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Messages - singalen

Pages: 1 ... 6 7 [8] 9 10 11
106
A very deep idea, as for me.
The ability to move enemies might be extremely valuable.
Low damage and bad accuracy problem can be balanced with numbers.

Let me try to make it more useful... and balance-breaking.
What about EMP grenades against Arachnos (and Cyberdemon/MM/disarming former commandos)?
Plasma grenades?
Blinding grenades?
Noise grenades to attract enemies somewhere else?

I'm considering an attempt to make it my first mod.

107
Bug Reports / Re: [0.9.9.7G][WinXP] Game stops
« on: June 26, 2013, 02:18 »
Keyboard can behave strangely if you switch it to a different language or toggle Caps Lock.

108
Discussion / Re: A Beginner's Guide to DoomRL
« on: June 09, 2013, 07:18 »
"Small Health Globes should be taken if your health is critically low" - how much is that? I remember something about 25% on first levels, and 50% on levels with lava, Revenants, Mancubi and Arch-Viles.
Megaspheres are also the only thing that repair some non-repairable armors.

109
Discussion / Re: Quick questions thread!
« on: June 07, 2013, 09:25 »
What's better for Archangel of travel, Ammochain:
* Red Armor(P), Tower Shield or Blue Armor(O)?
* Tactical boots or lava steel boots?
(I don't want to lose the insane speed bonus, though protection is also very attractive)

EDIT: Ended up with Tac boots, O pack in inventory and Red(P) armor on. Next level yielded another Red armor, and I slapped an O-mod on it.

110
Discussion / Re: Quick questions thread!
« on: June 06, 2013, 03:45 »
Giftdropping is also something hard to deduce by oneself.

111
Announcements / Re: Wiki needs YOU!
« on: May 29, 2013, 08:41 »
Added to wiki: on Modification Packs page and as a third paragraph of Assemblies page.

112
Releases / Re: Evolustuff (1.0.2)
« on: May 16, 2013, 05:56 »
Tried 1.0.2.
15d15 .1s pistol is no longer sufficient for Hell L6-L7, and for Mount Erebus. Neither is 10d15 .1s N1A1 (thanks nano!) plasma rifle.
It was so BORING to try to take Erebus, given lost souls' bullet resistance. The gun was OK only to kick them out of vision. It took more than a full rifle magazine to take down a single skull, and the rifle needed to recharge afterwards...
Wasting all my cell supply with 9d10 BFG took the skulls' health down to "almost unhurt".
I finally left for Dis.
Whoever is going after me, pump your plasma to the maximum in advance, this might help.

113
Hey, but it works ?!!
WHY ???
WHYYYYYYYYYYY ????

I just checked the help section again (cause yes, I had read it), ant it's not mentionned.
I've read it in a bottom line tip on e-quipped screen. I think it should be mentioned in help.

114
Releases / Re: Evolustuff [1.0.0]
« on: May 03, 2013, 15:49 »
Totally unbalanced now... I like it! The feeling of IDDQD...

Maybe evolving once in 50 kills would be more balanced. And only on xp-giving kills, not from N! respawns or spawned lost souls - otherwise it's too tempting to farm them.

My mortem. Somewhy, despite insane weapon stats (15d15 pistol), somewhere around Hell level 3-4, the enemies stopped dying from a single shot, even lost souls. Is this intended?

Attaching some error in the end, after nuking JC.

Spoiler (click to show/hide)

115
Requests For Features / Re: barrel-safe ammo
« on: May 02, 2013, 15:36 »
I initially was against it, as it kind of defeats a piece of gameplay... but...
Pneumatic rifle/shotgun, ZERO damage, but makes monsters roar, and so suitable for radar-shooting?..

Er... a PAINTBALL rifle, painting monsters?.. (no idea what it would do in graphcal version though)

116
Discussion / Re: DooMRL Comics
« on: April 29, 2013, 12:27 »
Take my exercise. I tried to be as bad at Paint and joking as possible.

117
Bug Reports / Does enemy-spawning switch give xp?
« on: April 28, 2013, 11:29 »
I remember something that respawned enemies give no xp (didn't find it on wiki, neither in "corpses" nor in "arch-vile").
Does the same apply to spawn-switches? Should it?
At the end of level, being 97% before a master trait, I wanted to gain some xp, but 8 enemies took me nowhere from 6/97%.
Is this a bug?

118
Requests For Features / Re: Reloading with ammo on the ground
« on: April 25, 2013, 01:55 »
- a way to swap something directly in your box's slot (currently, you can't swap to the box... so, you need to drop it, swap, equipp something, and grab your box again... is this annoyance intended ???)

+1. Swapping to a box just making you temporarily unable to shoot until you select a weapon or swap back. I don't think it's THAT big problem so swapping to your box should be disallowed as it is now.

Er, IIRC, Tab works in "equipped" view.

119
Requests For Features / Relief after clearing level
« on: April 25, 2013, 01:37 »
Adding a bit more light to the level after clearing it would feel more safe and relieved, while not affecting gameplay.

120
Bug Reports / Re: [0997G] Visual failure INT2 - again
« on: March 21, 2013, 15:11 »
I was pretty fine with int2 not working in berserk - shouldn't it become a feature?
If you've grown up to int2, then berserk will make you nearly invulnerable anyway, so it might need some tradeoff.

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