Chaosforge Forum
DoomRL => Discussion => Topic started by: Potman on October 24, 2009, 02:35
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This is one change I really don't like. I never felt they were too hard to break in the first place - quite the contrary, really - but let's not kid ourselves, when the friggin' ANGELIC ARMOR is utterly wiped out by a bunch of shotgun guys and a Baron of Hell, something's wrong.
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True dat. I rember seeing shotgunner wipeing 10% of my red armour in single shot!
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I totally agree. Armour breaks wayyyy to easily.
This leads to a couple of things:
1) Arachnotrons breaking a set of Red Armour in one shot.
2) Making TaN wayyyy too useful, as it can't be broken.
3) Makes all mods on armour not called Bulk useless.
I think that armour as a whole needs a re-think.
I'll post an idea later.
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I agree totally. One more note from me - I think it's annoying that green armor is useless at half hit points. I'd rather have it half of "armor hp" and and hold full protection the whole time and go away without cluttering space (actually more gradual armor degradation of armor generally would be nice - so that red armor doesn't go 4/4 - 2/4 - 0/4 but 4 at 100-75%, 3 at 74-50%, 2 at 49-25 and then 1 till it breaks. And yes, I am aware that would probably require some serious recoding ^^")
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Also the one time I found the Onyx Armor I was having the time of my life. Onyx Armor is awesome.
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Also the one time I found the Onyx Armor I was having the time of my life. Onyx Armor is awesome.
Just wait until you find the Onyx Armor pack ;)
I'd also like armours to be more damage resistant. Maybe armours could be made a bit more rare to balance that. It might also lessen the annoying encounters with red armor wearing barons of hell, those suck.
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So I found Cybernetic Armor, and I figured that hey, it'd probably also be pretty awesome since it can't be destroyed, right? Then, sadly, I figured out that it can still take damage and give zero armor points, and can't be taken off.
So I was pretty bummed... until I figured out I can put bulk pack in it. And then I grinned like an idiot.
And then, just now in fact, I found a megasphere. Joy.
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I'd also like armours to be more damage resistant. Maybe armours could be made a bit more rare to balance that. It might also lessen the annoying encounters with red armor wearing barons of hell, those suck.
I just hate how beings so different from humans can wear armors and use items that should only work on humans.
Not to mention Hell Baron or other hell scumm who I suppose is around 2.5 metre heigh wearing a "kind" of clothing that was meant for an average human.
If they are capable of wearing armors and using stuffs, why not make them use weapons?
"Hi, I am Hell Knigh and I will cut you in a half with this nice Dragonslayer, muahahahahha".
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A little voice tells me that monsters would be unable to weild the thing :>
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A little voice tells me that monsters would be unable to weild the thing :>
But they can wear the armors and their bodies work the same way as human ones, so they can use medikits.
Interesting.
I'd prefer them to destroy stuff rather than use it.
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A little voice tells me that monsters would be unable to weild the thing :>
Well, then they'd go about team killing until they figure it out :P
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But they can wear the armors and their bodies work the same way as human ones, so they can use medikits.
Interesting.
I'd prefer them to destroy stuff rather than use it.
You're missing the point. They couldn't wield the Dragonslayer.
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You're missing the point. They couldn't wield the Dragonslayer.
Gah, just one weapon that they cannot wield due to some prerequisities :) . But they could use other equips :) .
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I agree, the armors are almost frustratingly weak. I've also noticed that the bigger enemies became much more powerful (those Aracho's for example, I dunno wassup with them but geez, they really PWN you now!)
Could that be due to the too weak armor too? Or are they just made more powerful? If so, big enemies should be like in the previous version again. IMO they were perfectly balanced then.
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It's not really "armour" as much as "cardboard". I had a bloody baron take my near-100% blue armour down to quite alot less then half durability.
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Yes... armor is seriously way to weak... fix it...
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The trouble with A's is the fact that their plasma attack halves the armour value when calculating for protection.
