Chaosforge Forum

  • April 24, 2024, 19:56
  • 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 - skarczew

Pages: 1 ... 3 4 [5] 6 7 ... 55
61
Requests For Features / Re: Balance suggestions
« on: March 14, 2013, 06:52 »
QFT.
And I disagree.

Atm we have balance of "useful Nano mod vs 'useful' Firestorm mod".
Balance of "almost always made tactical shoes vs almost never made grappling shoes".
And so ...

I am not saying that we should make everything equal, like in some wicked kind of socialism.
I am saying that we should make the game more interesting, by introducing more choices, options, variety - call it whatever you want.
I prefer to have 10 different options for playing the game rather than having "super optimal option" and 9 trash ones.

Quote
Too much balance is good for RPG, not for RL. (...) And there must be no methods which ALWAYS lead to victory.
And this is silly and contradicting. Bad balance = there is ALWAYS the best method, which leads to victory FAR more often than the other ones.

62
Requests For Features / Re: Balance suggestions
« on: March 13, 2013, 16:04 »
Actually, my immediate idea about firestorm was allowing to apply it on armor for a +30% fire protection O.o
Sounds like taken from my mind:

http://forum.chaosforge.org/index.php/topic,6124.msg53051.html#msg53051

Also some other posts there:
http://forum.chaosforge.org/index.php/topic,5472.msg44746.html

Quote
Problem is that this discussion is way too late in the dev cycle.
Blah, blah, blah.

I found it in a quite few places on ChaosForge that people complain about it ...for months, if not years.

And you complain about people giving no feedback, nor ideas ...Thou Shalt Read More, God Hand!


...
Having played some very different games, like Hengband, blizzard's RTS, or DotA, I must say I HATE imbalance by now.
I feel the same while playing many games, bro.

63
Requests For Features / Re: Balance suggestions
« on: March 13, 2013, 04:39 »
Firestorm needs to be made into something useful, as noted and proposed in the other topics.

64
It really is a shame how far the assault rifle has fallen.  I made it nearly every ammo chain game when it first came out because of its amazing accuracy and fire rate.  Now the fire rate bonus is gone and it's far less accurate, on top of the double ammo cost.
Kornel does not play this game, why should he make useful assemblies ;) ?

65
How's this for a simple mix of ideas: Tech mods increase resistances already present, and "related" resistances -these would be grouped into Melee/Bullet/Shrapnel, and Fire/Plasma. Physical or Energy, basically, should be easy enough to remember. So on Blue or Red, you'd get a Fire and Plasma resistance boost, while Green would boost Melee, Bullet, and Shrapnel resistance.

The only time this formula wouldn't work is Onyx Armor, I'll let someone else figure out what to do there.
Blue - increase only plasma res (and protection)
Red - increase only fire res (and maybe protection)
Green - increase melee, bullet, shrapnel res and protection (needed, as it is pretty weak when compared to others)

This way even a green armor could be useful in a late game (and I hope Spidey will get SuperChaingun - with bullet-type damage - in future, like in the original Doom).

66
Resist bonus could be nice, but it's just so many of types.
What about bonus to dodge?
IMO:
Tech mods should add technical stuff (resistances, etc).
Agi mods should add dodge stuff.

67
Requests For Features / Re: Balance suggestions
« on: March 05, 2013, 09:05 »
Is it imba or just a proper award for being that lucky?
Luck is a big factor in DoomRL.

68
Requests For Features / Re: Balance suggestions
« on: March 05, 2013, 09:00 »
Later Ao100 is indeed too ammo-starving. If you haven't found none ammo-regen weapons (or nano), several levels without formers and/or arachnos and you are screwed. Except if you are ammo-chain or melee-heavy, probably.
That is why you need to introduce some kind of strategy into this game :) .

69
Requests For Features / Re: Balance suggestions
« on: March 05, 2013, 03:46 »
Or simply don't kill them.
Some people do aim for YAAM.

And I do agree about those plasma volleys :) .

70
Requests For Features / Re: Balance suggestions
« on: March 04, 2013, 03:16 »
I have played AoMr a lot and I am against it ...

If you want to make shotgun-like pistol, just introduce some kind of sawed-off shotgun or rifle that functions like a pistol.
Could be similar to the famous weapon from Fallout 1:
http://fallout.wikia.com/wiki/.223_pistol_%28Fallout%29

71
Discussion / Re: Cybernetic armor in 0.9.9.7 ?
« on: March 02, 2013, 21:01 »
I like it. Firestorm and sniper is rather disappointing now.
Firestorm on armor: +30% fire resist +10% every other resist, both capped at 75%.
Sniper on armor: ignore +50% miss chance out of sight line. Second sniper on guns instead gives accuracy bonus, equal to (distance-3)/2 (so, close up it is penalty instead)
Since the sniper is rather offensive, I would propose to make armor rather defensive...

72
Discussion / Re: Cybernetic armor in 0.9.9.7 ?
« on: March 02, 2013, 16:50 »
Maybe we could do something with Firestorm mod... For example:
- add certain resistances to armor / shoes (fire, plasma, for example).

As for Sniper mod on armor, it could reduce amount of damage received from bullets and melee hits- both by increasing protection and resistance values.
And I have no idea what could mod do on shoes - but maybe someone has :) .

73
Requests For Features / Re: English Grammar/Style NAZI thread
« on: February 26, 2013, 13:05 »
Considering that I'm not from Poland, my English has enough polish in it thankyouverymuchsir.
You could always polish your Polish.

74
Requests For Features / Re: Allow saving in N!
« on: February 26, 2013, 06:24 »
I'm gonna give my opinion on this:

Normal N! games do not need save feature, you should be able to handle 25 levels in one sitting.
Depends on the way you play. If you take your time trying to kill every monster out there (for a 100% YAAM), then it may take longer than "one sitting". Maybe even more than two.

75
Requests For Features / Re: Balance suggestions
« on: February 22, 2013, 07:02 »
Really, without BFG we have very hard start in CoS. We need MVm build or homing phase - or can die in 4-5 turns even with double shotgun. BFG makes start in CoS relatively easy.
Not really. I did fine with MAc build there and used Elephant (or maybe it was even basic Shotty) to clear out the stuff. You just need shellbox for this.

Quote
But I wonder about Bullet dance, which I didn't even try... probably not that bad, but since pistols weakness is clip size, I don't understand the point of this mastery at all. Also, I don't know what is meant by "firing extra bullets at half the time cost". does it increase the firing time ? would be even worse...
It sounds as if you would shoot 2 bullets instead of 1, at 150% fire time cost.

Pages: 1 ... 3 4 [5] 6 7 ... 55