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16
Discussion / Re: Quick questions thread!
« on: September 16, 2017, 18:17 »
ArchAngel of Humanity is marked as TWODEV difficulty.
What, or who, is TWODEV?
What, or who, is TWODEV?
17
Discussion / Re: SkulltagArena vs Default
« on: September 16, 2017, 18:13 »
Oh. So there is a cheat sheet.
Well, some of these I didn't expect.
-Doomsphere/Strength is essentially SoB lv. 4/1?
-Reflection I thought would nullify every other hit or something.
-Can you run during Haste? If not do you get the dodge bonus?
-Invis adds dodge bonus? Well I definitely didn't expect that. No wonder, I thought enemies wouldn't detect you.
PS. This is what I get for not looking around. Note to self: LOOK AROUND.
Well, some of these I didn't expect.
-Doomsphere/Strength is essentially SoB lv. 4/1?
-Reflection I thought would nullify every other hit or something.
-Can you run during Haste? If not do you get the dodge bonus?
-Invis adds dodge bonus? Well I definitely didn't expect that. No wonder, I thought enemies wouldn't detect you.
PS. This is what I get for not looking around. Note to self: LOOK AROUND.
18
Discussion / SkulltagArena vs Default
« on: September 16, 2017, 14:35 »
So, I'm going to be using this thread to ask questions about the SkullTag Arena module and all the little differences it has compared to normal games.
To begin with has anyone figured out what the various runes do? Some are mostly obvious, like Prosperity (All health restoring items can restore beyond the 100% cap up to 250% including LargeMedkits, BeserkPacks, etc.), Drain (Gain health from kills), Haste (Move speed +40%ish).
Particular runes include Reflection, Resistance, and Strength.
PS. The invisibility globes seem worthless. Anyone willing to help dispute this?
To begin with has anyone figured out what the various runes do? Some are mostly obvious, like Prosperity (All health restoring items can restore beyond the 100% cap up to 250% including LargeMedkits, BeserkPacks, etc.), Drain (Gain health from kills), Haste (Move speed +40%ish).
Particular runes include Reflection, Resistance, and Strength.
PS. The invisibility globes seem worthless. Anyone willing to help dispute this?
19
Bug Reports / Re: Assault rifle assembly problems?
« on: August 20, 2017, 13:25 »
Well, turns out reading is hard.
Thanks for the answers.
While we're here I might as well ask.
Say you find a nuclear plasma rifle, what should you mod it with? My limited experience suggests that you apply as many bulk mod that you can, so that you get more volleys out of it. Any other ideas?
P.S. Non-ammochain runs.
Thanks for the answers.
While we're here I might as well ask.
Say you find a nuclear plasma rifle, what should you mod it with? My limited experience suggests that you apply as many bulk mod that you can, so that you get more volleys out of it. Any other ideas?
P.S. Non-ammochain runs.
20
Bug Reports / Assault rifle assembly problems?
« on: August 19, 2017, 12:57 »
So I was playing Ao100 when I found a minigun, and decided to assemble it into an assault minigun in the hopes of saving on ammo. The wiki led me to believe that it would only consume 2 ammo per volley, but now it fires 6 shots (4 shots + 2 more due to Triggerhappy) and consumes 12 ammo per volley. Is this a bug or did I fail basic reading comprehension?
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