Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Klear on March 12, 2012, 08:25

Title: Technician and Light-Amp Goggles
Post by: Klear on March 12, 2012, 08:25
Ok, this isn't very important and it could well be that it's already implemented (though the wiki disagrees), but I think that for flavour reasons, technicians should have the increased duration of the Light-Amp Goggles powerup instead of marines. I view the berserker packs and invulnerability as feats of toughness, while longer use of the goggles seems like something the technicians should enjoy.

I'm not sure if it's a big balance issue. I'd say the powerup is not so common that this change would upset the balance, but balance is always a sensitive thing.
Title: Re: Technician and Light-Amp Goggles
Post by: Pricklyman on March 13, 2012, 03:06
Can't disagree, it's a "technical" power up so it really makes no sense for it to give more time to a marine. (The tank so to speak)

Although I guess a power up is a power up... :P
Title: Re: Technician and Light-Amp Goggles
Post by: Ander Hammer on March 13, 2012, 03:13
I think of it as the Marine being used to using Light Amps, being the tough front-liner fighting in rugged conditions. They don't have to turn the goggles all the way up to see better, and thus they drain the batteries slower.

Then again, going the other way: you'd think a technician would be able to make better use out of a berserk pack, knowing how best to apply it for prolonged duration or increased effect. (Of course, there could always just be an instruction manual inside...)
Title: Re: Technician and Light-Amp Goggles
Post by: Klear on March 13, 2012, 03:15
I think the berserk pack is some kind of drug, and marine's badassery allows his body to hold onto the effect longer. Or maybe it's a placebo =)

That's up to your interpretation, though.

Edit: Let's not get into what invulnerability means in realistic terms =)
Title: Re: Technician and Light-Amp Goggles
Post by: Sirdec on March 13, 2012, 03:26
Meh Technician is allready OP as it is.

Would more fit as a scout special power, which still would leave it as the worse class...
Title: Re: Technician and Light-Amp Goggles
Post by: HexaDoken on March 13, 2012, 05:14
The invulnerability creates a badass magical forcefield around you which blocks anything that dares to pass trough it whatsoever. It also messes up with the light, that is why you don't see any colours.

Or, as an alternative, it bumps your regenerative capabilities up to a value of nonsense, allowing your skin regenerate faster that it is being cut trough. Even faster than a thermonuclear explosion can burn it.
Title: Re: Technician and Light-Amp Goggles
Post by: Ashannar on March 14, 2012, 03:32
Meh Technician is allready OP as it is.

Would more fit as a scout special power, which still would leave it as the worse class...

It amazes me that people don't think scout is the most OP class. Free intuition is huge.
Title: Re: Technician and Light-Amp Goggles
Post by: Pricklyman on March 14, 2012, 04:06
It amazes me that people don't think scout is the most OP class. Free intuition is huge.

Free Whizkid is huger.

Free MAC is also huger.

I agree that Intuition is a (damn) great perk, but MAC and WK and all those other nice things about Marine and Technician are just...better. (Overall)

The one thing I will say is OP about Scout - Gun Kata with Phaseshift. Speedy Gonzalez with a pair of guns pretty much.
Title: Re: Technician and Light-Amp Goggles
Post by: Uitë on March 14, 2012, 04:09
I'd say that the fact we're having this discussion is evidence that the classes are fairly evenly matched.
Title: Re: Technician and Light-Amp Goggles
Post by: Zalminen on March 14, 2012, 04:22
It amazes me that people don't think scout is the most OP class. Free intuition is huge.
Well, it's hardly free as you still have to spend the traits, you just don't need EE2 first. And depending on the build and challenge, I'd often prefer spending the traits elsewhere.
Yes, Int is good but the better I'm getting, the less I feel I need it.
Whereas I don't think I've ever played technician without getting WK.

The stair sense is ok, but in the challenges where it'd really be useful, it's not available. Additional speed is nice, but I still prefer the additional health and powerup duration of the marine or the tracking maps of the technician.

And the scout master traits aren't really that tempting unlike Vampyre, Ammochain or Scavenger.

But I'm not an expert player so take this with a grain of salt...
Title: Re: Technician and Light-Amp Goggles
Post by: AlterAsc on March 14, 2012, 10:27
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Free Whizkid is huger.
Useless without mods.
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Free MAC is also huger.
OK, that just not true at all.No MAc for Tech, not even close to it.
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Whereas I don't think I've ever played technician without getting WK.
I think 80% of my Tech non-Scavendger games don't have WK.
Title: Re: Technician and Light-Amp Goggles
Post by: IronBeer on March 14, 2012, 10:55
Scout's 10% faster everything is kind of a big deal. People seem to have forgotten that. Also, Blademaster = pwnage. Shottyhead's also tons of fun if you can find an Assault Shotty or build a Tactical Shotgun.
Title: Re: Technician and Light-Amp Goggles
Post by: Matt_S on March 14, 2012, 12:12
Also, Blademaster = pwnage.

