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Messages - Supernaut

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Requests For Features / Re: special ammunition
« on: March 17, 2007, 04:56 »
And having at least 75% of kills. Tough enough ;p (Am I evil?)

Requests For Features / Re: special ammunition
« on: March 16, 2007, 10:49 »
Well, he wanted a new challenge anyways ;)

Requests For Features / Re: special ammunition
« on: March 16, 2007, 07:32 »

No.  Weakest unmodified gun, perhaps, but not weakest unmodified weapon.. the knife/fists fit that category at 1d6/1d2 damage.  It also gets some very, very nice traits to balance it's initial weakness.
With brute 3 and while berserking punching him to death wont be that hard ;)

Pre-0.9.9 / Re: [U|AoMr|Win] Cybie killed John Wayne style ;)
« on: March 15, 2007, 16:10 »
Woah! Didn't even know that it's possible ;) Gratz.

Requests For Features / Re: On Pain Elementals
« on: March 12, 2007, 03:55 »
Couldn't they spawn lost sould instead of a corpse after death? That's the way it worked in Doom 2 and after.

Requests For Features / Re: New Traits
« on: March 10, 2007, 15:39 »
Then make it a procent that is not overpowered and worth spending a trait on, I don't think 20 % does the job. Besides I just came on an idea. Make it one trait worth 50% .

Besides I would just like to know why do you think it won't be overpowered to have a huge damage melee and a normal ranged at the same time? Poor demons ;) .

Requests For Features / Re: special ammunition
« on: March 10, 2007, 15:34 »
Nobody understands me...Everyone hates me... Nooo
*falls into the abyss*
*comes out of the dark*
l00L u N00bs I PWN u @ll ! I am MeGa L33T sUpeRnaUt!!! Phear mE !!!

Pre-0.9.9 / Re: [M|96%|Win] YAFVP - shottyman path
« on: March 10, 2007, 09:16 »
Re > Re > Sh > He > He > Re > Fi > Fi > (if got so many levels than I take IM, but usually don't)

Are you sure...? That doesn't make sense to me. I'll have to check this for myself.
Not sure :/ . But I think that when moving around you hear one monster voice at a time (at one turn). I'll check it out.

Requests For Features / Re: New Traits
« on: March 10, 2007, 09:07 »
Between the minimal range required for safe use of a RL and melee range there are enough spaces, and therefore enough danger, to likely keep this balanced.
When the enemy is right beside you, you can use chainsaw. 1 tile away, you walk towards him and use chainsaw. Even 2 spaces away you can try running to him. When the enemy is 3 tiles away you go backwards and shoot rl. When the enemy is 4 tiles away you either shoot, knowing you will take little damage or go one step back. This gives too much versatility in my opinion. Unless you give the player some negatives on CTH or CTD this will be way too overpowered.

Dualwielding of a chainsaw actually can [partially] reflect a skilled player's control of, and timing with, weapon swapping.
Juggler does. And not partially. Allowing a player to have a very strong melee weapon in addition of a ranged weapon seems still overpowered.

I can only hope Juggler is being changed drastically for the next release. But a 50% reduction per level seems to me quite huge. I think 20% can be fine, but it should be for all weapon swaps.
50 % per level is huge. But otherwise it seems worthless. It may even be 40 %. 20% seems way too little, and favors other traits.

Requests For Features / Re: special ammunition
« on: March 10, 2007, 08:54 »
I think DaEezT's point is that the crew may be vulnerable to bullets, but that doesn't mean you can reach it with them, and I think I understand the logic in his explanation, though I'm not sure it's the only way to think about it. Anyway, I'm not up to discussing that today :)
I think the example with the tank was bad. Me talking about the crew which was a quick spot was a joke. Pizzas were hot dogs.

But normally you only hear one monster at a time?

Pre-0.9.9 / Re: [M|96%|Win] YAFVP - shottyman path
« on: March 10, 2007, 02:49 »
Well, goodluck! Practice makes perfect, especially in the turn-based game world.

Consider that there are 3 kinds of monsters that fire more than 1 bullet at a time. Though TaN may also come in handy when fighting huge groups of enemies. But I really don't think that 1/2/3 points of difference in the damage dealt to you by fx a demon or an AV will make much difference.
To truly value the weight of TaN, try playing an entire game with no armor.
3 armor means 6% maxHPs saved, which is, among others, a good chunk off Caco hits. Also, since we can probably agree that 1 point of armor isn't much to rely on, consider that 3 armor is almost 4, meaning that with TaN(3) you have indestructable, weightless, stackable near-red armor on at all times. Together with red armor, that's 7 points, you reduce damage from all monster attacks by 14% maxHPs. AA puts you at 18%. What does our AV have to say about that?
That makes more sense. I usually don't take neither IM nor TaN though ;)

Requests For Features / Re: special ammunition
« on: March 10, 2007, 02:43 »
I disagree. Consider what you can do with knowledge of your enemy's armor patterns, and therefore of the vulnerable spots on them. "Find weakness" kind of a thing.
SoaB = find weakness. But the weak spot isn't always unprotected, so armor still applies.
Knowing where the weak spot of an enemy's armor is doesn't mean you can punch trough it. Extreme example: just because you know where a tank's weakest spot is doesn't make it vulnerable to a handgun.
The tank's weakest spot is it's crew, and they ARE vulnerable to a handgun ;)
Because you know, that a chainmail is not covered under arms you know it would be better to strike there instead of fx into the chest. And this DOES make it more vulnerable to hits ;)

Requests For Features / Re: New Traits
« on: March 10, 2007, 02:39 »
I would like the idea, but I think it is fairly overpowered. Disadvantage of rl for example is that you can't use it at close range. You want to take it away by giving the player a relatively HUGE damage weapon. Chainsaw is stronger than Rocket Launcher! It is actually stronger than almost every weapon, apart from Plasma Rifle, BFG and of course spoily weapon. And it wouldn't reflect a skilled player, nor a numeric number, would it? Besides let's just drop thinking about which trait represent a skilled player and which not, because this way we won't find too many new traits.

Hmmm what about tweaking juggler so that instead of 20% speed change it let's you swap weapons 50% faster? with 2 of those traits you could swap weapons in no time, which really is helpful.

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