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Messages - Creaphis

Pages: 1 ... 6 7 [8]
106
Requests For Features / Re: Small change request for Juggler
« on: March 18, 2012, 13:16 »
Okay, fair enough. I assumed that you could bind quickkeys to different weapons by modifying the config file, as the wiki says you can do this, though I didn't try it myself. This just makes Juggler even more quirky and unintuitive, though. Why can the Doomguy grab some weapons from his pack instantly and not others?

107
Requests For Features / Small change request for Juggler
« on: March 17, 2012, 10:16 »
When I started playing (which was only about a week ago, I guess) I didn't know what quickkeys were, or I didn't think I should bother to use them, so the only benefit I got from juggler was the instant swapping with a prepared weapon. Now I realize that you can use juggler to instantly swap to any weapon from your inventory, as long as you have a quickkey bound to it. The problem that I have with this is that to get the full benefit of juggler, once you start using assemblies and uniques that don't have a quickkey by default, you have to save your game and edit the quickkeys configuration file to assign keys to your new weapons. I feel that the full benefits of juggler should be accessible from within the game itself. How about we just change juggler's functionality to, "You can now swap your weapons or equip any weapon from the inventory instantly," as this is effectively what the trait already does?

Or, if that seems overpowered when it's written out like this, how about "You can now swap your weapons instantly and equip weapons from the inventory in 0.5 seconds?" I think this would be interesting, as then there's still a major benefit to having a sidearm in your prepared slot rather than in the inventory, and the player then has to consider whether it's more important to equip a second weapon (for faster swapping) or ammo (for faster reloading).

108
Requests For Features / Re: Dodging behavior change
« on: March 17, 2012, 09:57 »
This would, of course, make the game much deadlier overall, as the first shot from a monster would be much more likely to hit you, and you would get hit an extra time after leaving a monster's line-of-sight if you forgot to move diagonally to the monster's line-of-fire.

109
Discussion / Re: Bad habits
« on: March 14, 2012, 22:45 »
Accidentally going down the white stairs instead of the red.

110
Discussion / Re: Let's take on the Mortuary!
« on: March 12, 2012, 11:57 »
I beat the Mortuary on my first play-through that made it that far. That was just yesterday, on my 28th "New Game" (also my first victory). My previous best attempt got to the Unholy Cathedral but got stuck there so I thought I'd experiment with a melee character. I lost a few scouts that weren't able to survive long enough to get blademaster so I switched to marines for the longer berserks and the vampyre trait. I cheated a bit and read up on the basic assemblies so by the time I got back to the Cathedral I was equipping a piercing chainsaw (5d7) which turned out to be surprisingly effective in the hands of a berserking vampyre. Also, in the City of Skulls I decided to keep the Hatred Skull as I thought a portable source of berserk would be useful. So, when I entered the Mortuary, I felt a bit spooked by the "wail" of the archviles, but then I saw all the corpses, and I remembered my skull, with an evil grin...

I had to fire a BFG a few times, but it was mostly just nonstop melee carnage. Tons of fun.

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