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Message #19932
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Topic: Game Discussion (Read 115131 times)
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Chaosvolt
Dragon
Probably Perigrin
Posts: 4,120
Dapperness +26/-19
Psycho Bored Dragon
Re: Game Discussion
«
Reply #420
on:
April 30, 2016, 09:03:34 pm »
Nyahahahah.
Spoiler
(hover to show)
Player-specific Changes:
* Fists are stealthy, while the chainsaw can alert monsters while idling.
* Weapons gain differing levels of alert volume, making some weapons draw more attention than others.
* Shotshell maximum doubled.
* Rocket launcher and plasma rifle gain random spread if fired continously.
* Player projectiles can alert nearby monsters on impact.
Changes Common to Both Players and Monsters:
* All hitscan attacks (not just the super shotgun) gain vertical spread, with a comparable reduction in horizontal spread. This goes for both player weapons and monster attacks.
* All projectiles have a small area of effect on impact, set to increase the minimum damage of a direct hit without increasing the maximum. For non-rockets, the effect bypasses cyberdemon/mastermind immunity. Both player projectiles and monster projectiles are affected. Monsters are also immune to their own radius effects and those of their fellows.
* Bullet damage slightly increased. Gun-toting enemies get the same benefit though.
* Shotgun buffed to fire 10 pellets, consistent with super shotgun's 20. Beware, shotgun zombies get the same benefit, though they at least gain more spread than other gun-toting enemies.
* Rockets have the same speed as plasma balls and BFG shots. Yes, this affects the cyberdemon too.
Monster-specic Changes:
* Monsters gain various health and speed increases.
* Monsters can fire in volleys. One monster firing has a random chance of making nearby monsters follow suit. Pain elementals, revenants, and archviles will not fire in volleys.
* Monsters can potentially evade when aimed at, and have a chance of opening fire right afterward. Enemies with melee attacks will refrain from dodging when they get close enough.
* Monsters will hold their fire if a fellow monster block their direct line of fire, and may attempt to dodge to get a clear shot.
* Full-auto enemies can engage in marching fire.
* The SS enemies behave closer to their wolfenstein 3D counterparts plus dodging, line-of-fire checks, volley fire, and marching fire.
* Demons and spectres can potentially move faster when within a certain distance.
* Specres lack alert sounds.
* Lost souls explode on death, within a short radius. Like with monster projectiles, other lost souls and pain elementals are immune to this.
* Lost souls will slow down and start homing in on you if they get close enough in mid-charge. They also can't be halted by shooting them once they start homing.
* Cacodemons and knights/barons bleed the correct color of bloodsplatter.
* Barons of hell gain immunity to explosions.
* Revenant projectiles are faster when non-seeking, and maneuver more aggressively when seeking.
* Archviles have a chance of using an attack that'll additionally blast the spot they first targeted, and heal nearby monsters when they revive the slain.
* Made cyberdemons and spider masterminds able to direct volley fire for any monster allowed to coordinate fire. Also? Both of them explode on death.
* Cyberdemons can randomly choose to continue firing rockets, or engage in marching fire, instead of firing the standard burst.
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Message #19932
NOCTIFER IS A FAGGOT