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Messages - Hipster Scumbag

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1
I heard the BFG10K still explodes on target and that it can damage the player.  Are either of these true?

2
Discussion / Re: Special Fire Modes, emphasis Chain Fire
« on: October 20, 2009, 15:16 »
Yeah, it seems cool.

Anyone have the numbers on pistol aimed fire?

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.

3
Discussion / Re: Special Fire Modes, emphasis Chain Fire
« on: October 19, 2009, 22:34 »
well, it seemed to come in handy when i was locked in a last-ditch spray-and-pray with no healthpacks against a hell knight in the Arena... what's the bonus?  Seems like better accuracy once you're warmed up?

4
Discussion / Special Fire Modes, emphasis Chain Fire
« on: October 19, 2009, 22:19 »
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?

5
Requests For Features / Re: New unique items
« on: August 05, 2009, 15:07 »
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

6
Requests For Features / Re: New unique items
« on: July 27, 2009, 21:56 »
Boltgun
Godwyn-De'az pattern MK VI Boltgun- In His Name!
Damage: 3d4x3
Accuracy: +4
Clip: 15
Base fire time: 1 sec
Base reloading: 1 sec
Ammo: 10mm (no bolter shells in-game, shame...)
Description: Bringing peace in the name of the Emperor, on bolter shell at time

Chainsword
Strike the Chaos filth down!
Damge: 6d6
Description: Assault weapon, makes you dream about fine pistol for the...

Power Armor
At last, you really feel like a Marine![/i[
Protection: 5
Durability: 150%
Moving speed: 0%
Knockback: -50%
Special: Adds 1 to your melee damage
Description: Armor of superior craftsmanship, that can protect you against all Warp broken loose


Yeah, I dream about DoomRl/Warhammer 40k TC

Am I the only one who can't stand undoomlike crossover fanboy stuff like this?

7
Finesse would be useful if you liked doing math constantly to figure out when to dodge.  if there were a billion gauges for your action vs the enemies' but let's not go down that road.

8
Hm, some more ideas.

Good lord, no.  The most irritating thing any doom mapper can do is make the player fight hurtfloors instead of monsters - and this goes double with the preposterous amount of damage lava deals these days.

9
I wouldn't mind seeing flinching implemented as an energy damage.  On each successful hit dealing more than a certain threshold of damage (varies by monster) there is a chance to cause a flinch for X energy damage.  I say "per hit" because of the old Doom tactic of stunlocking Cacos with the chaingun...

10
1) Finesse/Whizkid are quite underpowered, but this could become less of a problem if mods become more streamlined, versatile, and general-purpose.  I'd rather let Son of a Gun keep its damage bonus because lord knows even with SoaG 3 and a little SoaB it's still pretty hard putting down anything north of Hell Knight.  Although I would admit I'd like Marksman to play more like a "finesse" game than a gimped chaingunner, which I can see you're going for with the finesse/reloader thing, so it bears some thought & tweaking.

2) The entire point of shottyman, or the shotgun build in general, is that you can reload while dodging. It's really the only thing shotgun has going for it.  If you allow players to take the shotgun trait tree and subvert it for dodging & reloading rocket launchers or plasma rifles, there's no point to going shotgun at all anymore.  I'll agree that nobody takes reloader for anything but Shottyman, but this isn't the way to fix it.

As for item 3 I don't play enough shotgun, or use double shotgun well enough, to comment on the potential need of a damage buff trait.

I'm not opposed to the Knockout trait either since I'd like to see some form of flinching in-game, if its not already implemented....

11
Discussion / Re: Breaking lvl15?
« on: June 22, 2009, 08:47 »
Err I don't get what you guys are exactly talking about.. In the beginning of this topic I seemed like it were experience levels, but at a certain point it's suddenly dungeon levels?

I wasn't about exp levels. It was about level requirement for the next rank. And that level requirement means dungeon levels, not player levels. So to fulfil that requirement you need to reach 15-th dungeon level in specific game mode and complete it.

I must have bugged it by importing my 0.9.8 score files into my 0.9.10 install.  Thanks.

12
Requests For Features / Re: New unique items
« on: June 22, 2009, 08:45 »
Damage: Melee - 8d6, Special - 8d8 x 3 Applies for each shot, 6d6
Damage: 12d9
Damage: 24d8

one trillion damage per shot please, also it's homing

13
I think it's a fair idea and an interesting one, but I don't have any clever suggestions as to how to keep it challenging & balanced with this.  It would make cacodemons as easy as their Doom counterparts if you could stunlock them with the chaingun :)

14
Discussion / Breaking lvl15?
« on: June 19, 2009, 07:30 »
I was hoping to get my rank up to Sergeant in order to give UV a spin, but the highest my character level has ever gone was level 11 on a successful Hurt Me Plenty run, killing almost all enemies except for going to & skipping the Unholy Cathedral by accident.  So what I'm saying is that there doesn't seem to be enough stuff to kill to reach level 15.  I understand that easy mode gives a +40% experience bonus, but that doesn't seem like enough to overcome the weak volume of monsters.  How do you break lvl 15 without playing on UV?

15
My fun is blasting everything with a double shotgun. Whizkid is not blasting everything with a double shotgun. Therefore whizkid is not fun. D:

Agreed.  Hell, everything that whizkid can do with one mod can be done to greater effect with a level in something else except for magazine mods.  Sure, whizkid is more versatile in theory, but then you're left using whatever mods you actually do find (nothing but reload & magazine mods for me).  Having to take Finesse 2 for it also doesn't help matters.

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