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Messages - Captain Trek

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46
Quote
Basically, this is for me and a few other people who actually save their games, so they can load it up and go "Oh, this is the challenge I was doing, right."

Given that, it would also be a good idea for the screen to list the difficulty level one is playing on... Obviously, the situation would give you some idea, but for those times when you just can't remember if you picked HNTR or HMP, this'd be useful...

47
Requests For Features / Re: You've said no, but...
« on: October 23, 2009, 00:17 »
Indeed I agree that if spectres were implemented, players would really have to stare at the screen closely all the time in case one was nearby, instead of looking and making decisions quickly in the game.

*Snaps finger* I've got it! I've got it... What if Kornel made it so that entering a level that contained a spectre was accompanied by a message? You know how when you enter a level with a water lever it gives you a "the air is really humid here" message? Well maybe a level with a spectre could be accompanied by an appropriate message.

Alternatively, a message could play when the player entred the spectre's line of sight, something along the lines of "you suddenly start to hear footsteps, but you don't see anything"...

Something like this would lessen the spectre's element of surprise, but it would allow spectres to be implimented without causing the pace of the game to drop substantially...

48
Discussion / Re: Special Fire Modes, emphasis Chain Fire
« on: October 22, 2009, 02:05 »
It must be bugged. Obtain a chaingun, start chainfiring and try to press escape.

Same thing again... but discarding the folder and unzipping a new copy appears to have fixed it...

49
Discussion / Re: Special Fire Modes, emphasis Chain Fire
« on: October 21, 2009, 20:09 »
Quote
Also, I really appreciate the ability to fire only 1/2 of the double-barreled.  In general I'm very pleased by the whole update.

Now that is actually useful...

Look, maybe my game's bugged, but all I can tell you is that once I used chainfire on a group of enemies, I couldn't seem to abort the firing sequence. I was forced to keep firing and I died... to a group of imps... while wielding a chaingun... and having a bunch of medpacks on me... on HNTR... You can understand my anger...

50
0.9.9 / Re: [M|YASD|AoSh|100%]
« on: October 21, 2009, 20:03 »
Imagine this happening while fighting Cybie. On Nightmare! :P

Partial win on Nightmare! sounds pretty good to me... :P

51
Bug Reports / Re: (0.9.9) Dodgemaster vs Mancubi
« on: October 21, 2009, 19:52 »
I frequently suffer direct hits from the second or third Mancubi fireball... Funnily enough though, even without dodgemaster, the first one seems to almost always miss...

52
Discussion / Re: Special Fire Modes, emphasis Chain Fire
« on: October 19, 2009, 22:31 »
Very excited to play the new version!  Some things seem a little easier in a good way, like how Hell's Arena is worthwhile since Cacodemons no longer have more powerful shots than Hell Knights (thanks kornel).

I'm wondering, what exactly does the chaingun's chain fire do?  It seems to kill things better than just plain firing, but what's the catch?

The catch is that once you start chain-firing, you can't do anything else until all enemies in your line of sight are dead. I died to a group of imps on standard game HNTR this way whilst trying to test chain-fire out... Since then I've vowed never to use it again, as trying to use it against more powerful enemies would only make the effect worse. Imagine not being able to duck out of a vile's or mancubus' line of sight or not being able to whip out a large med pack in the middle of a battle... well. that's what chainfire does, whilst providing almost no compensation in return...

In short, don't use it...

I agree with you about Hell's Arena though... Indeed, it might even be too easy now, as on my last AoSh run (tragically cut short when an error on my part caused my marine to melt in the lava pits with three enviro-packs still on him) I got through it with little trouble using a basic shotgun... This was on HNTR though...

53
Requests For Features / Re: You've said no, but...
« on: October 18, 2009, 05:58 »
For my money, Spectres would be great as long as they aren't totally invisible. The idea of making their symbol the same character as a floor symbol only with a slight colour variation seems just about perfect. This would also mean that they could be more easily spotted if they were tramping through blood, water, acid or lava (due to the fact that their symbol would cause such a tile to change suddenly), which makes logical sense as well because the footprints and the displacement of the liquids that an invisible creature in such a situation was causing would be fairly easy to spot...

However, you'd presumably have to make it so that the "fire" key didn't automatically lock onto them...

54
0.9.9 / Re: [UV | 97% | YAVP] Spoilers
« on: September 26, 2009, 20:39 »
"Lieutenant Colon"?

55
0.9.9 / Re: [UV|100%|Win|AoSg|Beta] Master of Shotgunnery
« on: September 23, 2009, 01:22 »
Quote
Well what else was I going to get, huh?

Hellrunner?

56
Requests For Features / Re: New unique items
« on: September 03, 2009, 00:16 »
Unique Damage Modpack
Increases the SMALLER of the two numbers in a weapon's damage dice, rather than the larger.

So that a modded chaingun would deal 2d6 instead of 1d7 after being modded... Hmm, a unique weapon mod, I like it... :)

57
Requests For Features / Re: Change of skill rank requirements idea.
« on: September 01, 2009, 08:36 »
MaiZure's method sounds perfect. Its sounds flexible, fun, and its got my vote.
Seconded.

Thirded...

58
0.9.9 / Re: [M|97%|AoI|YAD] Mancubus Vaults - be very afraid
« on: August 07, 2009, 06:35 »
Quote
The moment you enter a arachnovault you get melted with their plasmas...


But I meant the items wouldn't all get blown up...

59
Requests For Features / Re: New unique items
« on: August 06, 2009, 23:23 »
Here's something that hasn't been represented yet. Grenades. Not just any grenades, flash Grenades/breaching charges. There are always times where you know there is a ton of monsters behind a door and there's not other way other than to tough it out. Maybe not anymore. Attach one of these to a door and blow it. The door explodes releasing blinding light and sound just on the other side of the doorway stunning everything in line of sight for a couple of seconds depending on distance.

Must be diagonal to the door to use so you don't blind yourself.

Self stacking single use item. Stack of 20.

Pros, helps to clear out mini vaults while keeping the items intact. Does not use a weapon slot.

Cons, can't throw them, doors only, also door is destroyed.

You could use this on a door in an open area, but that would be pretty stupid thing to do.

Lol, doom isn't counterstrike

Fire in the hole! :D
Who the hell blinded me?
omg nub gtfo

Quote ziggurat!

60
0.9.9 / Re: [M|97%|AoI|YAD] Mancubus Vaults - be very afraid
« on: August 06, 2009, 23:20 »
Mancubus Vaults sound like a stupidest thing under the sun- Mancubi are going to destroy everything within it the moment they spot you.

Exactly, that's what I thought... But then again, that apparently wasn't a problem with caco-vaults... Still, I think aracno-vaults would be a better idea...

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