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Messages - Kao

Pages: [1] 2
1
Discussion / Re: Thinking out loud
« on: March 20, 2009, 11:23 »
Does anyone here EVER use whizkid? i mean, it seems nice, but 16 mods is a bit much.....

Yeah but then again FIND 16 mods :D

2
Requests For Features / Re: New unique items
« on: March 10, 2009, 05:18 »
I think it has shorter effective range (chance to hit a target). The shorter the barrel, the longer the range, but less accurate is the gun.

Actually the shorter the barrel the shorter the range and the worse the accuracy. That is one of the reasons a rifle has a longer range and is more accurate than a pistol. Longer barrel means the powder combustion gases propel the bullet longer. (after leaving the barrel they go whichever way they want.)

3
Requests For Features / Re: New unique items
« on: March 08, 2009, 10:41 »
It has wider spread, but shorter reload time (it's less cumbersome).

Don't forget it has significantly shorter range even shorter than the DB shotgun.

4
Discussion / Re: My Dream Patch Notes v1.0
« on: March 03, 2009, 18:52 »
I guess if you're out of chaingun ammo it could be worth it, but there are very few times you would be fighting a crowd of monsters and be incapable of just using a rocket and killing them all at long range if you're smart and blow up walls instead of opening doors to rooms full of baddies once you've got the RL.

Oh believe me I had billions of situations with a horde of monsters too close to use a rocket. Tat is why I'm really with you on tweaking shooties, but as I said there should be a detachable choke and a duckbill.

Just in case anyone is wondering

- A choke makes the round pattern of buckshot tighter, thus increasing the shooty's range and damage, but the area of spread is smaller.
-A duckbill on the other hand makes the pattern more elliptic and wider, sacrificing the density in the process.

Of course this is more complex but I am keeping it simple, also frankly I don't know the exact details so I won't go into them google that if you're curious.

5
Discussion / Re: My Dream Patch Notes v1.0
« on: March 03, 2009, 09:31 »

- Accuracy mod...Why the hell would I want to narrow the cone of fire for a shotty?

1. to increase the effective range of a shooty.
2. Narrowing the cone = more concentrated damage = hits less enemies but hits them much harder, also = shooty being easier to use in narrow places and less buckshot hitting walls instead of enemies.

Although on this point, I think that there should be a separate "mod" for that, either a choke or a duckbill , it should also be easily detachable. (Works more like a silencer than a DoomRL mod) In case anyone wonders why it should be detachable, one simple reason.

- Sometimes you really need the spread, especially in large rooms filled with enemies. On the other hand you start cursing the spread of a DS in a narrow corridor between large rooms.

6
Discussion / Re: My Dream Patch Notes v1.0
« on: March 01, 2009, 12:35 »
Well, the only right thing i can think of is to add explanation of this feature to the Dualgunner trait description.

Dualgunner

Requires: Son of a Gun(2)

Max. Ranks: 1

Effect: Allows 2 pistols to be fired at once (you must have the second in your prepared slot), at 120% of the normal firing time. Allows to reload weapons in both hands at once by pressing 'Special Reload' key.

Quote from Doom RL wiki

7
Discussion / Re: My Dream Patch Notes v1.0
« on: February 28, 2009, 14:40 »
Where does the game tell you that you can reload both weapons at once with alt-reload??? Yeesh.  Even the Wiki doesn't mention that anywhere.

Try pressing shift + r with two pistols equipped and the dualgunner trait. Works for me at least although my version of Doom RL got kinda weird. As in I start on HNTR with 100 hp and Ironman seems to not work. Don't ask me why, although it might have something to do with vista.

8
Requests For Features / Re: New unique items
« on: February 25, 2009, 16:42 »
Health is measured as a percentage. If you want realism, just pretend that Doomguy's wrists and ribs and organs DO break, but all the supernatural hell healing items fix that.

Well that was the point, as Raekuul said, yes healing items WOULD FIX ALL THAT IN A SNAP. As for 10mm in terms of power it all depends which 10mm we are talking about. I mean 10mm pistol, 10mm intermediate, or 10mm full rifle cartridge. then again Doom RL doesn't clarify this although I do assume that a chaingun is more likely to fire full 10mm than pistol 10mm don't you think? Although that wold be too much realism.

