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Messages - tylor

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16
Requests For Features / Re: Balance suggestions
« on: March 04, 2013, 15:28 »
Maybe "sawoff" assembly  (AT?) that makes shotgun(s) into (wider spread, lower damage) pistols?

As for overpower-ness of dual-wield, I think if it is a mastery, it would still be weaker than ammochain or cateye. Especially with some restrictive trait locks.

17
Modding / Re: [Module] Angel of Patience
« on: March 03, 2013, 23:49 »
Sharpshooter seems a little pointless with 1d3 gun. You could sack SS, one or two EE and Technician class for Scout and SoBx2, or even Finessx2

18
Requests For Features / Re: Balance suggestions
« on: March 03, 2013, 21:07 »
Late game, few things survive one volley. So, it would be best if it were possible to shoot at several enemies at once.
Such as:
Immediately after you fire at enemy, you will also fire with prepared weapon automatically at 1/3 speed. You target same enemy, or if it is already dead, nearest one to it.

Other variant:
After you fire, you switch to prepared slot automatically. If your next action is also firing, it will be at 6/10 speed.

19
Modding / Re: The "Basic Doom" Module
« on: March 03, 2013, 18:14 »
Wouldn't it be simplier to just give player fixed traits across the board (Badassx2, EE1, SoB2 etc), instead of changing every weapon?
Also, what about replicating levels from original doom (even if very roughly)

20
Discussion / Re: Cybernetic armor in 0.9.9.7 ?
« on: March 02, 2013, 18:04 »
I like it. Firestorm and sniper is rather disappointing now.
Firestorm on armor: +30% fire resist +10% every other resist, both capped at 75%.
Sniper on armor: ignore +50% miss chance out of sight line. Second sniper on guns instead gives accuracy bonus, equal to (distance-3)/2 (so, close up it is penalty instead)

21
Requests For Features / Re: Tech mods and armor, small change?
« on: February 28, 2013, 10:02 »
Resist bonus could be nice, but it's just so many of types.
What about bonus to dodge?

22
Discussion / Re: Best Melee fighter in Doom RL
« on: February 28, 2013, 10:00 »
I think it boils down to masteries, and Vampyre is just better.

23
Discussion / Re: Branching Out to Other Roguelikes
« on: February 28, 2013, 09:14 »
Spelunky is very fun, but bottomless pit part is very frustrating.

ToME4 I play now, it is great, but indeed need learning. All skills have description, but it is sometimes hard to understand it's meaning and potential. And you can get detailed info on every enemy you see, up to list of skills, which is great. But most non-obvious part is what areas to keep clear off. Like Tempest Peak (even though you are strongly nudged by game to go there), Graveyard and Dark Crypt.

Enemies are very uneven, melee are easy, but spellcasters are insanely dangerous. They dish crazy damage and stat effects, and don't die quite easily. And it is very hard to protect from caster's damage, because there is no "protection" to evade them, and there is too many elemental types to get resists for all of them.

Classess are similarly unbalanced. I die fast with melee and archers, but Summoner is very easy. (Dwarf) Wyrmic is a very powerful melee/caster class, similar to D&D Cleric.
Archmage is very damaging, but also very hard to master and to keep alive.

24
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 27, 2013, 17:16 »
Kinda inspired by ToME4.

Angel of 90.
Like Angel of 100, but much harder, so even with a good play you are very likely to die occasionally. But you have to survive at least 90 levels of 100.
You get one life at start and then each 10 levels (for a total of 10). If you die, you lose a life and go to the next level as you were at he start of current.

25
Requests For Features / Re: ARMED nuke!
« on: February 27, 2013, 12:26 »
Btw, what will make nuke (placed by you, or not) explode prematurely? I heard dropping it into acid would, but what about shooting it with rocket launcher and such?

26
instadeath or something like that:

- AoPc in Hall of Carnage without homing phase
- using phase device on Wall level without rocket launcher or another phase.
- pull lava lever as in topic title :))
- pull summon enemies lever on hell episode and get 4 archviles or mancubi having only 25% health
- mancubi + barrels
- anything knockbacking + lava without envirosuit or special boots
- double reload normal (or combat) pistols or burst chaingun in non safe place
- use small medpack when surrounded by 8 lost souls
- get a full damage from spider. Or from 2 spiders...
- first time in mortuary
- activating Angel Arm without invulnerability
- any nuke
- first Angel of Death)) damn, it touch!

when we start to play we have a lot of situations that have only one result)))

Most of this is foreseeable. You get hit by Arachno once, then you roughly know what to expect from one, and from eight. And there is a quite thorough wiki, with all weapons and enemies (except one or to semi-easter eggs). If some item description is vague enough (tri-gun), you can just open wiki page and read. You know what you can expect from game.

27
Requests For Features / Re: Balance suggestions
« on: February 24, 2013, 17:41 »
All weapons are juggler compatible.
By editing config? It feels like cheating for me.

28
Requests For Features / Re: Balance suggestions
« on: February 24, 2013, 15:27 »
Super shotgun is not assembly. Double shotgun assembly is Focused Double Shotgun. Their stats are actually exactly the same, except SS is fully moddable, but FDS is Juggler-compatible.

29
Requests For Features / Re: Suggestions
« on: February 24, 2013, 15:19 »
There is a program "dosrecorder" that works with doomrl in console mode.

30
Meh, ADoM... I gave it another try some days ago. Went five squares left of Terinyo - ambush of million or something barbarians, dead. Read some online guides, started another char, used unidentified wand in dungeon - dead. I could not even find how to switch tactics, because helps said it is \1 to \7 (without any mention of what backslash mean), while actually it was F1 to F7. This game feels like some unixoid inside joke. You have to know a lot of rules that you can't learn except by dying or by reading it somewhere (if you are lucky and this info is available). And not like other roguelikes are much different. DoomRL is an exception, because there is not as much things to learn about mechanics, and very few things will actually kill you instantly from full health (only mancubi and lots of barrels in one place, I think).

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