And I whole-heartedly agree... we either need thougher armour, or more onyx mod packs. :P
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I decided to do a run while recording armors I find and how fast they go down (For the record: no TaN no hellruner here, HNTR only)
DL1:
-No armor, duh
DL2:
-Found an 87% GA after killing 2 former foos (down to 71% by the end of the level)
DL3:
-GA from DL2 is down to 49% (i.e. useless) after about 1/3 of the map (main reason: former sergeants)
-found new GA at 78% almost at the end of the level (down to 71% due to last former human) and a single fresh one
Hell's Arena:
-One GA rendered useless during second wave. reason: cacodemons
-Fresh armor from DL3 down to 58% after a final wave. Replaced with 100% BA from the reward
DL4:
-Found a second 86% BA and a 100% GA
DL5:
-Found a 100% BA and a 100% GA, and a shard that brings the current (arena one still) BA from 90% back to 100% (yeah, used too soon I know)
-BA down to 95% after one imp shot, 90% after a blast from unseen sergeant and second later to 75% due to barrels exploding
-Another 86% BA, got rid of both GA
-Current armor at exit: 69%
DL6:
-Soul caves no loss in armor, no gain either
DL7:
-Shard brings current armor from 60% to 85%, another one at the end brings it to full strength
DL8:
-fund a new BA (swapped one of the weaker ones for it) and 84% and 86% ones later
-found my first RA (100% one). Current state: 85% Ba on myself, two 100% ones and a 100% RA in backpack
-Last former foo pack before the end brings that down to 73%. Wore one of the 100% ones and replaced 73% one with 86% found earlier (actually took a shard found earlier to bring that back up to 100%)
DL9:
-demon caves, no loss, GA seen
DL10:
-GA seen
-forgot I had RL swapped in - current BA down to 75% after the blast, then 66% after former captain and a soul
-Bulk mod noticed!..
-...and blasted to smithereens by a barrel and imp. Stupid, stupid imp! Got caught in the blast (acid) got reduced to 48%, swapped in a fresh one
-87% soon therafter (cacodemon)
-fresh BA, replaced the 48% one
-Current armor at 70% upon exit
DL11:
-Current armor down to 56% soon after entry (imps) swapping in fresh one
-Hell Knight. Armor degradation: 95% (initial)->76%->70%(sergeant blast)->61%->42%(with help of another sergeant blast)... swapped in fresh BA (last one)
-85% BA found on one sergeant replacing 42% one then another 88% one (probably from vault nearby) replacing 56% one
-State on exit: 88% BA worn, 85% and 67% BA in backpack along with 100% RA
DL12:
-bulk mod spotted and used on RA (still using BA for the moment though)
-Second HK brings current BA to 66% (swapped in for 100% lying nearby) and drops a 13% one. Most of the rest of the level consists of demons so is harmless
The Wall:
-Equipping bulked RA here, will try to keep track of durability changes
-200%->184%(BoH)->173%(close range RL shot)->153%(BoH)->125%(BoH)->73%(three shots, BoH probably during reload)->47%(two more BoH shots during taking a med)
-Swapped to 100% BA ->90% due to shot of last HK
-State on exit: 90% BA worn, 85% and 67% BA carried, along with 47% bulked RA
DL13:
-found a 100%Ba, dropped out 67% one. Swapped the current (also 67%) for the new find. Arachnotron took it to 87% in one salvo and 74% to another. I forgot to heal up so I died
Interpret the above as you will. TBH the early game was good, and I didn't live long enough to get to the hell where the real armor destruction begins but the speed at which BoH's on the wall ate through RA (and that was singular shots for most part) was frightening. Might need to do another such run if I feel bored enough with intent of not dying early this time
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Again, it's not so much armour as cardboard.
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Post it to the bugtracker.
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Posted.
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I personally don't find anything wrong with the rate of decay of armour - I always finish with a few spare suits of blue and red in my inventory (on UV).
Sure, it gets damaged quickly, but that adds interesting inventory economics strategy to the game.
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Armour is Armour - you shouldn't need to carry infinity spare suits of it.