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1
Discussion / Re: Using Juggler to avoid reloading.
« on: January 14, 2013, 23:40 »
I *thought* it was changed to be like that, because there was some discussion about how juggler made exotics less appeling a while back :
-instant switch to prepared weapon
-very low time to switch to any other weapon.
But i haven't played too much lately, let alone builds with juggler.
But juggler is indeed one of the best advanced traits around if your build allows it. Often well worth delaying your master trait for it :-)
-instant switch to prepared weapon
-very low time to switch to any other weapon.
But i haven't played too much lately, let alone builds with juggler.
But juggler is indeed one of the best advanced traits around if your build allows it. Often well worth delaying your master trait for it :-)
2
Discussion / Re: Ascii Dreams 2013
« on: December 25, 2012, 05:52 »
DoomRL got my vote mainly for the G release.
Also Sil : "classic" in presentation, with a very modern design. Too bad i really suck at it lol.
My other favorite RL's just didn't release anything major enought to get a vote.
Plenty of newcomers too that seem to be promising games, but since i didn't play them...
Also Sil : "classic" in presentation, with a very modern design. Too bad i really suck at it lol.
My other favorite RL's just didn't release anything major enought to get a vote.
Plenty of newcomers too that seem to be promising games, but since i didn't play them...
3
Requests For Features / Brutal Doom style
« on: December 24, 2012, 00:50 »
Just discovered something i completly missed in the great brutal doom mod... No it is not the fatality-like executions. It's the ability while berseck to pick up barrels and lost souls, and throw them for orgasmic explosions...
I immediately thought this would be awesomely cool for DoomRL too. What do you (doom)guys think ?
I immediately thought this would be awesomely cool for DoomRL too. What do you (doom)guys think ?
4
AliensRL / Re: AlienRL Wiki: How do we start one?
« on: October 08, 2012, 04:03 »
Read the article about accuracy, thus a few points :
* If possible anyone besides the HW Specialist should take, basics in sidearms and primary from the start. The difference in "skill rating" between untrained and basic being *2*. Maths tell us that getting basic heavy weapons asap after finding a heavy weapon is a good idea too.
* Pain : i assume that when under pain the bonus to "skill rating" due to distance is conserved. Pain mostly happening in melee range, it's no wonder many players don't notice it's effects.
* If possible anyone besides the HW Specialist should take, basics in sidearms and primary from the start. The difference in "skill rating" between untrained and basic being *2*. Maths tell us that getting basic heavy weapons asap after finding a heavy weapon is a good idea too.
* Pain : i assume that when under pain the bonus to "skill rating" due to distance is conserved. Pain mostly happening in melee range, it's no wonder many players don't notice it's effects.
5
AliensRL / Re: Damage
« on: September 21, 2012, 02:13 »
Playing a lot of technicians (basic sidearms mostly), for pistols the damage seems to go down as the clip size increase... Particularly regretting dropping my starting pistol for a *combat* pistol (18/18)...
6
AliensRL / Re: Some thoughts
« on: September 21, 2012, 02:09 »
Anyway does the God Hand has more plan about flavour concerning the towers ? New level generators are great, but it still feels like it used to be inhabited by a race of box-lifters, sleeping in beds and eating on the floor, not humans.
Well game is allready awesome, and i *need* to ascend in this version too.
Well game is allready awesome, and i *need* to ascend in this version too.
7
AliensRL / Re: Map marks
« on: September 21, 2012, 01:52 »
Was allready answered (long ago) on the board, marking everything visible on map would remove a lot of the claustrophobic feel of the game. Like being out of med packs... around 30 hp and remembering there are med packs the next tower. It would remove a lot of tension knowing where they are exactly.
I don't get why barrels are marked... but dead aliens showing is great : it allmost allways means you where there, very handy when you *have to* explore everything.
I don't get why barrels are marked... but dead aliens showing is great : it allmost allways means you where there, very handy when you *have to* explore everything.
8
AliensRL / Re: Some thoughts
« on: September 18, 2012, 10:51 »
About Acid : perhaps only larger aliens should leave enough acid to be a threat to the environement and the player. On the other hand, if aliens leave have acid blood in game, then the focus on point-blank shooting as it is atm is difficult to justify. Game design is hard :-)
Something i didn't catch during the beta-phase and that is needed (was diying way too early) : some way to fire at somthing (like glass) without the cursor going back to an alien in view. Very often i want to break glass while there is a drone or worker in view. not sure how to implement it thought...
Something i didn't catch during the beta-phase and that is needed (was diying way too early) : some way to fire at somthing (like glass) without the cursor going back to an alien in view. Very often i want to break glass while there is a drone or worker in view. not sure how to implement it thought...
