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Messages - Radagast

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61
Discussion / Re: 0.9.9.7 - Dual-Reload still broke?
« on: March 27, 2013, 09:57 »
@Sradac, this is pure speculation, it doesn't indicate any bug.

It's only natural to die almost instantly if you go and do reloads that take a total of 2-3seconds and you do it near enemies.
The same can happen with a minigun/gatling gun you know or any other weapon that has huge reload times. It's not really restricted to guns.

And a note for those who didn't notice:

If you go dual gunner build, you actually CAN just reload your current weapon. Just don't use the alternate Reload that reloads both weapons when near enemies. It's that simple.
This way you can reload just one weapon thus taking less time than a full double weapon reload which might "more likely" hurt in front of enemies and finish off the enemy with just one of the two guns.

Just because you think you are Nio from Matrix and shoot with both, doesn't mean it is of benefit to reload both together. Let alone in the face of enemies. :P

62
Super shotguns are not single shot weapons are they? Don't they fire two shots like a double shotty?

63
Requests For Features / Re: Improve interface for Juggler
« on: March 27, 2013, 08:25 »
Erm... am I the only one who simply mashes the 'z' key to accomplish this?

No man that's just a tiny bit of what juggler does. Did you ever care to press numbers 1 to 9 to see what happens?

64
Nice one.

Tactical shotgun and super shotgun though and a MAD build to boot, actually guarantee an easy mode city of skulls. How come you didn't enter there. It's super easy for shotgunners.

Then again optional levels are optional. I guess not all of us like to lose time entering them.

65
Discussion / Re: 0.9.9.7 - Dual-Reload still broke?
« on: March 27, 2013, 06:32 »
This was a bug? Are you sure? I don't remember it in previous version.

For all I know, swapping is always 0 time with DG trait. So it doesn't count at all in calculations.
Also when you reload, you don't drop magazines. You just reload the remaining bullets which usually takes as a full reload depending on weapons.

Since we are probably talking about pistols, you reload both when at least one bullet is missing from each. This obviously takes same total time as reloading both separately. It's also obvious that most of the times you don't want to reload both guns near enemies. It'll take time so it's not advised. Therefore it's ofc a better option to just reload one of them, and kill off the enemy. Reloading both takes too much and might get you killed in such situations. Which is fair.

Also, reloading when one of the two guns is already full, will just reload the empty gun, with it's normal reload time afaik.

Personally I don't see anything wrong with any of the above, it's simple logic.

Unless I'm mistaken and there is indeed a bug I overlooked.

66
Requests For Features / Re: Improve interface for Juggler
« on: March 27, 2013, 06:04 »
A fair point in my opinion too.

Juggler as it is now, is unnecessarily complicated in terms of control.
It's use/interface should be simplified since it just makes us lose precious time, without a decent reason.

The game could use such simplifications, especially since the only one that will be favored from such changes, is the gameplay itself.

67
Discussion / Re: Opinions on new special levels needed!
« on: March 27, 2013, 03:38 »
Ok let's see:

All my experience is from UV till now:

New Hell's Arena:
Pretty much nothing changes, only that the new layout makes it somewhat easier to cornershoot. It's easier but the fact that it's on 2nd level and not 3rd (not sure if that's always the case) actually balances it somehow. No complaints.

Chained Court:
Pretty much easy as always since you got the hang of it from earlier games. Liked the fact that the modpacks now are harder to get, and they are also random I assume? I do miss the agility mods for tactical boots, but I guess random is fine too.. No complaints on this really.

Phobos Lab:
Great unique layout. I liked it. Nightmare Demons were REALLY scary at this point in the game, and they were too many. The surprise when returning from a lever was also terrifying with the walls that opened up. Had it not been for Cateye it would be certain death. Quite hard without a phase device for so early in the game... Scared the shit out of me at that point, so it's obviously nice in terms of challenge at least.

Deimos Lab:
Great work too. Loved all the level  though the 2 shamblers are a bit overboard especially for lowest difficulties ( I can sympathize with complaints in HNTR/HMP) but I guess since it is an optional level, the challenge is great since the reward is about some of the best mod packs in the game. Some builds will have it incredibly hard against the two regenerating fiends.
At least they can be skipped along with their rewards.

