Chaosforge Forum

  • March 28, 2024, 18:50
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tisiphone

Pages: 1 2 [3] 4 5 6
31
Discussion / Re: Son of a Bitch idea.
« on: January 03, 2008, 07:18 »
I had a similar idea a while back but I decided against it. At the moment you have a choice between going shotgun and shotgun traits or chaingun and chaingun traits. Both paths a quite distinct and I think that’s good. It gives you variety in the same way as different classes in other games do but it’s far less restricting. That and it would case all kinds of balancing problems but just in a different way. For example the double shot gun will have + 9 damage just from one level of Son of a Bitch while chaingun will have + 2.5. So to me it sounds like replacing an old problem with a different problem rather then a solution.

Overall I’m against.

32
Discussion / Re: Nerfing the Chaingun
« on: January 02, 2008, 08:52 »
Quote
For example, you could add a warm-up period (0.3-0.4s) before the chaingun starts to fire to demonstrate the barrels accelerating to the right speed.
A little clarification on this: What I mean is there should be a time delay before the chainguns first shot but this should only apply to the first shot. In other words the delay will not apply if you decide shoot again after the first burst but will apply if you move and then shoot. It could add some extra decision making. Do you just fire at the former human that you see or move closer to see if there’s anyone behind him that could use being shot at? Do you invest in some Finesse and speed mods to nullify the delay or go for Son of a Bitch? And so on.

33
Discussion / Re: Nerfing the Chaingun
« on: January 02, 2008, 04:49 »
Quote
For whatever n00bs words are worth I agree with Zeb that Trigger-happy Sons of Bitches are overpowered in a really big way. I’m with limiting Son of a Bitch to just 2 levels but I would prefer if Triggerhappy just got nerfed to only adding 1 round to the burst of fire and there was some kind of flavour nerf to the chaingun. For example, you could add a warm-up period (0.3-0.4s) before the chaingun starts to fire to demonstrate the barrels accelerating to the right speed. Currently, in a hypothetical no trait situation, I would pick chaingun over combat shotgun as my weapon of choice just because it’s much easer to use and pretty much as effective (if not more).
http://forum.chaosforge.org/index.php?topic=1252.0

I think the biggest problem now is that with a couple of traits the chaingun becomes a lot more powerful then any of the shotguns. But a small nerf to the chaingun wouldn’t be a bad thing either.

P.S. modular, I think your maths is wrong.
Son of a Bitch: (1d6+1)*5 i.e. (3.5+1)*5 not (1d7)*5 ;)

34
Pre-0.9.9 / Re: [M|89%|YAVP] First win of the new version.
« on: January 01, 2008, 08:54 »
For whatever n00bs words are worth I agree with Zeb that Trigger-happy Sons of Bitches are overpowered in a really big way. I’m with limiting Son of a Bitch to just 2 levels but I would prefer if Triggerhappy just got nerfed to only adding 1 round to the burst of fire and there was some kind of flavour nerf to the chaingun. For example, you could add a warm-up period (0.3-0.4s) before the chaingun starts to fire to demonstrate the barrels accelerating to the right speed. Currently, in a hypothetical no trait situation, I would pick chaingun over combat shotgun as my weapon of choice just because it’s much easer to use and pretty much as effective (if not more).

35
Requests For Features / Re: Update the in-game help!
« on: December 31, 2007, 15:46 »
Quote
Dodge bonus +20%
Fire toHit -2
Wait a sec, does this mean that you have a penalty to *your* ToHit?

Quote
And apparently there's a bonus to dodging.
Hmm, yeah, by defence I meant dodge, damage reduction, defence and what ever else. I’ll expand that. It’s just that I was trying to cut stuff out to make my description a bit smaller since it’s quite a bit bigger then the old one...   

