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Messages - Nick

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Requests For Features / Re: Reloading with ammo on the ground
« on: April 25, 2013, 05:23 »

Laughing facepalm. Tab. OMG, Tab.

Requests For Features / Re: Reloading with ammo on the ground
« on: April 23, 2013, 16:45 »
 - dual reload as a separate command, not as "an alternate reload, on some guns".

You always fire both pistols if you're Dualgunner. You can't control it. Why one can control the single/dual reload? I think right-click should reload empty weapon(s) and leave non-empty as it is, and "r" should reload both dual-wielded guns. Speaking about that old balance suggestion: I think DG2 should allow Jackal, Blaster, Beretta and Hyperblaster. And maybe Taurus revolver which should use shotgun shells, speaking about a "shotgun pistol".

 - a way to reload from inventory when a box is equipped, so that you don't have to un-equipp your box, reload, re-equipp your box to save it when you're not in a hurry.

That's "u"sing ammo from "i"nventory is for. BTW I love Shottyman trait for this. When you fire your shotgun and run, you waste your inv. When you stand and quickly shoot, you use the box and have better fire rapidity.

 - a way to swap something directly in your box's slot (currently, you can't swap to the box... so, you need to drop it, swap, equipp something, and grab your box again... is this annoyance intended ???)

+1. Swapping to a box just making you temporarily unable to shoot until you select a weapon or swap back. I don't think it's THAT big problem so swapping to your box should be disallowed as it is now.

 - a way to pump&reload combat shotty in one action. Currently, I guess reloading takes .2 + 1 seconds, unless your clip is empty ? :/    It could replace current's useless full reload.

Full reload is not useless if you have a box! It's the best your box can provide: loading all clip at once, without being killed in the process.

By the way, an idea: allow Scout to attach a pistol to an armor and place it near a barrel. Surplus green armors attract zombies very often :) A zombie grabs the armor and the pistol shoots the barrel. Isn't it nice?

Maybe give two inventory slots? Yeah, kinda pockets or whatever.

Requests For Features / Re: Reloading with ammo on the ground
« on: April 23, 2013, 13:54 »
I think "u"sing ammo must load it into your main or prepared gun, if any. Be it "u"sing from your inventory or ground. Time = time to pick up + time to use from inventory (=reload). And maybe ammo packs should work the same way, but "use" control is already used for equipping them so I don't know how it should be controlled.

Requests For Features / Re: Balance suggestions
« on: April 21, 2013, 14:38 »
I understand why respawned enemies give no exp., but why summoned are do the same? Summoning switches are dangerous and are never infinite, two or three packs are not that much.
And why I can't combine Ao100 and AoLT? It could be a light, but hard travel :)
BTW both AoMark and AoShot tastes great with Ao100. Dual challenges are outstanding. As well as all 6->7 changes are.

Requests For Features / Re: Balance suggestions
« on: April 19, 2013, 10:27 » is perfect. The only sad thing I can't torture that Former Commando who corner-shot two barrels I couldn't even see, throwing me into a pool of lava, and than used a phase device to reach another room, and stolen a red armor and than suddenly attacked me from an unexpected direction. I've wasted all my medikits. I've killed him but I'm sure death is not nearly enough. I want to attack him from a corner, grab his weapon, knock him down, tie him up and than slowly, painfully kill him. First, I want to pull his right index finger out. Than I want to put his right palm on a brick and hit it with another brick until... damn, he was a human upon a time. Hell with him, death was enough.

Bug Reports / Re: Can't select Scavenger on AoMark+Ao100
« on: April 16, 2013, 14:14 »
Most of them are not compatible, so it was my first chance to figure it out. I'm as disappointed as a cacodemon trying to wear light amp goggles.

Bug Reports / Can't select Scavenger on AoMark+Ao100
« on: April 16, 2013, 13:57 »
Is this a bug or I don't know something important about master traits?

Requests For Features / Re: Balance suggestions
« on: April 16, 2013, 07:23 »
Doom pistol MUST be weak. It's the part of the Doom universe %)

By the way, I've finished dual Ao100/AoShot today and already want to begin Ao100/AoMark. Let's see what pistols are for :)

Requests For Features / Re: Continue Option on Ending Episode
« on: April 12, 2013, 02:20 »
The only problem is I see all those rockets but can't loot the dead Cybie because the level ends immediately. And can't disassemble his cannon (obviously too big to carry) for a mod when I'm a Tech.

Requests For Features / Re: Balance suggestions
« on: April 11, 2013, 08:59 »
I've tried to say the same thing... bullet (technically as one big shot or as four of std ones) hits the first target and ends it's way if target remains the whole piece of meat or triggers a blast if target gets gibbed. I'm not sure the discussion worth being in the U. I. thread because we sorta finished it. At least, it's started as the FragSG balancing. I love the fact Bengali দমদম (Dômdôm) sounds like "Doom-Doom". Not exactly (more like "Dom-Dom"... can't find any mentions on Youtube or elsewhere to listen).

Requests For Features / Re: Balance suggestions
« on: April 11, 2013, 08:34 »
Nice creativity but somehow I feel this might be a bit too much, in making the game far easier with a shotgun that is. Feels somehow overpowered since at high difficulties you do get to shoot at many enemies at the same time. On the other hand, rockets and other blast weapons practically do "almost" the same thing so I don't know, "maybe" with the right tweaks/stats on the weapon it "could" work.

Yeah. THIS one is a really "green" item.

Requests For Features / Re: Balance suggestions
« on: April 11, 2013, 06:39 »
Now I see :) By the way, since I've already made the picture...

Requests For Features / Re: Balance suggestions
« on: April 11, 2013, 06:17 »
What make you think the wide shotgun blast can be directed toward player ever? Can't even imagine this geometry.

Requests For Features / Re: Balance suggestions
« on: April 11, 2013, 04:30 »
Frag Shotgun can also be an assembly. Chaingun + T + T + A, for example. But as a "purple thing", it can be a part of powerful assemblies, both 10mm and shotgun ones. It bumps it's weak parameters but not too much because assemblies are not free. Demolition Ammo Frag Shotgun will probably be a treasure for any shotgun build, competing with the Jackhammer. Plasmatic Frag Shotgun can be as well.
Just a crazy idea: Dum-dum rifle (I already love the name!) Four 10mm bullets hit the target and if it's gibbed, a wide shotgun blast appears from it's square. It's the parts of exploded bullets which additionally hit other monsters. So shooting nearest zombie in a crowd can kill 2-3 at once.

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