Quick questions thread!

Started by bleak, February 27, 2011, 14:19

shark20061

Any speed more precise than to the nearest tenth is handled by the energy system, because game turns are only in 0.1 increments.  So, a 0.25s weapon will alternate between taking 2 turns and taking 3 turns (0.2 and 0.3 seconds) each shot.
Hell Knight Warrant Officer (0.9.9.4)  [26!/8/3/1/0]

Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
M:16 S:43 (126) A:17

ih8regin

hmm, so making a T-modded hyperblaster will result in 5 shots in 0.21s (if not chainfiring) and with F mod it'll have 7 shots in 0.25s (TH2 of course). Well, this makes it easier to decide. Thanks.
0.9.9.6: Cacodemon 2nd Lieutenant, wins 3|5|3|2|0, badges [22|17|7|1|0]
0.9.9.7: badges [21|17|17|10|1|wow,1], quest: UV each challenge (9/16)

skarczew

March 23, 2012, 04:58 #377 Last Edit: March 23, 2012, 04:59 by skarczew
Quote from: shark20061 on March 22, 2012, 15:46The shot time can be reduced further with extra levels of Fin or SoG, but no lower than 0.1 sec / dualshot.
Hmm, for some reason in one of my last AoMr runs I had 0.09 fire speed displayed :| .

ih8regin

Quote from: skarczew on March 23, 2012, 04:58Hmm, for some reason in one of my last AoMr runs I had 0.09 fire speed displayed :| .
Perhaps you were playing as a Scout with SoG4 and Fin3 and T-modded pistol? Or with SoG5? If yes, then it looks like the max(0.1s,actual value) check (for display at least) is done prior to applying speed factor, since Scouts have 110% speed.
0.9.9.6: Cacodemon 2nd Lieutenant, wins 3|5|3|2|0, badges [22|17|7|1|0]
0.9.9.7: badges [21|17|17|10|1|wow,1], quest: UV each challenge (9/16)

skarczew

Yep, I had SoG 5 while playing Scout.

gunofdis

Does an F3 tristar blaster really fire 9 shots?  Are they just invisible due to overlapping the normal ones?

shark20061

Quote from: gunofdis on March 24, 2012, 23:19Does an F3 tristar blaster really fire 9 shots?  Are they just invisible due to overlapping the normal ones?

From what I can tell, F modding a tristar blaster has no effect, other than making it cost more to fire.
Hell Knight Warrant Officer (0.9.9.4)  [26!/8/3/1/0]

Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
M:16 S:43 (126) A:17

Numbernaut

How does using an envirosuit pack help with the cyberdemon's rockets? How much of the damage is cut down? Does it still damage you if you get directly hit?
Hell Knight Warrant Officer (0.9.9.6G)
[18/7/3/0/0]

AlterAsc

It gives you +25%(or was it 20%?) to fire and acid resistances.So i guess it cuts 1/4 of initial damage.
(0.9.9.6 - ?) Arch-Vile Chaos Lt. Colonel [26|20|18|16|12|2]

spacedust

Quick question: Does the AoLT bonus apply to all speeds, or just to move speed, ie do I reload and shoot 20% faster because of it too? Because if it does, AoLT just became my favourite challenge!

ih8regin

Yes, but I'm not sure how does it stack with Scout's intrinsic speed boost. It's either 130% base or 120%*110% base (that is 132% effective speed).
0.9.9.6: Cacodemon 2nd Lieutenant, wins 3|5|3|2|0, badges [22|17|7|1|0]
0.9.9.7: badges [21|17|17|10|1|wow,1], quest: UV each challenge (9/16)

Ashannar

Has monster AI changed in a significant way since 0.9.9.3?

In watching Game Hunter's tutorials, it seems that monsters want to gather in the center of the maps, but I am not noticing this behavior at all in 0.9.9.6.
Hell Baron Major (0.9.9.7) 22 18 12 1 0 0

Uitë

Yeah, the AI received significant upgrades. Not only do they not gravitate to the center, most of them have gotten smarter as well.
Arch-Vile 1st Lieutenant
[26|12|6|1|0]

spacedust

Quote from: ih8regin on March 26, 2012, 00:07Yes, but I'm not sure how does it stack with Scout's intrinsic speed boost. It's either 130% base or 120%*110% base (that is 132% effective speed).

So to confirm, if I play a Scout on AoLT, my reload, move, and fire speeds are all decreased by around 30%? Whooo!!

Game Hunter

Quote from: Ashannar on March 26, 2012, 01:26In watching Game Hunter's tutorials, it seems that monsters want to gather in the center of the maps, but I am not noticing this behavior at all in 0.9.9.6.
Believe it or not, this had already changed a lot for enemies by 0994. I'm planning to redo the tutorial stuff (in such a way as to be even more helpful) for 0997, since we're going to see a bunch of extra content there, but I suppose I could make some new ones soon anyway. I don't think we'll be revamping the everybody's AI anytime soon.
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