Quote
Has this been verified?
I think I can remember reading that somewhere form someone important... *glances at Kornel*

Quote
Sod, or SOB? ;)
Heheh

By the way thanks for the feedback, Rabiat :)

My version:
Below your health and experience is "tactics".  Your default tactic is cautious and you will spend most of your time in this mode. To change tactics you will need to press TAB, this will put you in to running mode (Note that currently changing tactics takes in-game time). Running provides you with a bonus to defence and moving speed for a limited time. When doomguy become exhausted from running (or if you press TAB again) running is replaced by tired mode. Tired acts in every way like cautious except you no longer can change tactics. To go back to being cautious you will need to either: leave the level, use a medic kit or consume a health/berserk/invincibility globe. Because running is limited in this way try to not waste it. Also not running on a level and "saving" it for the next will not work so you should not try to "horde" them either.
Here’s an updated version:
Below your health and experience is "tactics".  Your default tactic is cautious and you will spend most of your time in this mode. To change tactics press TAB – this will put you in running mode (Note that changing tactics takes in-game time). Running provides you with a bonus to defence, dodge and moving speed for a limited time. Whenever Doomguy become exhausted from running (or if you press TAB again) he becomes “tired”. Tired acts in every way like cautious except you cannot change tactics. In order to be able to run again you will need to either: leave the level, consume a medic kit or use a globe. Because running is limited in this way try not to waste it. Also notice that not running on a level and saving it for the next will not work so try to avoid "hording" them too.

I tried to make this one a bit shorter then the last. What do you guys think?   

36
Discussion / Re: Screenshots: ASCII and Graphics
« on: December 31, 2007, 14:20 »
Which one should I pull?

You reload the chaingun with 10mm ammo.                                       
 You open the door.                                                             
 ######################                                                         
 #....................#                                                         
 #....................#                                                         
 #....................#                                                         
 #..................%.#                                                         
 #....................#                                                         
 ###/########/#########                                                         
 #......[|0.#.........#                                                         
 #..........#...0..&..#                                                         
 #.&..&.....@.......&.#                                                         
 #....|.....#.%....&.&#                                                         
 #..........#......^.0#                                                         
 #......&...#.........#                                                         
 #.....|..|.#.........#                                                         
 ########+#############                                                         
                                                                               
                                                                               
                                                                               
                                                                               
                                                                               
 John Romero                Armor : blue armor [2/2] (100%)  Phobos Base  Lev6 
 Health: 100% Exp:  4/69%   Weapon: modified chaingun (1d6)x5 [50/50] (S1)     
 cautious                                                                       


This one beats the one that blade started the topic off with and theirs actually one more lever a bit to the left as well :o

37
Bug Reports / Re: CTD bug.
« on: December 31, 2007, 10:47 »
In Rougelikes saves are normally deleted after you have died/won. “Savescumming” is when you use ways to get around that and keep your old saves to try again after you die (and again and again and etc). This is considered cheating as this can be a way of ignoring perma-death and makes the game less fun to play. That said I’m not too sure about the correctness of Mrazerty’s statistic.
Hope that makes things clear :)

38
Requests For Features / Re: Update the in-game help!
« on: December 31, 2007, 04:23 »
Current:
Below your health and experience is "tactics".  It can either be set to cautious (the default), coward, or aggressive.  Cautious provides average chance to hit/damage dealt/chance to dodge.  Aggressive improves your to-hit chance and the damage you deal, but also reduces your dodge chance. Coward reduces your to-hit chance and the damage you deal, but improves your dodge chance. It is a good idea to always have coward on when you're not fighting, that way if you get ambushed, there's a lower chance that you will be hit.

My version:
Below your health and experience is "tactics".  Your default tactic is cautious and you will spend most of your time in this mode. To change tactics you will need to press TAB, this will put you in to running mode (Note that currently changing tactics takes in-game time). Running provides you with a bonus to defence and moving speed for a limited time. When doomguy become exhausted from running (or if you press TAB again) running is replaced by tired mode. Tired acts in every way like cautious except you no longer can change tactics. To go back to being cautious you will need to either: leave the level, use a medic kit or consume a health/berserk/invincibility globe. Because running is limited in this way try to not waste it. Also not running on a level and "saving" it for the next will not work so you should not try to "horde" them either.     

Could I have some feedback on this please :)

Also could we change:
Watch this space carefully – it may notify you of impending danger or tell you that you're out of ammo (poor sob!). to poor sod as I think that was what was intended.

