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Messages - BEEF

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31
Bug Reports / Agility mod overrides sniper mod
« on: March 03, 2010, 00:00 »
I was playing Ao100 and had a decked-out advanced plasma rifle when I found the Sniper Weapon Pack. It was something like A2P2T1 when I put the SWP on, and I didn't notice any change in accuracy; it still missed on one shot in ten or so.

I doubt this would come up very often, but when it does I'd rather the agility mod be wasted rather than the unique mod.

32
Reducing the spread and increasing the concentration definitely makes the most logical sense, but I'm not sure how much gameplay sense that makes. I'm not a big fan of the double shotgun, but isn't the main point its ridiculous spread? On the other hand, it's not like anybody's forcing you to use it.

That's probably the best solution overall.

33
Requests For Features / Re: New unique items
« on: February 24, 2010, 20:19 »
Designing an item that's only useful in one extremely rare circumstance is a waste of time, and of a unique item. 99 times out of 100, you'll have no use when it comes up, and when you do need it, you can't rely on it coming up. But hey, painboots.

Needle-Soled Boots
Description: Mind-searing pain can be a powerful motivator.
Protection: 2
Durability: 100%
Speed: +0%
Knockback: -25%
Special: You lose 1 hp when you put them on, and 1 hp every 50 turns (5 seconds) afterwards. You gain 1 effective level in each of Hellrunner, Finesse, and Reloader. These effective levels do not affect trait selection in any way and go away when you remove the boots.

Something a little more serious

Stim Armor
Description: Armor with an adrenaline pump? That seems like overkill...
Protection: 2
Durability: 100%
Speed: +0%
Knockback: +0%
Special: Increases berserk countdown by 10% (berserk packs give 55, Berserker gives 22). When damaged, there is a chance (5% per durability lost) that you go berserk for 20 rounds. When destroyed, you go berserk for 20 rounds.

Something a little less serious

Security blanket
Unique armor
Description: It doesn't matter how dirty or tattered your Binky gets, you love it more than ever!
Protection: 3
Durability: 100%
Speed: -10%
Knockback: +0%
Special: Instead of decreasing when damaged, the Security Blanket's protection increases, to 5 at 49%, and 7 at 24%.

And something too silly to mention but I'm going to mention it anyway

Lost Soles
Unique boots
Description: You found a couple of lost souls asleep on the ground, and you tied them to your feet for some reason?
Protection: 1
Durability: Unlimited
Speed: +50% (or +100%, whichever one means half movement cost)
Knockback: +0%
Special: If one or more enemies are in vision, you must end a move closer to the closest enemy or else you get the message "Your boots balk!" and instead of a speed bonus, you have a -50% speed penalty. If you try to remove them, you are prompted "Really free the lost souls? Y/n" and if you choose Y, the item is destroyed and two lost souls are spawned adjacent to you.

34
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 20, 2010, 20:58 »
That's not really the same challenge at all though. If golds are generated with the level, you get experience from exploring, and lose it by making explosions and environmental hazards out of your vision. If they're generated by killing monsters, you get experience from killed monsters, and lose it by killing them with environmental hazards, killing them out of sight, and fighting groups of monsters.

Not that I think it's a bad idea, but I don't think the flavor fits as well as something like Angel of Undertaking, where they leave $oul Wisps or something instead of treasure. It also sounds absolutely brutal, since you'll have to immediately rush to every corpse if you don't want to lose experience. I know the numbers can be balanced, but if an experience pile starts at 150% and degrades 1/15 per second, then it drops below 100% after only 6 seconds. Even if the degeneration is reduced to 1/30, you'll probably be getting less experience unless you're playing a melee build.


Anyway, here's another idea, Angel of Tunnel Vision:
Projectiles always miss monsters and barrels other than their intended target, although shotguns and splash damage work normally. For monsters, this means they will never injure each other or blow up a barrel, unless it's a former sergeant firing, or some explosive projectile hits the player or a wall. For the player, your projectiles won't even roll to-hit except against your target: if there is a monster or a barrel under your targeting X, that is your target, otherwise the first monster or barrel the projectile encounters is your target.

Mobs of enemies are significantly more dangerous, since all those former humans will be shooting you instead of each other. Even worse, if your chaingun misses the first guy, you don't get the consolation prize of it hitting the guy behind him. On the flip side, you don't have to kill five mancubi for every hit you land on that arch-vile.

35
So, the mancubi shouldn't fire like a triangle, but instead fire a 2-3 shot burst with -5 or so accuracy. Balance the accuracy to make it hit once in every 2 bursts on average, I'd estimate.
I know the Mancubus is a monster, not a man, but still my opinion holds.
For what it's worth, in real life rockets are most useful because they DON'T have any recoil (because they're accelerating in the air instead of in your gun), plus mancubi are so fat they probably could play catch with each other without flinching. As for the triangle pattern, I just assumed that represents their inaccuracy already, and they're inaccurate because they feel like it.