9
Discussion / Re: Fallout RL
« on: August 26, 2012, 20:39 »
There is a Fist of the North Star RL, Caves of Qud has also a pretty cool post-apocalyptic feel.
A fallout-RL sounds like perfect game, but doubt it could be done right anyway...
A fallout-RL sounds like perfect game, but doubt it could be done right anyway...
10
Discussion / Re: Optimization, the Wiki, and more!
« on: August 21, 2012, 23:51 »
It's been a while since i played a dualgunner but... Let's say you got a *weak* pistol and a stronger one, for whatever reason (unfinished modding commonly).
Is it better having the strong one in prep slot or the weak one, or does it not matter for knockback issues. Worth testing imo.
Is it better having the strong one in prep slot or the weak one, or does it not matter for knockback issues. Worth testing imo.
11
Discussion / Re: Master assemblies
« on: August 13, 2012, 23:31 »
I think i made some cerberus stuff once or twice... Not that i still had *real use* for it at that point of the game. And that's the problem.
Basic assemblies : mostly great stuff, i make tactical stuff very often. Or a (startscummed) speedloader pistol. Gatling gun. Some specialised armor or so.
Advanced : bit harder to make, and more of niche uses. Still use them quite often.
Master : Only ever made when swimming in mods and even then more for the unlock something factor than to use it.
Rare Mods should stay rare, a 10-20% chance for the *side-mods* in the Armory to be rare would be a decent improvement imo.
Upon recieving a Nano mod most people will just see a hell lot of every mods besides A.
Basic assemblies : mostly great stuff, i make tactical stuff very often. Or a (startscummed) speedloader pistol. Gatling gun. Some specialised armor or so.
Advanced : bit harder to make, and more of niche uses. Still use them quite often.
Master : Only ever made when swimming in mods and even then more for the unlock something factor than to use it.
Rare Mods should stay rare, a 10-20% chance for the *side-mods* in the Armory to be rare would be a decent improvement imo.
Upon recieving a Nano mod most people will just see a hell lot of every mods besides A.
12
Releases / Re: The Inferno Module
« on: April 21, 2012, 00:50 »
This mod really kicks ass, i only tried a few HNTR runs and failed but wow ! It's really great.
Good points (Going to forget a lot here i guess...) :
* Ennemies that need to notice you to be alerted : very Doomish.
* New Ennemies with great mecanics. The first group specters really left me wtfucking.
* Cool level generators, i had a ''standart level' with small ammo rooms within a big room, very neat.
* The ammo lever
* Lots of level events that i have yet to figure out what all of them do.
* Special levels : this is actually the best part of the mod for me so far. Some are big others small, some relatively easy others very hard, some simple as in kill everything others are like 'a mission with objectives'. Another great feature is (most) special levels aren't allways generated, last try i even had 2 spawn on one floor, giving choice thus replayability.
Awesome work tehtmi !
Bad points :
* sometimes a few monsters that should clearly be part of one monster group aren't alerted when they should, i guess this must be hard to code ;-).
Good points (Going to forget a lot here i guess...) :
* Ennemies that need to notice you to be alerted : very Doomish.
* New Ennemies with great mecanics. The first group specters really left me wtfucking.
* Cool level generators, i had a ''standart level' with small ammo rooms within a big room, very neat.
* The ammo lever
* Lots of level events that i have yet to figure out what all of them do.
* Special levels : this is actually the best part of the mod for me so far. Some are big others small, some relatively easy others very hard, some simple as in kill everything others are like 'a mission with objectives'. Another great feature is (most) special levels aren't allways generated, last try i even had 2 spawn on one floor, giving choice thus replayability.
Awesome work tehtmi !
Bad points :
* sometimes a few monsters that should clearly be part of one monster group aren't alerted when they should, i guess this must be hard to code ;-).
13
Discussion / Re: Wean Me From My Shotgun
« on: April 15, 2012, 03:53 »
Also something important for marksmens : is getting a feel of when a ennemy will act. Shooting 2-3 times depending on fire speed then sidestepping. That allows for somewhat damageless fighting in the open, VERY important early game and still usefull later.
Just what a shottyman would do but with more control over when who does what.
Just what a shottyman would do but with more control over when who does what.
14
Off Topic / Re: Now playing... (games)
« on: April 15, 2012, 03:39 »
Infra Arcana, and add some ambient horror music in background.
Hope the Creator gets back to development (classes system would be great)
Hope the Creator gets back to development (classes system would be great)
15
Off Topic / Re: Medical Armor - what a point?
« on: April 15, 2012, 03:09 »
At least its modable... And has resists.
Now lets start a topic about the Medical Powerarmor.
Now lets start a topic about the Medical Powerarmor.