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Mzbundifund posted:Is there any reason to use the dual-wielding over the ammo-doubling mod? Dual wielding makes you spend more ammo, deal less damage per shot, makes you a lot less accurate (so more of that damage is wasted), and makes you spend more time reloading. You'd double the number of hits you get that qualify for procs like critical chance or elemental effects.
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# ? Oct 19, 2016 20:24 |
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# ? Jun 3, 2024 15:44 |
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What exactly is "physical" resist? Not sure if it means less damage from melee or if it takes more damage from elemental effects.
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# ? Oct 19, 2016 20:43 |
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Digirat posted:Nuclear throne gets this right: It's constantly increasing the difficulty, but long before it just adds to the health of the existing enemies, it keeps throwing more of them at you. This means the game gets more satisfying the more difficult it gets, because you're cleaning through enemies faster. If you make a game harder by just giving enemies more health, then higher difficulty becomes less satisfying, because it just takes longer to beat the same number of dudes. Nuclear Throne is 2D though, so completely avoids the issue I was talking about. Case in point. I already said exactly what you're saying here; more enemies is always more fun than tougher enemies. But I'm explaining to you why that isn't always an option. In 3D games its a real design challenge, where in 2D its trivial to toss more sprites at the screen. Zaphod42 fucked around with this message at 20:48 on Oct 19, 2016 |
# ? Oct 19, 2016 20:44 |
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foozwak posted:What exactly is "physical" resist? Not sure if it means less damage from melee or if it takes more damage from elemental effects. Less damage from non-elemental effects. All your weapons are 100% physical by default, melee or ranged. As you put elemental gems in them, some add flat elemental damage while others convert a significant amount of the existing damage to elemental damage. At the end of it, any weapon you have can only have 1 element, and ends up with a certain ratio of that being physical to elemental. Say I have a sword, I put a fire gem in it that says +5 fire damage, and another fire gem that says +10% damage converted to fire. If it had 100 base damage, that'd mean it becomes 90 physical + 10 fire + 5 fire, which means 90 physical and 15 fire, which means 14% is fire and the other 86% is physical. If you really stack elements you can make weapons that are mostly element or you can make ones that have only a little bit. You get more bonus damage from the +damage ones than the + damage converted to element ones, but if you find an enemy that is element resistant, the one that does less damage but has more of that damage as element will end up doing more damage. Consider a 90 damage gun that is 50% fire versus a 120 damage gun that is 20% fire. If you fight a fire weak enemy, the 90 damage gun will inflict more damage overall, same with a physical resist enemy. But against enemies that don't have fire weak or physical resist, the 120 damage gun will top out. Clear as mud? Zaphod42 fucked around with this message at 20:49 on Oct 19, 2016 |
# ? Oct 19, 2016 20:47 |
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I honestly think that is actually pretty clear, I just wasn't sure if there was a difference between melee or not. I play melee centric and have them loaded with critical chance and damage gems and came across a few physical resist enemies recently and it didn't seem to do as much damage, but they were also big enemies with loads of HP, so I couldn't really be sure what was going on.
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# ? Oct 19, 2016 21:33 |
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Carecat posted:You'd double the number of hits you get that qualify for procs like critical chance or elemental effects. Is it worth it to spend a slot on a weapon you want elemental with the dual-wielding mod instead of going with three elemental gems? I haven't been very impressed with the elemental status effects, but I haven't invested in the related skills yet.
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# ? Oct 19, 2016 21:52 |
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I went 8 purely elemental guns, one gun for each ammo type with 2 guns for each elemental type. I was just switching my guns on the fly depending on the enemy weakness and smoking them on the spot.
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# ? Oct 19, 2016 22:00 |
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Jack Trades posted:I went 8 purely elemental guns, one gun for each ammo type with 2 guns for each elemental type. yeah that's how I do it too. Its real easy to gem that way, just slap your top elemental damage gems in, and then gives you a reason to swap weapons so you can play resistance wac-a-mole. Also that pairs really really well with the skill that reloads guns when you don't use them for a bit.
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# ? Oct 19, 2016 22:14 |
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Zaphod42 posted:yeah that's how I do it too. Its real easy to gem that way, just slap your top elemental damage gems in, and then gives you a reason to swap weapons so you can play resistance wac-a-mole. Yeah. That's exactly why I went for that strat. I wanted to spend as little time as possible slotting gems and more time shooting uglies in the face.
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# ? Oct 19, 2016 22:20 |
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Dual-wielding the Swift & Messon seems to be a terrible choice for all the reasons listed but it just looks so darn cool I can't stop
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# ? Oct 20, 2016 00:37 |
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Serephina posted:Things I loved from the first: Oh my god the lootsplosion guns have to have their DPS listed? I shed a tear for the SW franchise, you boys enjoy your desperate Diablo-clone, I guess I have my answer =[
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# ? Oct 20, 2016 00:54 |
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Ok
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# ? Oct 20, 2016 01:02 |
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wait, did you read any of the replies people gave you? things like dps don't matter at all and there's no levels for the weapons or monsters. the gameplay is better than 1's, even if the story sucks.