39
Requests For Features / Re: Remove Chained Court
« on: December 26, 2007, 06:05 »
You know if it’s just meant for melee players then why not just make it spawn only on Angel of Berserk? Same should apply to Unholy Cathedral.
Bad bad bad bad idea!
AoB is all melee but not all melee is AoB :p
Really? That’s a bit surprising. I can’t really imagine a situation where I would want to be a melee character in a normal game...


Oh, Oh, I just got an idea. I’m not too sure how feasible it is but here you go:
Make it so the chainsaw sticks in the player’s hands (like a cursed weapon) for that level and make the chainsaw the only source of berserk. It probably should be an extra long berserk to accommodate the loss of the 4 other packs... Actually you could make the chainsaw an advance chainsaw that prolongs your berserk status or something like that.

That way you will feel a sense of urgency to kill as much as you can while you berserk but you will have to keep a close eye on your health.

Of course there should be a way to make sure that the player actually picks up the chainsaw...

40
Requests For Features / Re: Remove Chained Court
« on: December 25, 2007, 12:10 »
You know if it’s just meant for melee players then why not just make it spawn only on Angel of Berserk? Same should apply to Unholy Cathedral.

And wouldn’t changing former foos in to deamons and lost souls make it harder for Angels of Berserk since they would be no longer “safe” in melee. Just a hypothesis, no idea if that would actually be the case. And since Angles of Berserk will no longer be shot at as they charge I suppose it could balance out.

41
Requests For Features / Re: Additional Juggler improvement
« on: December 25, 2007, 08:13 »
I think Juggler would be improved a long way if you where not allowed to use range weapons in melee and there where more end-game melee monsters.

Personally I quite liked the old Juggler and used it every play-though but now I’m not sure when I would actually need it.

42
Bug Reports / Re: Berserk mode bug
« on: December 25, 2007, 07:59 »
As far as I understand “running” is like “coward” with dodge and speed bonus while “tired” is like “cautious” only you can’t run again until you used some kind of healing.

43
First of all a huge thank you to Kornel for a new public release of DooMRL, I’m really grateful for all your work and I hope you get as much out of it as I do :D


--------------------------------------------------------------
 DoomRL (v.0.9.8.8) roguelike post-mortem character dump
--------------------------------------------------------------

 Jubei, level 11 Human Soldier, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 180945 turns and scored 54473 points.
 He was too young to die!

 He killed 484 out of 484 hellspawn. (100%)
 This ass-kicking marine killed all of them!

 He found the Phobos Arena.
 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He found the Hell's Armory.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He witnessed the City of Skulls.
 He faced The Wall.
 And he cleared it completely!.
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #.....................................................###..
  #.....................................................###..
  #.....................................................###..
  #....................................###...###.............
  #....................................###...###.............
  #....................................###...###.............
  #..........................................................
  #..........................................................
  #...............}..........................................
  #...............|.................................###......
  #..........###..............................###...###......
  #..........#>#..............................###...###......
  #..........###..............................###........###.
  #......................................................###.
  #......................................................###.
  #...........X..............................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 59/60   Experience 57540/11
  ToHit +3  ToDmg Ranged +3  ToDmg Melee +3

-- Traits ----------------------------------------------------

    Ironman        (Level 1)
    Finesse        (Level 1)
    Tough as nails (Level 3)
    Son of a bitch (Level 3)
    Eagle Eye      (Level 1)
    Triggerhappy   (Level 2)

  Iro->TaN->Fin->EE->SoB->SoB->TH->TH->SoB->TaN->TaN->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   BFG 9000 (10d8) [20/100]
    [c] [ Boots      ]   protective boots [4/4] (100%)
    [d] [ Prepared   ]   modified BFG 9000 (10d8) [10/130] (M1)

-- Inventory -------------------------------------------------

    [a] advanced rocket launcher (6d6) [1/1] (R2S2)
    [b] modified chaingun (1d6)x5 [50/50] (S1)
    [c] modified plasma rifle (1d8)x8 [52/52] (M1)
    [d] red armor [4/4] (100%)
    [e] red armor [4/4] (100%)
    [f] 10mm ammo (x140)
    [g] 10mm ammo (x140)
    [h] 10mm ammo (x140)
    [i] 10mm ammo (x140)
    [j] 10mm ammo (x140)
    [k] 10mm ammo (x140)
    [l] 10mm ammo (x140)
    [m] rocket (x13)
    [n] power cell (x70)
    [o] power cell (x70)
    [p] power cell (x70)
    [q] large med-pack

