Ideas
« on: February 06, 2014, 06:04 »
I don't know how sanity works in those, so forgive me if I'm missing the point, but it would be cool if it worked like this:
Each second you are within X spaces of an insanity-causing monster, your sanity falls by one.
Each second you are away from such monsters, your sanity rises by one.
You start at 5 sanity.
At 4 sanity, you have a chance to do random actions instead of what you want. (Like confusion in Pokemon.)
At 3 sanity, you can't move toward them, but can still move away. (Too scared to approach.)
At 2 sanity, you stop being able to use actions other than moving and attacking.
At 1 sanity, you stop being able to move.
At 0 sanity, you stop being able to control your character. He falls into a simple pre-set behaviour pattern: shoot if he has a loaded gun, drop it and pull another if it runs out, run if he can't shoot or if the horror is within 2 spaces of him. At this point you either kill it while 'blacked out' or get away, or die, but no matter what it should be pretty scary to lose control like that!
If you had a trait like Badass or Berserker, that could let a player have like 3 more starting sanity. That would give melee characters a chance to close, and be somewhat on-theme.

57
Dear God, man!

Also, thank you! I had it in my head that Shottyhead required Dodgemaster, not just Hellrunner. Doh!

58
Play-By-Forum / Re: Chaosforge 4e PBF - OOC
« on: January 30, 2014, 10:15 »
Alright, I'm iffy about the dice, but I'm willing to give it a shot. Can't be too bad. I'm in. Lemme know what you need from me for character stuffs.

59
Play-By-Forum / Re: Chaosforge 4e PBF - OOC
« on: January 30, 2014, 09:50 »
Don't have D&D 4e stuff, stopped playing at 3.5. Mostly because of problems with dice, actually. So the method would be important to me, though barring something very obtuse, I'd probably be willing to suck it up. If you guys can help with the rules stuff, that'd be great, though I'm pretty sure I could find a rulebook if I needed to.

60
Play-By-Forum / Re: Chaosforge 4e PBF - OOC
« on: January 30, 2014, 09:35 »
I'd love to get into one of these from the start. Only I have no idea how one would play D&D over a forum, what with it's intensive use of dice. So... WHATSGOINGONHERE?!?!?

...If you don't mind. ;)

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