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# ? Oct 20, 2016 01:04 |
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Mzbundifund posted:Is there any reason to use the dual-wielding over the ammo-doubling mod? Dual wielding makes you spend more ammo, deal less damage per shot, makes you a lot less accurate (so more of that damage is wasted), and makes you spend more time reloading. Picking a random example out of my inventory, comparing a 64 yellow Geminate to a 63 legendary doubler, the doubler gives 167% damage for 200% ammo, while dual wielding at -13% damage gives 174% damage for 200% ammo and -50% reload. As also mentioned, shooting double the bullets with dual wield gives double the elemental procs and greater control over ammo usage, since you'll overkill a lot of things with the doubler. For accurate burst damage, the doubler's fantastic, such as on a revolver, but for maximum DPS on a big target like a Herculon or an elite, dumping 100 elemental rounds out of an SMG very quickly puts a nice big dent in the health bar. It's especially nice for the cybernetic mechs that don't have an easy crit spot. For further comparison, a similar level orange triple-barrel multi-shot is 300% damage at half the fire rate for +50% DPS total, while an explosive mod at +75% explosion and -13% base damage works out similar to ~+55% damage overall separated into two packets. So since stats wise it works similar, you can pick which options work for what feels good with the gun and do just fine, which is a pretty great feat for the weapon balancing off the launch.
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# ? Oct 20, 2016 01:07 |
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truly the Shadow Warrior franchise has fallen so far from its lofty beginnings of "Duke Nukem 3D clone starring a man who literally says 'YOU WIRR DIE WIT OUT HONOR, ZIRRA'"
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# ? Oct 20, 2016 01:15 |
Serephina posted:Oh my god the lootsplosion guns have to have their DPS listed? I shed a tear for the SW franchise, you boys enjoy your desperate Diablo-clone, I guess I have my answer =[
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# ? Oct 20, 2016 01:21 |
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I would just like to say that sticking the "shoot three barrels at once" mod on the Triad revolver along with the ammo doubler and explosive ammo mods was the best/worst choice I ever made. It uses the entire magazine when you fire it, does 500 damage across three bullets, and is horribly inefficient but drat if it isn't satisfying to hit things with and watch them explode into chunks.
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# ? Oct 20, 2016 01:23 |
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Jack Trades posted:So I just finished the game for the first time. Took me 18 hours and I found 65 weapons. Does anyone know how many weapons there are in total? I'm at 68 weapons including the preorder chainsaw blade. I've heard 70 but still haven't seen a list so
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# ? Oct 20, 2016 01:29 |
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Johnny Joestar posted:wait, did you read any of the replies people gave you? things like dps don't matter at all and there's no levels for the weapons or monsters. the gameplay is better than 1's, even if the story sucks. He super obviously didn't read any of them and I find that hilarious
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# ? Oct 20, 2016 01:44 |
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Magnus Condomus posted:I would just like to say that sticking the "shoot three barrels at once" mod on the Triad revolver along with the ammo doubler and explosive ammo mods was the best/worst choice I ever made. It uses the entire magazine when you fire it, does 500 damage across three bullets, and is horribly inefficient but drat if it isn't satisfying to hit things with and watch them explode into chunks. put the triple barrel and two elemental gems on the cerberus shotgun and do 1500 damage to everything in a 180 degree radius in front of you.
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# ? Oct 20, 2016 03:35 |
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nerdz posted:put the triple barrel and two elemental gems on the cerberus shotgun and do 1500 damage to everything in a 180 degree radius in front of you. I think I did that as well, but for some reason the Triad just felt better even though I know it has less total potential damage. Here's a fight with one of the insanity mode Skull enemies using it. Side note, Xbox Game DVR is not very good at recording gameplay, but its also free with windows 10. https://www.youtube.com/watch?v=BMjmHWQ2ifQ&hd=1
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# ? Oct 20, 2016 04:31 |
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Serephina posted:Oh my god the lootsplosion guns have to have their DPS listed? I shed a tear for the SW franchise, you boys enjoy your desperate Diablo-clone, I guess I have my answer =[ Oh no some twat gets to feel slightly superior while everyone else plays a fun game, whatever will we do to correct this horrible imbalance in nature?!
