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Messages - Blade

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Discussion / Re: Things about shotguns
« on: July 09, 2009, 05:06 »
Right now pellet cloud spreads like that for Combat Shotty (the higher the number - the higher the damage):

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Which is not so correct. It should be really some funnel-like barrel on shotgun to create such pattern. General part of pellets flies forward, in the direction of the shot, and only some of them are shifted from that direction. And the further from the center of the aim - the less pellets that flew in that direction. So pattern should be more like that:

Code: [Select]

Same for other types of shotties, i suppose.

We just need a monster with 100% dodge chance, so no direct-hit weapon will damage him. Only weapons with blast radius, such as rocket launcher (bfg won't work because you will fire out of your sight and it's won't damage a thing out there) will work. To make it impossible to reach the monster itself (you will see just a long tunnel, in which you need to fire) just place a teleporter at the entrance (indestructible teleportator). To make it impossible to just stay there and fire rocket after rocket we either need to spawn new monsters in the rooms that has direct view on that place, from which you can fire (it's a bad, brute-force way), or we need a scripts for the maps, which, after pressing the lever, would open the door at the end of the tunnel for limited time or until the first hit.

I still think that the CS should have a slightly better effect because of its reduced spread. It'd be the shotgun you fall back on for long-range fighting. (Heck, I even do that with my current shotgun characters. DS with a CS prepared.)

Ok. Then, i think, 60% for shotty, 80% for CS.

Debriefing - i'm for it. Kills/items/levers/time.

I like the ideas about shotguns. With one remark: double shooty had no direct hit bonus on long ranges in Doom 2. But regular shotty was kinda a sniper weapon if properly aimed. So i'm for lowering damage from Shotty and CS, but with granting them a chance, depending on accuracy, that they will have 80% of damage reduction removed. Only for direct hits, of course.

Discussion / Re: Breaking lvl15?
« on: June 20, 2009, 06:09 »
Err I don't get what you guys are exactly talking about.. In the beginning of this topic I seemed like it were experience levels, but at a certain point it's suddenly dungeon levels?

I wasn't about exp levels. It was about level requirement for the next rank. And that level requirement means dungeon levels, not player levels. So to fulfil that requirement you need to reach 15-th dungeon level in specific game mode and complete it.

Discussion / Re: Share your tales of RAGE
« on: June 14, 2009, 05:55 »

It teleported you right on the lava? If so - that's a bug, i guess - it shouldn't do that...

Requests For Features / Re: Colored Text
« on: June 06, 2009, 02:58 »
But seriously - I think the easiest solution would be to destroy any item that gets into acid/lava.
Now *this* is a good solution!

Think about how fun it will be now to flood the level :>

But please not instantly, but depending on item's durability.

Requests For Features / Re: Colored Text
« on: June 05, 2009, 11:50 »
I once (or twice) proposed to set my text colouring as the default because it's more definitive and informative than the default one. But it seems that Kornel is sure that everybody (even noobs) should find out by themselves, which messages are worth colouring.

That's mine now, with which i'm pretty comfortable:
Code: [Select]
RED_1        = "Warning!*";
RED_2        = "Your * destroyed!";
RED_3        = "You die*";
RED_4        = "You see*";
RED_5        = "*Lava!";
CYAN_1       = "You hear the scream*";
BROWN_1      = "Your * damaged!";
BLUE_1       = "You feel relatively safe now.";
BLUE_2       = "There are no monsters in sight.";
BLUE_3       = "There are no items in sight.";
GREEN_1      = "Fire -- Choose target*";
GREEN_2      = "Find a more constructive*";  // To know if i'm in firing mode, or not
GREEN_3      = "You feel there is*"; // Without doubts worth noticing
GREEN_4      = "*something really valuable*";
YELLOW_1     = "* uses *"; // It's nice to know, when an enemy uses a medpack
YELLOW_2     = "*Acid!";
MAGENTA_1    = "* suddenly rises from dead"; // AV's are definitely worth noticing

Requests For Features / Re: Multi-purpose MODS
« on: June 03, 2009, 06:42 »
I like the idea of multi-purpose mods. Specific effects may be changed, but the whole idea seems better for me than having 3-4 mods for each part of equipment.

Discussion / Re: SoB on Railgun
« on: June 03, 2009, 05:27 »
I do not about the shotguns, but besides that, each bullet does extra damage, depending on you SoB level. So if you have SoB level "x", and have a chaingun that deals [ 5 * 1d5 ] damage it actually deals [ 5 * (1d5 + x ) ]. This applies also to rocket launchers, plasma guns. I am not sure if meele weapons also...

It applies - SoB gives you +dmg and +dmg melee I think. Or maybe that's Brute? xD Happy day :}

You both are definitely answering not to the question that Chambz asked. xD

I just found the railgun on my chaingun run and wondered if it gets the same benefits that a plasma rifle does from SoB. i.e. does each of the 5 ammo it uses get the +1 damage. I am thinking no, but I thought I'd ask. Thx

For sure - even i don't know. But imho it works like with BFG. It eats 40 cells, but fires only one shot, and SoaB applies only one time.

Discussion / Re: Beating Angel of Death
« on: June 03, 2009, 05:22 »
Has anyone beaten AoD?

I've tried 3 times and every time with a melee oriented fighter. Once I just nuked the damn place in my frustration.

The point is to trigger berserk while killing demons and lost souls (better to do it one-by-one by opening only one door and standing right behind that opening). If you are not berserking - you may need too many meds to kill him - better even not to try in this case. But if you are berserking - then everything's fine and 1-2 meds will be enough for fight. Also, as i remember, Brute has 3 levels, so take them all because with higher damage you have better chance to trigger berserk mode.

Requests For Features / Re: Stuff about morale and running
« on: May 28, 2009, 16:10 »
I would rather think that the marine would have to worry about the morale, not the 2m high Hell Knight hurling acid balls around the place.
Anyone played Call of Cthulhu, Dark Corners of the Earth?

I played. CoC: DCotE is simply awesome. But this two games are so different and are based on so different gameplays that i believe that it's possible to say that they're direct opposites of each other. Also it's the reason why any kind of stealth actions cannot be in DooM.

Requests For Features / Re: Trait Requests!
« on: May 27, 2009, 17:09 »
Nuclear Boy

"I'm sick of this hell"

You are so sick of this hell, that you'd rather shit thermo-nuclear bomb than mess with this f****** monsters.. oh wait, WHAT'S THIS? Yeah, you can shit thermie, but beware! This is so much strain on your body, that your HP will be instantly decreased to 20 % and bomb isn't small so it will take you 10 seconds to do it, and it kinda smells so you will activate it with your foot, you don't wanna take nasty things to your inventory do you?

Req: Though as Nails (3)

I'm an idiot, kill me somebody! I'm an idiot, kill me somebody!

Discussion / Re: Screenshots: ASCII and Graphics
« on: May 26, 2009, 16:00 »

I don't have enough to do.
On another note, should I shoot? :P

Oh my, you were truly bored! Is it a "Khe, he, he. This will be a mess..." level?

Discussion / Re: Thinking out loud
« on: May 25, 2009, 06:59 »
Does that work? It never crossed my mind. Since it obviously is a melee uber-weapon, i thought you needed Brute 3 or something to wield. Does anyone know how to do it?

Yup. Me, Potman, and Kornel, obviously. But we won't tell. :P

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