I've heard lots of praise for Blademaster, but I don't see why it's so awesome.  I can see it being great for City of Skulls or Mortuary, but in general I don't see how it's terribly useful if one avoids engaging huge groups of enemies.  If I'm hiding around corners killing enemies one at a time, why do I care if it doesn't take any time to kill enemies?  Is hellrunner and the potential for dodgemaster part of the appeal?  I also don't particularly care for it blocking TaN, and thus Badass (in fact, all the scout's master traits block TaN, which seems a bit excessive).
Title: Re: Technician and Light-Amp Goggles
Post by: raekuul on March 14, 2012, 13:50
I'd say that the fact we're having this discussion is evidence that the classes are fairly evenly matched.
It's more the fact that people tend to specialize in one particular class. For example, I do fairly well with Marines and Technicians, but the speedy fragility of the scout gets me killed more often than not.
Title: Re: Technician and Light-Amp Goggles
Post by: Pricklyman on March 14, 2012, 22:45
Useless without mods.

And? That's the game - hoping to find mods. But you know just as well as I do that when you don't take Whizkid - you're going to find about 8 zillion Assemblies you could have built - but can't because you don't have WK.

I think 80% of my Tech non-Scavendger games don't have WK.

I gotta ask what you're building as Tech? At least one level of WK is useful in most circumstances. Although I can't say I don't blame you for not taking WK. It's the flip side of what I said above - if you specifically take WK - you'll find 8 A mods and 8 T mods.

No MAc for Tech, not even close to it.

Yeah - I know... I was talking about classes in general that weren't Scout.

Of course I bloody know that Tech doesn't get MAC!
Title: Re: Technician and Light-Amp Goggles
Post by: AlterAsc on March 15, 2012, 03:19
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you're going to find about 8 zillion Assemblies you could have built
Actually...no.I see all these cool mortems where guys wear antigrav boots, use F-modded hyperblaster, the biggest fucking fun in the prepared slot.Me?Hell, in my last two games i saw my first P-mod after lvl20.Ofc no exotic mods.
Also as i know all assemblies and more or less know my build plan i know what i need.Mostly it's tactical shotgun and tactical boots.
When i have spare mods i make fireproof red.Or just bulk-mod it.Also i need one bulk for BFG, it takes priority.Piercing chainsaw to kill AoD.
Previously i had some games where i specifically aimed for assault rifle(as 3 A-mods are guaranteed), but that's it.
Basically there are 3 advanced assemblies(assault, hyperblaster, focused) that i have chance to assemble AND consider them good and 2 master(cerberus).
All others are either useless to me or too costly to make.
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I gotta ask what you're building as Tech?
MMB is what i take in normal games.Sharpshooter with fully-modded combat pistols rocks, but when i played with it i fully-modded in on 40+ level.MFa doesn't work, MEn is when i assemble assault rifle.
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Of course I bloody know that Tech doesn't get MAC!
Sorry, i thought you meant it another way.
Title: Re: Technician and Light-Amp Goggles
Post by: spacedust on March 15, 2012, 06:24
Sorry about the very off topic question, but is hyperblaster really that good? I made it once and felt really underwhelmed by it. I mean, it fires 3 shots in half the time of 6 shots, is it really worth 3 mods? Yet I see plenty of people beeline to it, so there must be something that I'm doing wrong.
Title: Re: Technician and Light-Amp Goggles
Post by: AlterAsc on March 15, 2012, 06:33
It has also higher accuracy(+4 instead of +2) and damage per shot (2d4 instead of 1d7).So it's more ammo efficient, it allows not to waste more cells than needed to finish an enemy, and with 3 shots knockback is more desired and is actually helpful.Also lucky ones can mod it with F mod.
So maybe the difference between it and plasma rifle is not that good as was between chaingun and assault rifle in previous versions it's still good if you can assemble it.
Title: Re: Technician and Light-Amp Goggles
Post by: ih8regin on March 15, 2012, 07:02
Hyperblaster fires 5 shots in clever hands of a trigger happy Doomguy, vs 8 shots of a plasma rifle, and if modded with T, plus two levels of Fin, its shooting speed reached 0.3, which is pretty awesome IMHO. I'm not sure whether it can reach 0.2 due to even rounding with triple Fin, but if yes... Not to speak about firestorm mod with triple Fin, delivering 7 or 8 shots (depending on TH) within 0.3s per blast. Rarely a monster can squeeze an action into such shooting.
Title: Re: Technician and Light-Amp Goggles
Post by: Klear on March 16, 2012, 06:23
BTW, related to the original point of this thread - maybe enviromental suits could also last longer for techies, but that would only make the lava pits easier for technicians, which could upset the balance more than the goggles, as far as I understand it.
Title: Re: Technician and Light-Amp Goggles
Post by: Ander Hammer on March 20, 2012, 03:07
Intuition is just a crutch and Scout is still pretty good without it.

Stair sense is a bigger advantage than most people realize, though of course they don't get it where it would be the most useful by far. I think the YAAM mentality keeps people from realizing that they can run for where they know the stairs to be instead of cornershooting that VM pack at 15% health.

Techs already get a bonus with envirosuits - they use them much faster than the other classes.