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# ? Oct 20, 2016 04:40 |
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Magnus Condomus posted:I think I did that as well, but for some reason the Triad just felt better even though I know it has less total potential damage. I'm not lying when I say that a single point blank shot with the cerberus would kill 2-3 of them per shot. It feels like the shotguns have guaranteed penetration in their shots. For single target damage you can actually get ridiculous damage per shot and a way better fire rate with one of the rail guns which I forgot the name. Explosion mod, best elemental gem you got and something extra here like crit chance+crit damage. I killed the last boss on insane with like 7 shots. It can crit on hit for 2k damage and then explode for extra 2k damage.
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# ? Oct 20, 2016 05:31 |
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Serephina posted:Oh my god the lootsplosion guns have to have their DPS listed? I shed a tear for the SW franchise, you boys enjoy your desperate Diablo-clone, I guess I have my answer =[ No. What? No. No man. poo poo, NO man! https://www.youtube.com/watch?v=WDgq-K2oYLo
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# ? Oct 20, 2016 06:26 |
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shotguns have listed radius effect or whatever it's called, something that explosive weapons have as well, which seems to give it literal aoe damage capabilities beyond simple pellet spread
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# ? Oct 20, 2016 06:27 |
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Quick non-scientific poll: 1) Did you guys meet this monster during the game? 2) (For people playing on Insane) - was the game difficult enough? Too easy or too hard?
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# ? Oct 20, 2016 08:53 |
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Zagrod posted:Quick non-scientific poll:
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# ? Oct 20, 2016 08:55 |
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It's supposed to be a random spawn in the "Ancient" setting - basically the one that's not a city. I'm trying to check if there's something wrong with it's spawn rate
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# ? Oct 20, 2016 08:57 |
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Zagrod posted:It's supposed to be a random spawn in the "Ancient" setting - basically the one that's not a city. I'm trying to check if there's something wrong with it's spawn rate
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# ? Oct 20, 2016 08:59 |
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i saw...one, at the very least. i can't explicitly remember any others.
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# ? Oct 20, 2016 08:59 |
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I've only ran into one each campaign, afraid I can't remember the mission but it was a HUGE one.quote:2) (For people playing on Insane) - was the game difficult enough? Too easy or too hard?
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# ? Oct 20, 2016 09:15 |
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Zagrod posted:Quick non-scientific poll: I think I've seen that thing once so far. During the tea mission I think?
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# ? Oct 20, 2016 11:19 |
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Zagrod posted:Quick non-scientific poll: I think I've seen this monster once during the 18 hours it took me to finish the game and I've been doing every side-mission and "mini-boss".
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# ? Oct 20, 2016 11:27 |
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I've seen it in a single mission. Also for real fun, put a charge mod on the Gausszille (single-shot railgun). The charge time is almost exactly one fully upgraded vanish long, so you can vanish perfectly place a max damage shot.
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# ? Oct 20, 2016 13:19 |
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I've got around 30 hours in game, and have not seen a single one of those.
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# ? Oct 20, 2016 13:32 |
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I didn't realise act 3 had a load of mission givers in the Wang Hole! Nearly finished the game without doing any of them! Also who are those robot twins on the couch? I don't remember meeting them in the story but he acts like he knows them.
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# ? Oct 20, 2016 17:08 |
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They were twin assassins who worked for Zilla in Shadow Warrior 1. I remember because they were on the ship level, which is easily the most boring one in the entire game.
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# ? Oct 20, 2016 17:32 |
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Zagrod posted:Quick non-scientific poll: About 45% into my first game on insane. 1) Yes one time so far, didn't immediately realize it was spawning all the adds, was an intense fight. 2) It really depends on the modifiers or if I get surrounded unable double jump over the mob. Otherwise it seems ok, wouldn't mind an even higher droprate though because shineys are good. Also on average large elites are way harder fights than the skull enemies.
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# ? Oct 20, 2016 17:35 |
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Zagrod posted:2) (For people playing on Insane) - was the game difficult enough? Too easy or too hard? It feels a liiiiitle bit easy (not anything crazy) on singleplayer and a bit too hard on 4-player. But like I said before, I'm not sure if that's because the friends I'm co-oping with are just bad or not. A few people have expressed in thread that with 4 players enemies start to feel really bullet-spongey which kills the feel of the action, and a few reviews have as well. I was saying earlier that I know its a tough problem because you can't just necessarily spawn 10x as many guys on insane without having performance issues, but it is what it is. And you can just drop the difficulty down to compensate for the 4-player difficulty if you have to. But maybe tweak the player count difficulty settings. Maybe boost boss health more and non-boss health less or something?
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# ? Oct 20, 2016 17:44 |
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# ? Jun 3, 2024 15:44 |
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Does multiplayer difficulty do anything more than multiply enemy health per player? Because I've played other games like borderlands where more players just means more enemy health, and this game seems to get a lot harder with another player than those do, which I wouldn't expect if all it did was add 100% health per extra player.
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# ? Oct 20, 2016 18:23 |