9
Off Topic / Re: Dialogue in RL
« on: February 25, 2009, 16:31 »
who's there to talk to in Doom? "Hello, my lord Baron. I love what you've done with this layer of the Pit, the impalings really bring out the evil vibe of this shrine to Perdition. By the way, I hope you don't mind too terribly if I fry you with plasma." Baron: "ROARHOWL." yeah.

Smartest comment of the day in here. Amen to that

10
Requests For Features / Re: New unique items
« on: February 25, 2009, 10:27 »
Since I haven't discouraged the double injury mechanic, anything more might be more dangerous and difficult...

And that is the whole fun don't you agree? How about we start a topic on more realistic injuries in Doom RL just to increase the difficulty a few notches? I'm saying we cause I have the ideas for injuries and you are good in converting them into game mechanics, so we might work something reasonable out of this.

If you want to contact me just send me a PM with your skype, gg or msn.

I haven't fired a gun with a broken arm

With a heavier rifle (Anything more powerful than 5.56 NATO) this pretty much equals breaking or seriously injuring your other arm because of heavy recoil and the fact that the gun can move freely while held with only one hand.

11
Requests For Features / Re: New unique items
« on: February 24, 2009, 16:07 »
That would be anything that's not a pistol or knife, then.

Exactly, and even this with a penalty due to pain.

As undoomish as it might sound I think it would be fun to adapt a more complex injury and targeting system into Doom RL.

Including things like not being able to run while being leg-shot, or not being able to run and rapidly loosing health while lung-shot, not being able to use certain weapons with an arm severed by a shotgun shell, etc.

All of course still healable with all the healing items, plus we could add medical traits just too balance the fact that this would make it much easier to die.

12
Requests For Features / Re: New unique items
« on: February 24, 2009, 05:41 »
- twist or brake your wrist. -5 HP, can only use healing items and powerups until S/LHP or Berserk Pack or Supercharge is used or floor change. 20%
- break your arm. (if the grip was not proper.) -10 HP, and firing speed is doubled until healing item is used or floor change. 30%

I'd add "cannot use 2 handed weapons i.e. shotguns, chainguns plasma rifles, butcher's cleaver, dragonslayer, BFG etc"

13
Requests For Features / Re: New unique items
« on: February 23, 2009, 10:11 »
Hm, those sniper rifles of yours are very powerful.

If you mean my ideas, the second one is technically a high calibre revolver. On this note though, forget dual-wielding it with anything, if it is ever wielded with one hand the recoil would:

- twist or brake your wrist.
- break your arm. (if the grip was not proper.)
- jump out of your hand and smack you on the face with enough force to break your nose.
- result in a combination of 2 or more of the injuries listed above.

14
Requests For Features / Re: New unique items
« on: February 22, 2009, 20:06 »
Zeliska .600 Nitro Express aka the reason why Dirty Harry was wrong.

Damage: 7d4
Accuracy: +1
Base Fire Time:    1.5 second
Base Reload Time: 1.8 second (2.8 second for full)
Clip Size:    5 Revolver cylinder
Ammunition: 10mm ammo
Special Reload: Fully loading   (Normal loads 1 bullet at a time)
Quote on pick-up: If Harry only knew this beast existed.
Ingame Description: THE handgun of choice for those compensating something.

It's heavy, it's slow, but the gigantic bullet combined with an insane charge, (normally used in elephant hunting rifles in the 19th and early 20th century), packs one helluva punch. Although sadly the recoil kills the accuracy. (and sometimes the user :P)

15
Requests For Features / Re: Flamethrower
« on: February 22, 2009, 17:17 »
"Burst" refers to things like the rockets and the BFG.

OK so what does refer to things like plasma rifle, chaingun etc?

If we're looking for armor piercing, make it (1d1)x40

Would for example (2d1)x10 with a 30 pack clip be too powerful? Of course knowing that you reload 10 seconds at best after 3 shots (30 seconds normal)

Also making it operate this way would make the fuel efficiency trait go down the drain any ideas for a replacement / rearrangement of the traits I mentioned?

One more thing I was looking to make the flamethrower more of a small area of effect weapon I mean hurting or killing anything within the 2 square wide, 6 square long area burning both enemies and items.

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