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Messages - gunofdis

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It really is a shame how far the assault rifle has fallen.  I made it nearly every ammo chain game when it first came out because of its amazing accuracy and fire rate.  Now the fire rate bonus is gone and it's far less accurate, on top of the double ammo cost.

Discussion / Re: Quick questions thread!
« on: March 24, 2012, 22:19 »
Does an F3 tristar blaster really fire 9 shots?  Are they just invisible due to overlapping the normal ones?

Discussion / Re: Quick questions thread!
« on: March 22, 2012, 16:44 »
Interesting.  I might almost like MBD with that time bug :stare:

Discussion / Re: Dodgemaster
« on: March 22, 2012, 16:02 »
I'm a fan of going WK2 and making tac boots (A)

Discussion / Re: Plasma ammo on Arena?
« on: March 22, 2012, 15:56 »
IMO the double shotty reward for AoSg should be replaced with a combat shottie now that their depths have been switched.  I find double shotties before the arena a good half the time.

Discussion / Re: Quick questions thread!
« on: March 22, 2012, 15:45 »
So you're saying they get the bullet dance time mod, but no extra shots?  What a ripoff.

Discussion / Re: Quick questions thread!
« on: March 22, 2012, 14:05 »
How does Bullet Dance interact with the GCB and storm bolter?  Testing shows that with TH2 and MBD they fire 2 more shots than normal (as in 8 for full auto gcb, 4 for sb), but I don't know about the time taken.

Discussion / Re: Quick questions thread!
« on: March 12, 2012, 10:26 »
e: I can't read

Requests For Features / Re: New unique items
« on: September 26, 2011, 11:33 »
Anyone who has played EDF:Insect Armageddon will tell you that penetration bullets make all the sense in the world on rocket launchers.  There's a gun in that which pierces enemies and explodes every hit.

Well, the biggest drawback of modelling pellets is that it starts getting hard to differentiate shotguns from chain guns when both spit out some number of projectiles when you hit the button.

As for agility mods not working on shotties, simply make a use for them.  Something like reducing the range dropoff, perhaps by 1% per square per mod or  15-25% of the total per mod.

New unique: a quarter gauge punt gun.  Wielding it slows you down, firing it takes multiple seconds but it does Biggest Fucking Gun damage with a spread wider than a double shotty.  Consumes 20 shells per shot.

Comedy option: model that bitch as firing 00 buckshot, requiring some 512 bullets.

Comedier option: #6 birdshot for killin all the ducks all the time.  Only 11,400 projectiles...

12 / Re: [H|AoSh|94%|23|YASD] Wha....?
« on: September 15, 2011, 02:43 »
Ammo regen probably doesn't mix well with MSh, anyway.  Everyone I've talked to seems to think that it only regenerates one round per second, so you'd need 2 full seconds to get your plasmatic double shotty ready to go again.

Modeling buckshot sounds both overcomplicated and likely to cripple the area effect uses of shotguns.  What's next, modeling a conical spray out of the burst fire weapons, rendering them near identical to the shotguns?

I think a better idea for improving the shotguns would be to give the break action guns (normal shotty, double shotty and derivatives) an alt reload that switches them to firing slugs, giving them single target kill power in exchange for their area effect.  Slugs should be accurate (say +5 or +6, +3 or +4 for the double models) bullets that do lots of damage, perhaps half again to double the damage of a normal shell (remember, both the rocket launcher and normal shells have massive splash damage that we're giving up here).  This can potentially help alleviate ammunition issues, since you won't be wasting lots of ammo plinking away at single targets at medium to long ranges.  In any case, switching ammo would have the same cost as a normal reload but cannot be done on the move. 

Combat shotty derivatives both already have their alt reload taken up by the full reload option and can be said to have a more delicate action not capable of surviving the heavy hunting loads used for slugs.  This helps differentiate the 2 types, as the combat shotty gets rapid fire capabilities through pumping while the single shot models get versatility and the power to deal with larger demons relatively quickly.

Discussion / Re: So it turns out I can't count.
« on: September 06, 2011, 03:33 »
Double shotguns and their relatives are bugged and only fire 2 shots (but would fire 3 if they held that many)

Discussion / Re: General Strategy Questions from a Newbie
« on: September 06, 2011, 03:15 »
The resistances on tactical armor make it a lot stronger early on than it used to be.  It's pretty much blue armor vs formers.

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