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Messages - Eyro

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1
Discussion / Re: Quick questions thread!
« on: October 16, 2013, 17:18 »
But that would be in effect buffing melee.

:D

._. Like, only if you're an uncreative developer that thinks new = more powerful.

What are unique mechanics.

2
Discussion / Re: Quick questions thread!
« on: October 16, 2013, 06:00 »
Yup, I saw that you posted Blademaster - my response was to Eyro's comment about needing to buff melee, in which I pointed to MMB.


Err. I never said "buff melee".

I said we need more melee bases. The only normal melee base is the knife. For pistols, only one is the pistol. Shotgun has 3 different bases, and chainfire has 2.

And I see more Shotgun/Chainfire random specials than pistol or melee.

3
Discussion / Re: Quick questions thread!
« on: October 15, 2013, 14:47 »
Yeah, we need more melee weapon bases and advanced assembles for them. :<

4
I liked how some mechanic abuse felt more engaging than in typical rougelikes. Corner shooting feels way more tactical, than say, crowding mobs through one door so you only have to deal with them one at a time. It works, it's effective, but it doesn't have that engaging feeling to me. The dodge and movement mechanics in this game also feels more engaging than just turn by turn.

5
Announcements / Re: Announcing: Jupiter Hell!
« on: October 13, 2013, 06:47 »
Moons OP.

6
Announcements / Re: Announcing: Jupiter Hell!
« on: October 12, 2013, 22:37 »
Right, and I expected as much. I'll glady watch to see how this turns out, and if I like what I see, I'll support it (If I have an income at that time).

Tbh, as long as it has that tactical feel that DoomRL has, I'll probably enjoy it.

7
Announcements / Re: Announcing: Jupiter Hell!
« on: October 12, 2013, 22:27 »
Well, a kickstarter campaign seems useless then, unless he is going to ask for a very low amount of money that he expects loyalists to pay.

Which he can just ask on the forums.

I just doubt you can expect people to help fund a game in this age when they see graphics are just a backburner idea to the dev. Either that, or I severely underestimate the Rougelike community (Very possible).

8
Announcements / Re: Announcing: Jupiter Hell!
« on: October 12, 2013, 22:09 »
When it gets funded on Kickstarter.

So maybe this will come with graphics by default... :D

9
Bug Reports / Re: Enemies don't respawn if killed on edge of map
« on: October 10, 2013, 09:10 »
Bottom edge; Pic is huge for me.

10
Discussion / Re: Quick questions thread!
« on: October 09, 2013, 19:37 »
I think you're only allowed one master trait.

11
Discussion / Re: Quick questions thread!
« on: October 07, 2013, 21:32 »
Effect:   Deals 20d10 fire damage in a radius of 15 around the player.


So you could probably take out all the lost souls by hand, then open the demon door, rush past them, they'll chase you to the boss door, you open it, instakill all the demons and probably severely weaken the AoD.

Lesse...

Health:   250 + 10×difficulty2 = 260, 290, 340, 410, 500
Armor:   10

So, if you're lucky, you'll do 190 against the AoD. At worse, 10, unless I'm really bad at dice notation.

So it seems better for if you're crowded by like, Hell Barons and Revenants and stuff, rather than against the AoD.

12
Discussion / Re: Quick questions thread!
« on: October 07, 2013, 07:17 »
So even if you had 95% nuke resistance, the nuke would still do 300 damage to you.

With 99%, it would do 60.

13
Honestly, Aki, I've just gotten "A feel" for their general timing when it comes to running around them. Sometimes I guess wrong but I usually get through it burning maybe 1 large medpak.


Inventory: I usually only keep my main weapon type and a rocket launcher, so you might be taking up excess room for a shotgun when a rocket launcher can still provide knockback and flexibility.

I have no idea how many rockets you actually need, but I would suggest throwing a bulk on the RL if you don't have a specific assembly in mind for it (And if you do, bulk might be included).

14
Discussion / Re: Whizkid, Modpack Rarity, and Assemblies
« on: October 04, 2013, 11:39 »
"Old Ammochain was *zero* ammo used"


I hope everyone who used it had this face:


15
Discussion / Re: Do I still need my cerberus armor?
« on: October 03, 2013, 13:39 »
Then you're dropped into a complex filled with nightmare Arachnotrons.

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