For the corridor problem, it would make sense if instead of changing the aim of any rockets that would blow up in a mancubus's face, he would just not fire those rockets. They could still back up as usual when that would block them all, and might try to move to maximize the number of rockets they can fire.

36
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 18, 2010, 19:40 »
Angel of Avarice: Oh, lovely gold! You're more interested in looting Hell's treasury than in actually wiping out the evil there. You're free to kill monsters in any way you can imagine, but you won't get experience from it like you would from finding golds.

Levels are generated with a new item type lying around, golds $. They act like powerups in that they're used immediately when picked up and you don't need any free inventory space, but unlike powerups, intuition doesn't reveal them. When you pick one up, you get a certain amount of experience, which can vary by the type of gold. The total value of golds generated is determined by the experience value of the monsters on the level. Special levels have pre-placed golds.

Overall, this works out about the same as Angel of Perfectionism, but instead of forcing you to explore the whole level before allowing you to continue, it just penalizes you for forging ahead. Also, it gives you the ability to actually pull off a 0% kills game that isn't AoP.

37
Requests For Features / Re: New unique items
« on: February 15, 2010, 20:14 »
Here's a few things I brainstormed, most of which doesn't have a decent name or description yet, and balance is probably a bit off too. I glanced through this thread but I don't remember everything, so there might be some similarities to other stuff.

Three melee exotics:

Sledgehammer, or Maul, or what have you
Exotic Weapon
Inventory description: A very heavy metal hammer. Put your back into it!
Damage: 4d6
Damage Type: Physical
Accuracy: +0
Clip: n/a
FireSpeed: 1.0s
ReloadSpeed: n/a
Special: Has knockback comparable to a point-blank double shotgun blast.
Not necessarily your primary weapon, but could be useful for knocking baddies into lava or getting some breathing room when somebody gets up in your face, maybe juggle a rocket launcher out afterwards.

Shiv
Exotic Weapon
Inventory description: A small knife, ideal for holding in one hand.
Damage: 2d4
Damage Type: Physical
Accuracy: +0
Clip: n/a
FireSpeed: 1.0s
ReloadSpeed: n/a
Special: Stick it in your prepared slot and you get a free attack with it every time you attack an enemy in melee range, even if you use a ranged weapon. This attack occurs before your primary weapon's. If in your weapon slot or you attack without a melee weapon, you take a swing with you fist and the Shiv.
For a non-meleer, it can help buy a little breathing room when monsters get in your face. With a melee build, it helps you tear through enemies even faster and increases the chance of berserking with time, at the cost of reducing the chance of berserking per enemy.

Quick Knife (seriously terrible name)
Exotic Weapon
Inventory description: A knife so finely balanced you could probably fillet a charing dinosaur with it.
Damage: 2d5
Damage Type: Physical
Accuracy: +0
Clip: n/a
FireSpeed: 0.5s
ReloadSpeed: n/a
Special: none
It just hits fast, making Brute and SoB add up fast. One level of Brute takes it above the Chainsaw against unarmored opponents, and it's good for cutting through packs of weaklings without being as potent as Blademaster.

Other stuff:

Bolide
Unique Weapon
Inventory description: Less explosive than regular rockets, but just as deadly.
Damage: 5d5, radius 1
Damage Type: Fire
Accuracy: +5
Clip: 2 rocket (uses 2 per shot)
FireSpeed: 1.0s
ReloadSpeed: 2.5s
Special: No knockback. Fills the blast area with lava.
A safer, portable, miniature napalm barrel. Create moats, destroy corpses, or lay the hurt on trapped enemies. Completely useless against cacodemons and such, plus it's an ammo hog and dangerous to reload under pressure.

Ablative Armor
Unique Armor
Inventory description: Designed to shed its outer layers rather than melt, keeping you cool even in a plasma storm.
Protection: 3
Durability: 100%
Move Speed: -20%
Knockback: +0%
Special: Treats fire damage as shrapnel damage. Treats plasma damage as physical damage.


Mirage Armor
Unique Armor
Inventory description: If you didn't know where you were, you'd swear you were over there.
Protection: 2
Durability: 100%
Move Speed: +0%
Knockback: +0%
Special: Monster projectiles get -2 to-hit against you, no penalty against other monsters. Arch-vile and Revenant attacks have a good chance (20%?) of targeting an adjacent square; when "You dodge!" the attack can't center on your current square, either.

Devil's Eye
Unique Item
Inventory description: A gooey eyeball you found on the ground. It appears to ogle disconcertingly when you squeeze it.
Special: It's 'u'sed from your inventory like the Hell Staff, and tires you out. It shoots out a cone spread like a double shotgun, and all in its path lose 1/3 of current health, capped at 20.

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