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Post by Avi on Nov 16, 2012 0:26:01 GMT -5
Thoughts here, GO
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Berg
New Member
Posts: 20
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Post by Berg on Nov 16, 2012 0:35:32 GMT -5
Ice rifle: Low ammo capacity, high ammo usage. - Primary: 50RPM. High ammo usage, low max ammo. Fires a large chunk of serrated ice that stuns, freezes or slows enemies if it doesn't kill them outright (depending on amount of code hackery involved). Upon impact, ice crystallizes and shatters into ripping ice shrapnel that ricochets around the room. - Secondary: Variable RPM. Holding charges the beam to launch a devastatingly powerful fletchette of ice of increasing strength as it's charged. Functional to a railgun-ish weapon. Can be fired at primary fire's crystallized ice chunks as a catalyst to its detonation reaction, greatly enhancing its destructive power. Uses minimum of 4 ammo (minimum damage), max 8 (maximum damage, double that of minimum damage).
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Post by Avi on Nov 16, 2012 0:35:37 GMT -5
Flamethrower: Problem I recently played Doom II's map02 and found that the flamethrower is kinda terrible. I couldn't figure out why though. Why do we have a flamethrower? 1) Cover your tracks as you retreat --Cover advantage 2) Burn damage that hurts them when you can't aim at them. --Tactical advantage. That said, does this work as intended? the flames bounce back off walls, and the flame spread is wide enough that it's dangerous to use in close quarters for the player unless he's physically moving backwards. But that's the strategy we always planned on using anyway. So why is this bad on Map02? It's all hallways and one wide open area anyway. Well, the damage. Strike knights and initiates took a small fraction of time of getting blasted directly before getting set on fire. During which time they were shooting back and cleaning my shield down to nothing in very short notice. This was the first hallway. I wasn't even at the opening. I chose to skip the SSG room knowing I'd just get thrashed there. The open area was a very bad move. At 5-9 (less than 10 is all I really remember) points of shield left (started with Strike armor...) I was hosed and died before making the jump. Tried it again, died opening the spot to the teleporter. I haven't even set off the key trap yet. Tried the entire mission with the USP. Beat it. with 13 health. Solution:Currently we have two types of Damage Over Time attacks: Fire, and Acid. Acid grenades have a large spread with a low damage over time. Fire has a potentially large spread with a low damage over time. They're both the same weapon from a design perspective yet function entire different in game, so let's change how the flame itself works. www.youtube.com/watch?v=LMInvh4PFGY MEET THE NAPALM FLAME THROWER. This mother fucker here only burns where it lands. Yet, because it's napalm, that area is going to continue to burn until the napalm burns out chemically. This style is perfect for Fed the way it is. Our flames are somehow effected by gravity and don't have a +ripper the way a gas flamethrower would blow through an area and burn multiple people at the same time. And because it's napalm, we can just boost the direct damage to a more considerable level and the rest takes care of itself. + More direct damage - No flame spread outside of where the particles land. Burn length should be adequate.
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Post by AceofSleep on Nov 16, 2012 2:44:24 GMT -5
Buff knife
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