[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.9619238 [View]
File: 1.09 MB, 1600x900, spasm0050.png [View same] [iqdb] [saucenao] [google]
9619238

>>9618568
>I have no idea where the rune from Miasma.bsp got relocated to - I played thru that map 3 times with different mutators to check if it was the issue but apparently nope
I had done some testing of the LaserRifle's secondary fire - and truth to be told it's almost always superior to the primary firemode (outside of some non-random scenario where a row of completely static enemies could get penetrated) also the alt-fire charging noise doesn't alert the monsters ATM
I would suggest that the max-charge laser shot be able to bounce after a miss (but maybe unlike the LC of SoA, the rebounding bolts won't harm the Player), with each riccochet lowering the "charge-power" twice as fast as multi-mob penetration to compensate a possible over-reliance on it
Also I would suggest giving the charged shots a Q2-styled particle trail to make them slightly more visually discernable (a Scrag-like trail for incomplete charges, and HellKnight-style dual trails for the fully-charged bolts)

Adititonally I am wondering if the Plasma Railgun should ignore armour of enemies like LavaNails do currently - as I've also discovered that it takes less ammo to kill a Shambler (and simillar top enemies) with a Plasma-Shaft compared to PlasmaRail although it's coded as an explosive and the hard-coded resistances should ensure it never be possible - is the residual lightning zap from a discharged plasmabolt explosion really that potent to make such difference?
>BTW are the Floating Polyps' code edited to take extra damage from other lightning-bolt sources besides the players LG like in original Quoth?

Navigation
View posts[+24][+48][+96]