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Messages - spacedust

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31
Discussion / Re: Quick questions thread!
« on: March 26, 2012, 05:51 »
Yes, but I'm not sure how does it stack with Scout's intrinsic speed boost. It's either 130% base or 120%*110% base (that is 132% effective speed).

So to confirm, if I play a Scout on AoLT, my reload, move, and fire speeds are all decreased by around 30%? Whooo!!

32
Discussion / Re: Quick questions thread!
« on: March 25, 2012, 23:51 »
Quick question: Does the AoLT bonus apply to all speeds, or just to move speed, ie do I reload and shoot 20% faster because of it too? Because if it does, AoLT just became my favourite challenge!

33
Actually it would be great to have more armor assemblies for the exotic mods, simply because all builds can use armor but some builds don't use that specific weapon assembly. Like there's no firestorm shotgun, for example, meaning that my Armory reward might be useless to me on AoSh.

Edit: small beans, considering that it is a roguelike after all. But it would be really nice to be able to pop on a firestorm mod and have it do something, like maybe add an additional shot to the shotgun?

34
Whatever. Perhaps, dividing the exp gain by 1.5 will do.
Primary reason why I suggested that is because I want to be ever able to launch a bfg shot in random direction and get a ludicrous kill. Everything else doesn't really matter.
The mortuary will be... interesting.

Actually, I really like the idea. Sometimes you really just want to wipe out hordes of monsters without thinking too hard. Some of my most satisfying encounters are when I spawn really near a vile-former pack and wipe out 90% of it in one blast.

35
Requests For Features / Re: New unique items
« on: March 25, 2012, 07:27 »
Bone Armour
Unique
Armour: 4/4
Durability: 50% maximum
Cannot be modded. Provides no resistances. No movespeed/knockback modifiers.

Armour rating drops to 2/4 at 25% durability, then 0/4 at 0%.
Undestroyable (hurr redundancy).

I don't get it... What does it do? Why would I wear this over red armor?

36
On the other hand, I've found such levels easier for melee builds. You just crash through the wall behind whatever you want to kill, Blade Runner style.

That is so cool! I can see it in my mind now... It's ROY!


37
Discussion / Re: Shotgun Build discussion.
« on: March 25, 2012, 06:09 »
Replacement master for Scavenger yeah? :P

Yup, I had this thought after Game Hunter posted about possibly removing Scavenger and replacing with something else. That would be powerful even in non Ao100 games, I reckon. Though the downside does seem a little too much. Maybe you'll need to spend something to Tinker it with, maybe something like 1 stack of ammo and 1 medkit. Or something like that I reckon. Kinda like they are consumed in the process of your tinkering. Now this idea sounds like the Horadric Cube in D2...

38
On a related note, I found out the hard way on Ao100 that plasma shotguns eat away the wall that you're cornershooting from. Makes them really, really dangerous to use because just 2 or 3 shots erode the corner you're hiding behind. Then everybody whom you've been hosting the disco party for wakes up to your presence and... near YASD if you're lucky.

39
Discussion / Re: Shotgun Build discussion.
« on: March 25, 2012, 03:37 »
A little OT, but I wonder if guaranteeing a power mod somewhere would throw off game balance too much. Far too many games I have hunted for just that elusive second power mod to make an elephant gun, only to be disappointed when I eventually have to chuck my lonely P-modded shotgun somewhere in Hell to make room for a spare armor or medpack.

As it is, you are guaranteed three A mods and one B mod from the CC and the Armory, with 2 lottery tickets waiting for you in the cubbyhole on the Armory. It would be nice if some other special level guaranteed a P mod because it is just about the most used mod in assemblies.

Maybe a new trait can be Tinker: you can attempt to change a mod in your inventory into another mod, with a 50% chance that it breaks and is destroyed. Or something like that.

40
Nightmare! / Re: [N!|YAFW/YAAM] Opposed the Nightmare!
« on: March 24, 2012, 21:05 »
This... I am speechless.

Hey, will we get challenges named after these guys? You know, like difficulty level "Tormuse"?

41
Requests For Features / Re: Inventory management
« on: March 24, 2012, 08:58 »
As someone messing around with AoLT for the first time, I appreciate this change a lot!

42
0.9.9.6 / Re: [H|98%|16|YASD] Goddamn Cyberdemon!
« on: March 24, 2012, 06:59 »
OT: How do you kill the Cyberdemon with a pistol without dodgemaster? I mean, how is it even remotely possible? He chews through pillars like no tomorrow, so no cornershooting, and you can't possibly keep sniping at him from distance cause he's got a maphack too.

43
Discussion / Re: Plasma ammo on Arena?
« on: March 23, 2012, 05:43 »
P.S. If you want guaranteed Plasma Rifle, play UV/N!. You will get Plasma Rifles VERY soon, from dead Commandos.

Be prepared for dead Doomguys, too :)

44
Discussion / Re: Shotgun Build discussion.
« on: March 23, 2012, 03:47 »
Guys, please call Army of the Dead MAD, not AoD.AoD is usually either Angel of Death or Angel of Darkness -_-.

Lol and I was wondering what AoD was for a while. Stands that I missed the Army of Darkness reference :)

Ash is from Army of Darkness, not Army of the Dead, so you don't need this trait to roleplay him. I'd suggest juggler in such a build anyway, to switch between shotgun/chainsaw easiely. In any case, we need the Boomstick as a unique shotgun.

"ALL RIGHT you primitive screwheads, listen up. See this? This..."

45
This is probably more likely. TBH I've been meaning to design "checkpoint" special levels in A100, and the Backpack as a reward in one of them would be quite appropriate. Barring that, having it act as a unique powerup is probably doable, too.

Oooh, this is going to make Ao100 really interesting... I always miss having the BP when doing Ao100 cause there's always so much to carry around.

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