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Messages - shark20061

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Requests For Features / Change armor "damaged" thresholds
« on: June 27, 2013, 19:18 »
I'm posting this here to get opinions on an idea I had and some applications of it.

The idea is to allow each armor to set its own "damaged" and "severely damaged" states (the point at which the armor loses half and three-quarters of its protection and resistances).  Right now, all armors go damaged at 50 and severely damaged at 25, regardless of their maximum durability.

This is mainly as a benefit to modders, but I had one application for this: to nerf Malek's Armor very slightly by making it go damaged at 75 and severely damaged at 37.  (Consequentially, if you like this idea and know of anything else that could use this treatment, feel free to make mention of it :)  ).

Bug Reports / Re: [] Pacifist bug again?
« on: June 24, 2013, 15:43 »
Yeah, it still exists in 0997.  The good news is that the kill attribution code has been rewritten, so it'll be fixed for 0998 (along with several other related bugs and quirks).

Discussion / Re: Quick questions thread!
« on: June 24, 2013, 12:58 »
That description has two caveats that should probably be put on the wiki:

1) The armor damage is applied before the armor value modifier based on the damage type.  10 shrapnel damage versus a target with 2 armor will deal 6 damage to the target's HP but 8 to the target's armor durability.

2) A successful survivalist throw (50% chance to drop 1 damage after protection/resists to 0) will still deal that damage to armor.

Requests For Features / Re: Reloadable Ammo Boxes
« on: June 21, 2013, 00:13 »
Chain guns are the carbines of classic Doom.  There were machine guns brought over from Wolfenstein, but those were for the Nazis in the special levels, so using magazines doesn't make any sense for this setting.  Chain guns shouldn't hold ammo; they aren't supposed to or they wouldn't be called 'chain' guns.  They should be limited to chains, and what I know of them from modern times is what I've already explained: they're long clips and are broken down as they're fired.

Using 'ammo boxes' to facilitate lower reload times for pistols and shotguns doesn't make any sense.  It would probably increase the reload times and again, magazines don't match the setting.

Rocket boxes don't make any sense, either.  It would make more sense if they used some sort of clip, but that's what the missile launcher is for.

Sometimes realism has to take a backseat to entertainment and balance.  It's a matter of priorities.

As far as balance is concerned, the fear of ammo boxes becoming overpowered this way (as many others in this thread have stated) are, in my opinion, well-founded.  It's an interesting idea but it needs tweaking, or the way ammo boxes work will need tweaking.

Edit: Two related questions. Does the chainsaw count as a blade for Malicious(or generally, do weapons act realistically, meaning Subtle Knife, Longinus Spear, Butcher's Cleaver[on a related note, does that count as a knife as well? - I'm sure I saw a mortem with an MKC with the cleaver], Azrael's Scythe, etc., count as blades, while something like Mjolnir, which is a hammer, not count as a blade, or is there some other internal classification), and why does the combat knife only allow three mods, even with WK2?

The only weapon that counts as a "knife" is the combat knife.  (This is because the game looks for this weapon's unique internal ID.)  If you get a kill with the Subtle Knife, you will NOT get MKC.

The following melee weapons are "blades" (these weapons has the property the game looks for to determine if it works with MMB): Combat Knife, Butcher's Cleaver, Subtle Knife, and Dragonslayer.  These are the only weapons that will grant the MMB bonuses.  Remember that for the resistance bonuses of MMB, you only need a blade in the prepared slot (to get the double attack effect however, both must be blades).

Melee weapons follow the modding rules of armor.  No more than 1 mod + 1 mod per level of WK.  Only 1 mod of any one type may be applied to a melee weapon.  Why this is I do not know.  Of course, the only two melee weapons you can actually mod are the Combat Knife and the Chainsaw.  The rest are uniques/artifacts that can't be modded at all.

First off, no MKC. The only place I could possibly have messed this up was somewhere around floor 25, when I switched to a rocket launcher to bulk mod it and free up some inventory space for a shockwave pack on the ground. Sadly, I forgot, as often occurs, that "u" prioritizes items on the ground, and I popped the shockwave instead. Nothing was visible, but it's possible that the blast exploded some barrels and killed something offscreen, or that a monster died offscreen in the brief interval in which I had the rocket launcher equipped. Either way, the current damage attribution errors may have caused me to be credited with a rocket launcher kill. The only other explanation is that Dragonslayer doesn't count as a knife, contrary to the suggestion of the wiki.

Actually, both would cause you to not get MKC.  Any kill not attributed to the knife (or fists) would fail the condition.  The DS is a "blade", but not the "knife" (the game checks for the specific item ID. Assembed items keep the base item ID).  If the wiki suggests that the DS is a knife, it is incorrect.  It should say that it is a "blade" (which means it works with the malicious blades trait).

Discussion / Re: Quick questions thread!
« on: June 20, 2013, 17:10 »

This one's tricky.

The reason Firestorm can't be added to the Tactical Rocket Launcher is because the check is on the shots and blast radius properties of the weapon.  In order for the mod to be applied, it must fire at least 3 shots or have a blast radius of 3 or more.  The tactical rocket launcher only fires one shot and its blast radius is only 2.  It fails both checks.

Tactical Rocket Launcher isn't the only thing that Firestorm can't work with.  Napalm Launcher also fails the checks.  The Tristar Blaster will try to upgrade the shots (since that has priority) but will it won't work because of the way spread works.

I think some discussion might be needed.

Discussion / Re: Quick questions thread!
« on: June 19, 2013, 21:40 »
This was part of a balance change for that got reverted before release then re-reverted for  Vampyre awards 10% of the target's max hp (rounding up).  I'll go ahead and update the description.

Discussion / Re: Quick questions thread!
« on: June 19, 2013, 17:01 »
There is a fix for that in the repo. You'll see it when the next beta comes out.  Kills track what the source of the killing blow was and don't just automatically assign the kill to the held weapon.  So for the Grammaton Cleric Cross, you actually have to kill the Mastermind with that weapon.

Discussion / Re: Quick questions thread!
« on: June 19, 2013, 10:16 »

Discussion / Re: Tactical Armour OP?
« on: June 17, 2013, 10:33 »
The way I understand it, to change how equipment regeneration works would require changing a lot of other things, like how the N-mod works with weapons and armor, since tac armor isn't the only thing capable of regenerating durability.
Actually, there are a couple of properties related to regen that are item-specific and are easy to alter.  It would be very easy to increase the time before it starts regenerating (currently 10) or make it regenerate at 1% per action rather than 2%.

Bug Reports / Re: Useless Schematics []
« on: June 16, 2013, 13:38 »
Fixed in repo.

Discussion / Re: Keyboard configuration movement help needed
« on: June 04, 2013, 23:53 »
Someone should Wikify this from the vioevent sources :/

... I did.  Back when 0996 got released.  :)

Bug Reports / Re: [|G|Linux] MMB little oddity
« on: June 03, 2013, 15:58 »
The attack function exited early if the attack missed, completely skipping the second attack.  Fixed in repo.

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