-- Kills -----------------------------------------------------

    88 former humans
    59 former sergeants
    21 former captains
    18 imps
    57 demons
    88 lost souls
    54 cacodemons
    7 barons of hell
    1 Cyberdemon
    21 hell knights
    8 arachnotrons
    8 former commandos
    3 pain elementals
    9 arch-viles
    8 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 7 he found Hell's Armory.
  On level 11 he ventured into the Halls of Carnage.
  On level 13 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 15 he he found the City of Skulls.
  He wiped out the City of Skulls.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 reloads his rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit! Your red armor is damaged!
 Fire -- Choose target... Find a more constructive way to commit suicide.
 You use a large med-pack. You feel fully healed.
 You swap your weapon. You are hit! Your red armor is damaged!
 You are hit! Your red armor is completely destroyed!
 The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 fires! You are hit!
 You use a large med-pack. You feel fully healed. The Cyberdemon reloads his
 rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon
 dies. Congratulations! You defeated the Cyberdemon! Press <Enter>

-- General ---------------------------------------------------

  He's the first brave soul to have ventured into Hell...

--------------------------------------------------------------

[back to complaining] Yeah, I know this is on Easy and I know I’ve being making a fool of myself with the past couple of posts but this was ridiculously easy. As much as I would love to say this is due to some kind of sudden inspiration, it wasn’t. I was playing pretty lousy (you can tell from the mortem). It was probably partly due to the fact that it was late and I was tried but also due to the fact that I could easily get away with it.

The thing that I think made it so easy for me was that with Son of a Bitch and Triggerhappy maxed out I could take out anything in 3 bursts. In fact the only worry I had was running out of ammo. Fortunately (:O) I managed to find 3 Arch-Viles in a midst of all sorts of former solders. So ignoring the Arch-Viles I repeatedly killed all the formers over and over as they got resurrected until I was sick to death of ammo*. I never needed more after that.

In my opinion, though, it wasn’t the fixed Son of a Bitch that made this game as much of a walkthrough as it was. I blame Triggerhappy. Basically Triggerhappy works as two levels of Son of a Bitch in one level and in conjunction with Son of a Bitch it easily pushes the chaingun in to realms of overpoweredness. [/complaining about balance]
Hence I suggest making Triggerhappy only add one more round on your burst of fire.

Ohh and it’s my first win on DooMRL :D
Thank you again, Kornel. I’ll love to see how I would fare in a shotgun only game :D.

*Side note: I’m not sure if this should be a possible tactic or a scum but every time I killed a former captain they dropped one more pack of ammo and a fully loaded chaingun. I imagine if I wasn’t as invincible as I was it might be a problem taking damage from the other two Arch-Viles as I kept on killing the same poor former captain but I just don’t know. 

P.S. I’ve noticed what I think is a typo in the help/getting started page: “or tell you that you’re out of ammo (poor sob!).” I assume that was meant to be sod? Also it would be nice if that page would be updated to explain the new tactics system.

44
Discussion / Re: That wierd explosion damage...
« on: December 16, 2007, 13:19 »
Huh? Isn’t Kornel saying that the 4d4+5d6 thingy is how it works now and he was thinking of changing it so the damage shown to the player is correct, no?

So if that is how it works now, then there can be no balance issues with just a visual change, right?..
*really confused*

45
Discussion / Re: That wierd explosion damage...
« on: December 16, 2007, 12:19 »
*comes out of lurking*
If it just the problem of the weapon damage being shown incorrectly to the player then why not show it as (4d4) + (5d6) instead of just (4d4)?
*goes back to lurking*
Because 4d4+5d6 RL would be bah-ro-ken :P
*Reads the topic again. Still doesn’t get it*
Why would it be broken? Is it just because you won’t always do the 4d4 bit of 4d4+5d6 damage to all the monsters? But then the same applies to shotguns too, you don’t always do the damage indicated either.
Sorry if I’m being a n00b.

Pages: 1 2 [3] 4 5 6