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Messages - Nick

Pages: 1 ... 4 5 [6] 7
76
Requests For Features / Re: Balance suggestions
« on: March 14, 2013, 03:10 »
Too much balance is good for RPG, not for RL. RL just should have "a proper way to response to RNG". To build wise and uneasy plans to solve situations RNG creates, always possible but never easy. No nano? OK, we'll not disassemble this item because it's sorta ammo-saving. And there must be no methods which ALWAYS lead to victory. There must always be place to suddenly change your plans because of bad surprise.
On my second thought, Ammochain should be replaced with Headshot Maestro. "Bursts are for dummies, your tough life had taught you to save ammunition. With first level of this threat, you use 1/2 ammo per volley. With second level, you use 1/3. You already hit the most vulnerable spot so the damage you cause remains the same."
I love to "transmutate" mods with Scavenger. T+T+Rocket Launcher or T+A+Pistol never brought me another T or A yet. Am I that lucky or it's a RNG limitation to always give a mod which IS NOT included in the assembly scheme? If not, it should be. And maybe disassembling of ALL rare/unique items is good, but it requires to nerf the entire scheme. 50% you'll get another "related" item instead of a mod (Rare or Assembled from Unique and Common from Rare, for example, Combat Pistol from Trigun, Ripper from Longinus Spear, Plasma Rifle from Nuclear Plasma Rifle, Red Armor from Cybernetic Armor etc) and 50% a mod with current weights.
About Firestorm, I suggest to allow it for Plasma Shrapnel. It will buff both Sniper and Firestorm a bit. A wall of plasma shots and a wall of plasma shots with radius 1 are very different things because most enemies will get caught by two adjacent shots. Maybe also Demolition Ammo should not be THAT weak for a Master Assembly.

77
Requests For Features / Re: Balance suggestions
« on: March 06, 2013, 02:49 »
If you use rockets again something that drop rockets
***
Why do you think most Ao100 are ammochain?

Juggler rules. A foreplay with some rockets and than !!PWN!! with Gatling[P].
I think Marine/Ammochain and Tech/Scavenger are balanced.

78
Requests For Features / Re: Balance suggestions
« on: March 05, 2013, 05:27 »
I think Double or Combat Shotgun should have another assembly depending on player traits rather than on mod packs. If you have no Chainsaw, no Nanopack etc at ~50lev it's a good time to lay your bet on this trait. Maybe 2nd level of Shottyman + some assembly should give one a shotgun with a focused blast, fast reload and the armor piercing option (like Plasma Shrapnel). So shotgun shells will help the "ammo starvation".
For example, SM2 can allow one to find vulnerable spots on enemies. Without this trait, this assembly is not really useful and can probably be less effective than others. With this trait and with the last [P], it rocks like Jackhammer (but should not work the similar way; I speak about overall effectiveness).

"Ammo-regen assembly with common mods" is TOO easy. The way to save yourself must be require good game knowledge and decision done on time, to develop this trait and assembly the effective shrapnel-user.

Speaking about the normal game: I had the Longinus Spear twice. Both times I managed to get to that damned Assholy Cathedral with a nuke and Inv power-up still working. KARABARABOOOOOM!!! and the Spear is mine. It's useful for non-melee fighters and allows to save ammo. Is it imba or just a proper award for being that lucky?

79
Requests For Features / Re: Balance suggestions
« on: March 05, 2013, 02:27 »
During my most recent try I've depleted EVERYTHING. I've tried to save some cells for them by leaving rockets to Bruiser Brothers, but they took all my rockets and asked for cells. So on level 80 Nightmare Cacodemons caugh me almost unarmed. There were no Chainsaw (Piercing Chainsaw[T] could save me as it usually does), and few ammo for Plasma Double Shotgun allowed me to kill some and than use the Phase Device to seek for some ammo. I've encountered more N Cacodemons instead. YASD.

