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Messages - AcidLead

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I forgot to mention I also wouldn't mind having the rocket and plasma weapons travel at sub-light speeds as well, for DOOM consistency/mild nerf.

But yes, the real problem is everyone who is GOOD at this game as it currently is will just laugh if they can guaranteed avoid all damage from any imp more than three to five spaces away, so what we REALLY need to nerf directly are the skills of the people playing this game. Heh.

I guess the reason I really crave this change is it brings a closer DOOM feel, but the reason I never brought it up all by myself is I always remember THIS ISN'T DIRECTLY DOOM. Don't fix what you can't afford to break and whatnot.

Alternatively, make the harder difficulties have faster projectiles, until they have so much speed on N! (or maybe even UV) that they're basically the same as they are in the current game. Major buff for low-level players frustrated by ARGH WHY ARE YOU NOT SUPPOSED TO WIN ROGUELIKES, no change for those well accustomed to making lemons out of lemonade.

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In order to encourage the player to move tactically in combat, I would also go with non-ballistic projectiles being rendered on the screen and moving at their target at set speeds, exactly the way charging lost souls currently functions. The net result would (hopefully) be that the DoomGuy would be forced into a gamestyle more akin to the original game, constantly weaving in between fireball barrages whilst simultaneously trying to put walls between himself and opposing Zombies/Archviles.
It's good to know I'm not the only person who's noticed that all the shooting of this game is instant-hit, destroying that "speed of Doomguy" effect where you're faster than everything the actually resilient monsters throw at you

Of course I can't actually beat this game barring one freak win on a previous version, so what the hell do I know about how this game is supposed to work. I just like playing DOOM, roguelikes, or both at the same time in this particular circumstance.

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Requests For Features / Re: Improve interface for Juggler
« on: March 28, 2013, 12:55 »
I really don't see a purpose to making the menu function differently with Juggler, especially if rebinding quick keys (or apparently even knowing they exist) isn't something that every player picks up. Furthermore, I could easily see Juggler being nerfed down to just the on-hand/off-hand pair, as long you could still bash with an appropriate off-hand item. As it is, it's starting to feel like it's too powerful for me to pass up. Of course, I always try to have one of every weapon anyways so that's really just the game catering to my (probably poor) playstyle.

Regardless of Juggler, I like the quick keys and would be sad to see them go no matter how Juggler interacted with them (or did not).

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