Chaosforge Forum

  • April 24, 2024, 23:43
  • 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 - Creepy

Pages: 1 ... 3 4 [5] 6 7 8
61
Requests For Features / Re: Few ideas / minor changes
« on: April 10, 2012, 16:42 »
Spidey having a bullet-type super-chaingun would be more accurate, but it would also make it easy to armor up enough to laugh at it.

That might actually be kinda funny. The Big Cow is a sucker for active defense Dodgemasters, so having the Spidermind cry when some passive defense Powermod Ballistic Red Armor + TaN3 tank rolls up on him would give me a gigglefit.

62
Well, I had no problems with them ...because I play UV =) .

Man, there's something deeply goofy when playing the hard mode ends up making a level easier. =p

63
Requests For Features / Re: The Horrible Ideas Thread
« on: April 08, 2012, 11:44 »
Except since it doesn't add Juggler and can't be swapped, you can't actually use it. =B

Yannow, unless you took Juggler on your own.

64
Uniques can't be destroyed by lava, barrels, or anything else. I like to spite the RNG by throwing valuable-but-useless equipment into lava, and those are the only things that refuse to melt.

Exotics melt just fine though, as many a discarded BFG can attest to.

65
Yeah, 2K wants to "remake" XCOM as a FPS that takes place in the 1950's and doesn't involve anything that came from the original XCOM. 2K has all but admitted they had the story and setting for the FPS decided on and in place before they decided to put the XCOM license over it. At least Enforcer pretended to care.

The Firaxis remake is supposed to be an actual remake and uses a 3D tactical battleground, and remains a TBS. The changes they're thinking of making are smaller and grounded in the idea of "remake and enhance the original for the new generation" instead of "Buy the license and slap it on an alien-related shooter we were already going to make." It looks sharp and fucking awesome, and if anyone knows how to make a goddamn turn-based strategy game, it's Firaxis.

66
All this talk about XCOM is making me hope the X@COM guy keeps on chugging. It looks awesome.

And, yannow, the Firaxis remake of the original. That looks pretty ball'n too, helluva lot better than that nonsense 2K is peddling.

67
Requests For Features / Re: Animation
« on: April 05, 2012, 08:29 »
A two-frame animation cycle would be nice for the baddies. Getting someone with a little experience with pixel art to have a whack at would probably get it accomplished quickly enough if Derek doesn't have the time. And if the substitute pixel artist goofs it up, well then, don't use the new frames. =B

68
Requests For Features / Re: break up running.
« on: April 04, 2012, 08:31 »
Running is sort of like a weak powerup on-demand anyway. You don't get to break it up for the same reason you don't get to use only a little bit of a berserk pack at a time, or why you can't turn off light-amp goggles when you want to save their batteries.

69
Quote
I've actually been playing with the first one and haven't been able to get past the armory

With a couple of levels of EE the Armory is very easy, and you'll probably have that much by the time you get to it. You don't even really have to walk very far; hole up in the doorway of one of the buildings with the former humans in it and start shooting blindly down the hallway until the screaming stops. Since the Armory almost entirely a single tile-wide straight path, you can kill nearly everything in the level without having to actually be anywhere near them. If you're lucky one of the critters on the far end will let out the Arachnotrons, and you can kill them along with everything else. If not you can always blast open the doors and boogy back to cover, and then go back to shooting down the hall. Either way, the level isn't much more than a shooting gallery.

Never underestimate the power of shooting at targets in the black. Tripping over a map and being able to see all the baddies makes a level dead simple if you have the accuracy to start sniping.

70
Technician's single pistol build works because the pistol damage is always maximized. A technician is also likely to have a powerfully modded pistol; if you have even a single powermod on your gun, you will do knockback with every shot against nearly every enemy, and will almost never miss because of Eagle Eye. SoG improves firing rate, so you'll put a pile of shots into anyone before they manage to get close and keep them at bay at the same time. Being a single weapon means you don't need both hands, so you can use an ammo box for rapid reloads, which reduces one of the biggest problems in pistol builds. The build takes time to hit it's peak, but when you're there it gives you a hideous amount of control over the battlefield. You can literally push around anything short of the Cyberdemon or Spidermind.

DW hits the sweet spot earlier; DW is available to anyone as early as level 3, instead of level 7. You double the damage you've been doing, right there. It doesn't come as a single attack, so no pushing enemies around the battlefield, but you can more easily KILL them at that point than a Sharpshooter could.

Anyway.

1) Dodgemaster: If you move in a direction other than directly toward/directly away from an opponent that shoots at you, they can miss based on your dodging chances (and some otherstuff). Dodgemaster makes it so they WILL miss, automatically. Just move as you want, and as long as it wasn't in the direct line the enemy was shooting in, you'll be considered dodging automatically.

2) Reloading while you move requires Shottyman (for shotguns), and it's automatic. Otherwise you reload by pressing 'r'.