Enough offtopic, I don't suggest to change balance. It's kinda bad luck, either Chainsaw, scavenged or found Nanopack etc could save me. Maybe Onyx could be more useful... if there were weak light boots with good protection. But my Fireproof Phaseshift boots became less Phaseshift after becoming Fireproof, so I've used Agility instead to restore my speed. It's almost necessary for me to have one Onyx, but it's almost useless to have another one.

80
Requests For Features / Re: Balance suggestions
« on: March 04, 2013, 22:21 »
>Spoiler
No, I'm not going to show it like xbox kid. BTW, wonder how can I kill those lava elementals on Ao100 without a nanopack... there are not nearby enough ammo on levels. R.I.P. Tech, I'll never forget your Cybernetic Armor [9] O+P+A.

81
Requests For Features / Re: Balance suggestions
« on: March 03, 2013, 15:41 »
No. No shotguns. Maybe blaster + assault laser rifle, but no shotguns. Even sawed-off.

82
Requests For Features / Re: Balance suggestions
« on: March 03, 2013, 11:18 »
Something high-tech and lightweight, I think. Assault Laser Rifle because it has no recoil, maybe Assault Plasma Rifle as well. For some accuracy penalties, I think.

83
Requests For Features / Re: Balance suggestions
« on: March 03, 2013, 09:53 »
Maybe Dualgunner should have two levels? First, instantly available, works for pistols (except green and maybe some yellow, built with rare modpacks). Second, requiring SoaG 2, works for all pistols and one or two other guns.

84
Requests For Features / Re: Tech mods and armor, small change?
« on: February 28, 2013, 05:30 »
Actually, it's good to have the same principle in some other details. For example, we all know Lost Soul screams on first levels mean there are well-guarded good things nearby. But we never know which ones and do they worth the fight.
It's totally random, not determinated-but-hidden. But the effect is close.

Also, I love the idea itself. Maybe it's even better than change Gatling assembly from Ch+BB to Ch+TT, as I suggested. But may be Tech will be TOO useful, that's why I suggest to place some difficulties on this way.

85
Requests For Features / Re: Tech mods and armor, small change?
« on: February 28, 2013, 05:27 »
I like to have basic information (barely enough to win) revealed and advanced hidden, just to have a space to explore. I allowed myself to read Wiki only when I've found a nuclear plasmagun and then discovered the burst cannon assembly on it. And placed the Power mod. And have the Burst Nuclear Plasma Gun (P1).
And only then I thought I know the Tao and can just read the details.

Basic: Tech improves the main purpose of an armor.
Advanced: You have +1 main protection on Red, +40% to Melee and Shrapnel on Bulletproof, and you have twice as much repair effect from Armor Shards on the cursed Cybernetic Armor. At least, you know what to do and what to avoid if you have the Tech Pack and a new armor.

86
Requests For Features / Re: Tech mods and armor, small change?
« on: February 28, 2013, 02:47 »
More "coffee-break"? Maybe... but this is not as critical as assemblies are, so one neither get much from a good upgrade nor suffer much from mistake. I think it's rather "space for exploration" than "another list to learn".

87
Requests For Features / Re: Tech mods and armor, small change?
« on: February 28, 2013, 01:59 »
And... increases some resistances and decreases others, depending on the type of the armor? So players will have to try to figure out, like assemblies? ;)

88
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 26, 2013, 14:36 »
I? COMPLAIN? Where?
Everything is OK, the solution is already on the way.

89
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 26, 2013, 13:50 »
Niiiiiice typo!
:-D So smooth and suitable so I didn't noticed before you point on it :-D
Try "u"sing
Just wait a bit, update and use "u". Cool. Really cool, thanks.

90
Requests For Features / Re: English Grammar/Style NAZI thread
« on: February 26, 2013, 13:48 »
So, posts 7 & 8. When I open the thread, I've wondered about how much this thread will last BEFORE someone mention that old joke. Six posts. Just six. Eight hours.
Damn, it was fast. Too fast. I've expected more.

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