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Messages - spacedust

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46
You hear that, Neo? The fabric of the Matrix is warping before your eyes!

@Game Hunter: is there any ETA on 0.9.9.7, tentative or otherwise? Can't wait to see the revamped achievement system!

47
Requests For Features / Re: The Rocket Launcher.
« on: March 21, 2012, 05:22 »
History note: It was a splash damage master trait once.
It already is. Unless there was some nerfing I haven't heard about it has faster reload (or was it fire? anyway one of these) time, 4 rockets in magazine, much higher accuracy.

Just for comparison's sake, what did it grant as a splash damage master trait? I think I recall that it used to increase splash fire damage in 0.9.8??


48
That's an interesting point about Fireangel. I haven't really used it much ever since the change to the class based system, and especially now that FA is bugged and doesn't work as it should. Maybe Fireangel can be made more patently offensive by boosting RL usage? The Rocket Launcher thread is here - (http://forum.chaosforge.org/index.php/topic,5441.0.html)

49
Requests For Features / Re: The Rocket Launcher.
« on: March 20, 2012, 07:48 »
I agree. RLs are cool, and were one of the best parts of deathmatching. I mean, can anybody who has DMed seriously in any of the Quake games not think that RLs are integral to the experience? Even in Doom, RLs were really, really good. It is rather a shame to see them not used much for fear of blowing good stuff up, or simply because no master trait supports them. Ander Hammer's suggestions are really quite good. I like the ability to target a blank tile. It would make N! a lot easier, but splash damage is essential to getting that RL feel. How many times have you played Quake and ended up bouncing some poor derp around with rockets at his feet? That's all due to splash damage. Maybe it's not too Doomish (after all Doom was 2D), but surely we can explore this direction a little more. I like not making it as accurate too. It gives it a different feeling to the other weapons - makes it sort of more splashy, if you know what I mean.

Changes to exotics - really, now, I want to address the issue of the Missile Launcher. I don't think it should be the reward for the wall. It does seem kind of overkill to 'upgrade' the RL within the first episode. Maybe, just put 3 bulk mods there, and give the player the choice of upgrading the RL to its assembled brother? Or something like that?

I like the idea of making rocket master traits, or master traits that reference rockets. 3 rockets per shot should be pretty OP, but think about the mess... I had sudden flashbacks of running around in UT while charging rockets, and then seeing some poor sod just when the sixth rocket was charged - oh good times.

And RLs are cool. How can they not be? I often lug the one from Hells Arena around just so I can use it at the Phobos Anomaly to shoot the Bruiser bros - they go down really quickly, and never really get a chance to get into sight. I love shooting rockets and hearing that 't-whoop' sound from Doom. It never gets old.


50
Requests For Features / Re: quad damage
« on: March 20, 2012, 03:27 »
What about that pickup sound? DEEENG! Ohh the memories of doing that on Q2DM2. Shivers going down the spine as you think, "who's the guy who just picked it up and is he on my team or not?"

51
Lol @ dancing description. "Ladies and gentlemen, demons and barons! And now... Le Doomguy will present us with his rendition of the Nutcracker ballet, accompanied by his trusty shotgun."

"Who wants some more? Huh? Well, do you? Huh? Who'd like to have a little?"

52
If the change to number of shells found is made (http://forum.chaosforge.org/index.php/topic,5382.0.html), that would sort out the replenishment of shells somewhat.

53
Requests For Features / Re: Small change request for Juggler
« on: March 19, 2012, 18:00 »
I actually approve the original poster's idea.

Which idea is approved? The insta-swap, or the 0.5s swap? Oh boy, these are going to be interesting times in any case :) Rapid fire shotguns, here I come!

54
No way, just no way. Do you ever have Matrix moments when the screen dissolves and you see the code running behind the scenes, and you reach out and alter it? Unbelievable... Simply unbelievable.

55
0.9.9.6 / Re: [U|AoHu|100%|YaFW] Top THIS.
« on: March 19, 2012, 17:52 »
That is just insane... Maybe you should call yourself six sigma instead of 2 deviations. I mean, this is just too NOT normal.

56
Discussion / Re: Let's take on the Mortuary!
« on: March 19, 2012, 15:51 »
Ohhh, that sounds like good fun. Have to give that a try too. Finally a use for the vanilla RL.

57
Good god, that was an amazing write up! I loved every bit of it, and hope someday to contribute as much to understanding the game as you have in this post.

58
Discussion / Re: Classes, builds & difficulty?
« on: March 19, 2012, 00:34 »
Giftdropping! this will be your best ally in surviving early levels when you are still a young Doomguy. Practice this on Phobos Level 1 (the starting level) until you can get it done right. The concept is really simple but you'll find out how much difference it makes to survivability when they're not shooting at you, and instead trying to trade punches with you. For more information watch Gam Hunter's videos.

I always feel like the most evil Santa in the world when doing it though - "here's a nice medpack and I'm going to put it behind the door, come get your present..." then BOOOM-chick!

59
Discussion / Re: In need of some advice!
« on: March 18, 2012, 06:53 »
Cornershooting! Cornershooting basically turns you into an invincible guy in the shadows when you've got a nice spot behind a doorway or pillar to hide behind. See Game Hunter's videos for more elaboration on this. This is the single greatest concept in Doom RL that I haven't found in any other roguelike.

60
Discussion / Re: Classes, builds & difficulty?
« on: March 18, 2012, 06:46 »
I played lots of games recently in aiming for the malicious knives cross, so here's some quick tips on surviving the first few levels.

1) Giftdropping! This is probably the greatest tip for surviving the first few levels when you are a fledgling young one and likely to be dispatched by any old sergeant.

2) Run! Running lets you go toe to toe with slightly tougher enemies and not die.

3) If you're not opposed to a mixed build, ie saving melee only for late game and using something to survive the early game, try shotguns. Shotguns are reasonably effective on earlier levels even without the associated traits, and you can probably use a vanilla shotty until the Phobos Anomoly if you have one level of Reloader mixed in with your other melee traits

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