3) "Running" is essentially a power-up mode you get by pressing tab. You get extra dodge chance and take less time moving between tiles, but your accuracy and melee-attack damage go down. Eventually you get tired and things go back to normal, and can't use Running again until you either get to the next level or use a healing item. This is not the same as just moving normally.

71
He's talking about strategy and tactics as military ideas; strategy as in goals in an operational sense versus tactics being small-scale manuevering and whatnot to achieve short-term goals. The fact that even the people that want the game to require doubled keystrokes or a speed governor to stop you from going too fast wouldn't use the terms in a military sense because DoomRL isn't a military campaign isn't really something he's caught yet. I get the impression that's trying REALLY hard to show that he knows more stuff so that his opinion sounds more educated.

Honestly, the whole "The frontpage says FAST AND FURIOUS so I want a thing in place to stop me from going so fast that I make mistakes because that's not FAST AND FURIOUS" doesn't really help his cause. I like Matt and Demetrious' arguments; they don't claim the idea is to be FAST AND FURIOUS (And how the inputs forcing you to slow down is supposed to be FAST AND FURIOUS is simply beyond our slow-playing ability to understand). They at least just go with stuff like "I've got butterfingers sometimes and would like the game to not jump on me for it" and whatnot instead. Even if you disagree with that, it actually makes sense, as opposed to the weird "It's not FAST AND FURIOUS enough if the game doesn't stop me" argument.

72
Requests For Features / Re: Safety mode
« on: April 01, 2012, 03:47 »
I could do that... by default ON on ITYTD, optional on HNTR-UV, and unavailable on N! (*evil grin*)

Christ no, turn it OFF by default. I don't want to have to go out of my way to tell the game that I really mean what I'm pushing on ANY difficulty. If people want the game to require double the keystrokes a bunch of actions the game is gonna require, let them turn that on themselves. I don't like the idea of an "ANNOY ME" mode that I have to go out of my way to turn off.


73
Here's where I think we're having a bit of a communication breakdown:

Quote
It's the stupid mistakes that kill, for no good reason.

That's your statement, while my own (And most other DoomRL players, from what I gather) would think the mistake IS the reason you get killed. And that it's a pretty good reason. If you don't want to die, you learn to make less mistakes. None, preferably. It's not really an interface issue here; the whole "compensate for information which a player would never ignore were he really there" concept is already there, in that it gives you all the time in the world to examine the situation before acting. You simply aren't using it, because it's not your "style". You even acknowledge that it's a bad habit, but you do it anyway. You know it's a mistake and that the game will kill you for it, and that the game has a way to not have it happen, but do it anyhow because the game's solution isn't one you like. That... isn't really a flaw in the game.

74
In graphical mode, if you click a tile down the hall and an imp wanders into view while you're marching, you stop marching. It won't let you make long movements while an enemy is in view, so mouse-users don't get splattered if they click the wrong tile and send Doomguy marching across the level while in a crossfire. This is already a thing. And the pathfinding system it uses will route you around lava, at least when you're trying to navigate through a patch with 'islands' on it, making it easy to navigate around static obstacles like those safely. Since my laptop doesn't have a keypad and the Home/PgUp/PgDown/End keys are arrayed vertically, using the mouse is essentially the only way to navigate both safely and quickly for me. I find this helpful.

But I don't ram keys even when I use the arrows, because that's stupid. In Doom, you didn't last long if you got tunnel-vision and ignored things while running to the end of a hallway, and the game didn't stop you if an imp took a potshot while you were wandering around and not paying attention. Doom was not button-pounding repetition and the game wouldn't hold your hand if you didn't keep an eye out all on your lonesome. Situational awareness was a key factor.

If you're pounding reload a billion times and not paying attention to what it's going to do, you'll die here. You'd die in Doom for that too; there was no timeout while the shotgun reloaded, you dodged like a mofo or you died. Same here; you have to manage your actions yourself, so pick the right ones. This doesn't mean "play with patience". This means "don't zone out like a putz." Taking a quick look at the screen to see that an imp hasn't wandered into your line of sight doesn't take more than a split second.

You can TOTALLY do the "no patient planning" thing here; go running in without any idea of what badges/medals you want. Pick staircases when you see them instead of planning which levels you want to hit before you play. Grab your traits on what you think is cool right now instead of aiming at a specific build. All that stuff works; this isn't Nethack, you don't have to spend time planning your run or ascension kit if you don't want to.

But if you're reloading and zone out while pounding that 'r' key, you'll die. Not because you aren't patient, but because you zoned out.

75
0.9.9.6 / Re: [M|AoPu|100%|YAFW] Melee Rocket Surprise!
« on: March 29, 2012, 17:13 »
That is a sexy build. Infinite rockets and melee, ye gods.

Pages: 1 ... 3 4 [5] 6 7 8