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Messages - Nick

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Requests For Features / Re: Balance suggestions
« on: April 10, 2013, 13:32 »
And even for those, MSc isn't all the help I had hoped it to be. What the hell do I need 4 sniper mods in 50 levels for??

It's sorta S/F/N balancing question. I've already brought some ideas above. I didn't figure yet how actually works, looks like Alchemy is already there... or I'm that lucky again so RNG gives me "alchemic" mods.

About the Frag Shotgun... I can't say for sure (didn't tried it yet) but it's parameters look so purple. Looks like the only problem with it is the fact it is green.

Requests For Features / Re: Balance suggestions
« on: April 09, 2013, 01:28 »
Disassembling chainsaw makes some sense, but disassembling cleaver or spear gives you what? Blade and handle?

...and a permanent character boost from eternal forces, of course! We're talking about weapons able to freeze time and pierce steel!

> the only weapon specific skill it doesn't block is...Shottyman.

Scavenger is my favourite trait on Ao100. Because even if I can't find Nano with it, I usually get the Super Shotgun. And Super Shotgun + Shottyman + P + S + P = "Pizdets Vsemu (F**kin' End to Everything)" And armed with Pizdets Vsemu weapon class for a cheap pair of shotgun shells, I can solve the ammo-starving trouble in most cases. Of course, Super Shotgun + P + P + N + P is kinda insta-win but without Nano, PSP is OK.

Requests For Features / Re: Balance suggestions
« on: April 08, 2013, 13:33 »
...and I don't even argue with THIS part :) Because if you're right, it can be nerfed somewhere else. For example, by adding also ammopack/armorbonus drop which is way less useful. I didn't even tried to think about the overall balance, I've concentrated on the local one. This time, I leave the overall balance to others.

Requests For Features / Re: Balance suggestions
« on: April 08, 2013, 12:47 »
Look at the table. There are few new modpack sources. Most new sources give modpacks very rarely but commonly give weird and useful stuff. Most modpack sources in the list are existing (but act a bit different than I suggest).

Requests For Features / Re: Balance suggestions
« on: April 08, 2013, 12:29 »
By "cheap" I mean "given for almost free". If EVERYTHING can be disassembled for a mod pack, Scavenger will be even more imbalanced than Ammochain. That's why I've written that table. I want to have more disassembly abilities but I don't want to ruin all the fun by having 2-3 Nano packs for free every time I play as a Tech.

Why warn the player about things he already left behind? It can't change his decisions so it can't affect the gameplay. I'm sure "there are something really valuable here" at start is enough to make you cross the lava river.

Requests For Features / Re: Balance suggestions
« on: April 08, 2013, 11:28 »
To expand it's power onto ALL rare and unique stuff, not ranged weapons only. And to do it without flooding the player with tons of cheap mod packs.

Requests For Features / Re: ARMED nuke!
« on: April 08, 2013, 10:59 »
I like the idea "press u to set it off right now". If you came to level Invulnerable, it's sorta insta-win (rare luck), but more probably you'll use it with nearby Inv globe, if any.

...and Environment Suit should give you 100% Acid resistance, totally saving your armor and body from that howling goats for this short time it lasts :)

Requests For Features / Re: Balance suggestions
« on: April 08, 2013, 10:30 »
Sorry... Looks like I've said something wrong again :(

Requests For Features / Re: Balance suggestions
« on: April 07, 2013, 11:30 »
Some successful Ao100 runs made me change my mind about Scavenger. You should get different things from different item classes.
0) You disassemble rare and unique weapons as usually;
1) You get a random mod pack from Assembled weapons, but never ones used in the assembly scheme ("Modpack Alchemy");
2) If either weapon or some mod packs were exotic, you get an exotic pack;
3) If you disassemble a weapon with one or more upgrades, you get a random used pack back only if the weapon itself is neither assembled nor exotic. Shotgun[P1] always gives you P. Elephant gun[P1] gives you B, or A, or T, but never P, as well as Elephant gun[none] due to (1);
4) If you disassemble a "holy" (unique) melee weapon, you can get an Onyx pack, or permanently get +5 hit points, or some other character upgrades. Maybe Longinus Spear must have it's own special effect, which is not random;
5) Rare melee weapons (yeah, the Chainsaw) must give you a Power or a Firestorm pack;
6) Armor must give you an Onyx pack, or any of common packs, or an Envirosuit, or a Backpack, or permanently add +25 (+50?) dur. to the armor you wear.
7) Boots must give you a good kick... sorry, I mean (6) without Backpacks, Envirosuits and upgrade boots of course!

Requests For Features / Re: Balance suggestions
« on: March 21, 2013, 23:51 »
Sniper pack can be improved enough for it's "rare" status by simple changing it's effect on shotguns. It must change blast angle to next narrow angle. Like "focused" assembly for double shotgun, but for any shotgun unless it already most focused possible.

Doing this also allows to replace the Sniper pack in the Plasmatic Shrapnel assembly with the Firestorm pack.

Requests For Features / Re: Balance suggestions
« on: March 16, 2013, 00:43 »
I thought about splitting all damage to areas. A=5d2, body_damage=damage*A/10, feet_damage=damage*(10-A)/10. Too much importance of feet resistance will probably make tactical and nerfed antigrav boots useless.
Wait, what? Agravboots require NANO!!! Nerfing it means nobody will waste nano on it ever. Even through their excellent parameters, I never make them. Never got surplus nano packs, lol.

Requests For Features / Re: Balance suggestions
« on: March 15, 2013, 16:16 »
Tactical Boots are not the problem. Lava/Acid protection is the problem. You don't need it often enough to make other parameters of boots as important as the speed/dodge bonus is. You encounter impassable areas you have to walk on very rarely, and when you do, they cause too much damage to use boots anyway -- you have to use an envirosuit pack or a homing phase device.

Don't concentrate your attention on symptoms and look deeper: it's never lupus.

Requests For Features / Re: Balance suggestions
« on: March 14, 2013, 04:33 »
If you decide to nerf nano (I hope you'll NEVER do!!!) I suggest to limit Nanomanufacture to Plasma/Laser rifles (in other words, non-BFG with Plasma damage type), while common Nano applies on everything as usual. Also, Nano + Nuclear must instantly cause the Nanomanufacture effect without full assembly. Let's call the nerfed Nanomanufacture kinda "Nanoreactor" or "Cold Fusion Reactor". Than again, I hope you'll never do it but if life force you, you'll do it this way.

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