The Wall
This was moved to level 11 from 7. It was a hard special level, but the reward of backpack plus launcher always made it tempting. Now that it's on 11, not only is it much much easier since it is the exact same level, but also makes the player run out of ammo in a way, so that city of skulls right after, becomes harder to visit. Can't say I really liked this change 11 seems kinda late. Also makes the anomaly harder since no missile launcher there now.

Halls of Carnage:
Quite hard. Probably the biggest difference by far from earlier version. The lava runs like crazy (srsly!), the monsters have doubled or tripled, there is no time to do anything. Had it not been for my antigr. boots & MCe, I would have probably died before getting to the exit. Too dangerous without a homing device.

Vaults:
Nothing changed seemed like the same thing. I guess it's ok it didn't really need any changes though I find it quite strange, the fact that there are so many Archviles on the left and they practically never have anything to resurrect. By the time you get to the revevants on the right the Archviles are already dead. This makes it quite easy in fact and silly to boot. Monsters should be mixed to have proper difficulty. I wonder why no-one mentioned this.

Limbo:
Great, nice idea. I do think though that's it's very easy compared to Mortuary. The reason is simple. Due to loads of lava, the monsters don't have that much space to move and resurrect. Furthermore you can knockback most of them in lava. I also assume the corpses are much fewer than in Mortuary which is natural due to lava once again. I entered the level and had 6 archviles from the beginning surrounding me. While this makes it a hard entrance, 2 bfg shots from the get-ago practically finish the whole level this way. Or at least most of it. Isn't that right?

Mount Erebus:
No complaints pretty much a great alternative to Lava pits. Liked it for the time being.

Cyberdemon/Mastermind:
Didn't notice any serious differences but maybe it's just me.

68
Nice I'll try it when I get home, thanks for the instructions and for the great tracks. :)

69
Discussion / Re: Does anyone got a Iron Scull?
« on: March 27, 2013, 03:01 »
IIRC, a nuke deals 6000 (fire, most likely) damage to everything on the level. Dunno if the overkill damage counts, though.

Cool. If it does count, it certainly gives us hope of at least making the award somewhat feasible after all.
Otherwise it's just plain ridiculous.

70
LOL Thanks I would have never guessed !! Srsly this requires guessing skills which I didn't have...

Would have never even imagined it unless I blew them up by luck alone... I'm pretty sure I skipped all of that stuff...

And to think on my last UV I had HUGE ammunition issues... figures...

71
Discussion / Re: Does anyone got a Iron Scull?
« on: March 27, 2013, 00:46 »
You are right ofc, no idea what I was thinking. For some reason I have linked death in my mind with no real rewards, since I usually hunt for the completeness badges...

72
Clever choice. I might try it myself. Seems like a fast diamond.

I assume nuking is not an option for such badges.

73
Any screenshot with the crates? I've done a full run, and never found a single one of those...

Maybe something is up with my installation?

74
Discussion / Re: Does anyone got a Iron Scull?
« on: March 27, 2013, 00:33 »
I was wondering - how much damage do you take from nuking yourself, and would it count? If this is a four-figure number, it's actually worth considering adding this to the MVm/CoS strategy.

Sorry to eliminate your hopes but I'm pretty sure that on nuking it's either one of the two:

1. You nuke yourself and die, which means you get no badges since you died. No badges mean no iron skull no matter the damage.

2. You nuke and live to see another day with means of invulnerability which means 0 dmg was dealt to you.

Either way, doesn't help with the iron skull...

PS: It's obviously a sick reward for people who lose a day killing lost skulls endlessly with Mvm...

75
Post Mortem / Re: [U|AoSh|100%|YAAM] 220 HP? I´ll take it!
« on: March 26, 2013, 15:27 »
Well I grabbed the megasphere behind the eastern room surrounded by acid and MAd took care of the rest.
I thought it was a supercharge. At least in my game.

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