Search found 558 matches

by thereaverofdarkness
Sat Jun 16, 2018 10:54 pm
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

Are you talking about the vlf here? I don't think it works out that way, I think it _starts_ that way, but having that big empty distance between camps means it's more likely expansion groups will find a spawning point between the (much larger) existing camps... It remains constant after you reach ...
by thereaverofdarkness
Sat Jun 16, 2018 6:13 pm
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

Thing is, the submachine gun _isn't_ as strong at that point. Even with uranium ammo it does about 20% less DPS vs spawners than the shotgun, and it eats ammo like candy, 4-5 times faster, Did you take into account the spawner's armor? Even so, you're not counting the missed pellets, or the pellets...
by thereaverofdarkness
Sat Jun 16, 2018 3:19 pm
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

Thanks for the testing! You've yielded some valuable data! I've still never found fire patches from upgraded flamethrowers to be particularly threatening to the Tank, but then again I'm the kind who prefers to just pass through fire patches and not hang out in them (because I always use the tank wit...
by thereaverofdarkness
Sat Jun 16, 2018 1:02 pm
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

The Tank has a flat fire reduction of 15 points, since fire is dealt in many small chunks it's never going to come close to overcoming that resist. [*]A flamethrower turret fireball deals 3 damage (this means you need +400% fire damage before it can overcome the flat resist of a tank) Please play-t...
by thereaverofdarkness
Sat Jun 16, 2018 10:29 am
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 61408

Re: Friday Facts #245 - Campaign concept

I used to build rockets before the technology tree was changed with the new science packs. Launching rockets now requires an hundreds of hours and a massively complicated base. I don't understand how that is a problem? The game development is bad because the devs are keeping the playerbase busy? Ga...
by thereaverofdarkness
Sat Jun 16, 2018 10:18 am
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

And Flamethrower. Not really, when you have to kill spawners to get them out of your way so you can move. Maybe it works better with upgrades, I don't know. I always avoid flamethrower damage upgrades because the base flamethrower damage kills big biters really fast yet the tank is almost imperviou...
by thereaverofdarkness
Sat Jun 16, 2018 9:53 am
Forum: Balancing
Topic: Early game modular armor rebalance
Replies: 57
Views: 15748

Re: Early game modular armor rebalance

bobucles wrote:I'd be happier if the train could use liquid fuel directly and get rid of the silly nature of solid fuel all together.
Train engines should come with a liquid fuel tank that you have the option to use.
by thereaverofdarkness
Fri Jun 15, 2018 8:10 am
Forum: Balancing
Topic: Early game modular armor rebalance
Replies: 57
Views: 15748

Re: Early game modular armor rebalance

I'd still say it should only work if you're standing in a charging dock. it means it has to check once when you stop moving in a few specific spots. it also means you'll be heavily reliant on batteries, because you charge them, then run and do things. It's also a good reason to set the throughput h...
by thereaverofdarkness
Fri Jun 15, 2018 7:29 am
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

That tactic doesn't even work on big camps. You sure you don't want to inject a dose of uncertainty into that claim? Quite certain. Reading your posts, I have to assume you've never played on very low frequency enemies. I don't think you've ever seen a big camp. I've encountered camps the size of t...
by thereaverofdarkness
Thu Jun 14, 2018 10:39 pm
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

You can't for example use tactics like luring the biters away into a trap and then strike the undefended nests (or in multiplayer have someone else hit the base while you distract the inhabitants). Of course you can, substitute "undefended-enough" for "undefended" and that's the...
by thereaverofdarkness
Thu Jun 14, 2018 8:57 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 133739

Re: Attacking biters with turrets makes all weapons pointless

using the flame thrower turret would require serious oil reserves afaik oil usage of turrets is absurdly low It is. You'll lose more oil changing your mind about where the pipe should go than you will to the turrets' usage. If you make a system of flamethrower turrets, fill their pipe line once and...
by thereaverofdarkness
Thu Jun 14, 2018 7:15 pm
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

Imho the main problem with current biters is that they respawn almost instantly. THIS!!! If this were changed, it would take a lot of rebalancing from scratch, but I really dislike that we've been going down this route for so long. I just feel it would be way more fun if biters had a far slower res...
by thereaverofdarkness
Thu Jun 14, 2018 12:11 pm
Forum: Balancing
Topic: Early game modular armor rebalance
Replies: 57
Views: 15748

Re: Early game modular armor rebalance

To rewrite it the more useful way it would be extremely inefficient - either every single ghost on the map would need iterating in a single tick, or every single Roboport would need to do a check for covered ghosts (and good luck with overlapping ranges). It's never impossible. There's always a bet...
by thereaverofdarkness
Wed Jun 13, 2018 1:26 pm
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

Klonan wrote:Anyway, for 0.17 we will be adjusting some of these numbers, spawning logic, etc, so all the feedback is super useful
I can't wait! I assume you've seen the feedback I've given on a few other posts on the forum. If you would like more details, let me know where to put them.
by thereaverofdarkness
Wed Jun 13, 2018 1:10 pm
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Re: Stop Bragging about Playing on Death World!

Sure Bob. However, even current default settings are hard for me, despite way over 500 hours of gameplay. I'm not ashamed to admit I'm a shitty player :) This is why it is important to be able to change the difficulty. I want it harder, you want it easier. Actually the biggest problem I have with t...
by thereaverofdarkness
Tue Jun 12, 2018 7:39 pm
Forum: Balancing
Topic: Stop Bragging about Playing on Death World!
Replies: 44
Views: 20376

Stop Bragging about Playing on Death World!

It is a fact that changing the biter settings does not change the amount of spawners. This has been thoroughly tested. In fact, changing the size setting does nothing at all to spawner generation. Deathworld has the same number of spawners in a given area outside the starting area as any other world...
by thereaverofdarkness
Tue Jun 12, 2018 6:30 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 61408

Re: Friday Facts #245 - Campaign concept

I agree that any difficulty settings should be available immediately, and I expect the dev team to actually test the difficulty settings and verify they work. And i'm pretty sure the devs are intelligent enough to not spawn in behemoth biters in the first mission. Have some faith. This is the dev te...
by thereaverofdarkness
Tue Jun 12, 2018 6:17 am
Forum: Mods
Topic: [MOD 0.15+] Glowing Capsule
Replies: 12
Views: 5484

Re: [MOD 0.15+] Glowing Capsule

mk-fg wrote:Nicked idea from here and added follower wisp lantern to will-o-wisps mod :)
Neat, thanks!
by thereaverofdarkness
Sat Jun 09, 2018 10:08 pm
Forum: Mod portal Discussion
Topic: Why does mod portal use Markdown?
Replies: 8
Views: 2996

Re: Why does mod portal use Markdown?

Markdown should be abandoned to die. End of story. It never had any use and it never will.
by thereaverofdarkness
Fri Jun 08, 2018 11:12 pm
Forum: Balancing
Topic: Early game modular armor rebalance
Replies: 57
Views: 15748

Re: Early game modular armor rebalance

- Grid size is 5x5 and 7x7? So many modules are 2x2. This creates pointlessly awkward layouts with lots of dead space (PSPs are dead space) to function. - Armor scaling too heavily set towards mk2. It's easy to skip mk1 for many reasons, but the biggest reason is that mk2 is so overwhelmingly super...

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