Hideous Destructor 4.10.0b
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [last update dated July 11, 2016]
Well, I've grown a bit used to the yokai now... Heres a story, showing the interesting situations they can present.
-Map 21, gotcha. Spawned as Classic rifleman
-Quickly double tap the guy right infront, steal his shotgun.
-Turn, grenade the south building using the launcher
-Activate the path to come out of the blood. Right after I hear the doorway open, try sprinting to the other side of the building for cover
-Suddenly tired only halfway around. notgood. Wild yokai appeared, and is behind me
-Turn, can a barely aim, wobbling. Fire the 3 shells in the shotgun, miss all 3 due to wobbling. Am now completely paralyzed, helpless, practically sedated, my stamina bar maxed out and its not stopping, and my shotgun is empty
-Fire grenade, hitting the wall behind it near the door, but not close enough to kill it
-fire 5 times with libby, desperate to have a shot connect before the zombies come, miss all of them.
-Lost soul out of nowhere bites me in the side, and due to the pain the yokai is putting me in, I stumble to the left, into the pit of blood at around 60 hp, and melt away in the caustic blood
Yep...Getting all the way up to highest level fatigue by a yokai is NOT a fun situation. In retrospect I could of attempted to airburst it, but I panicked... Its even worse with a baron coming towards you, being sedated as something is coming over to rip you apart. I think perhaps the gaze should have a bit of falloff, or, have slightly less max effect, as becoming maxed out is usually a death sentence.
just a thought but normal jogging should very slowly allow stamina to return to a midway point, In reality fit people can slowly catch their breath in a steady pace without stopping, but it is of course slower than stopping to rest.
why is the smg reload so long? longer than the zm66, pistol, or libby.
With enough bodies blocking a doorway, baubins cannot cross
By the way, since the zoom function for ssg is now pointless, can we get a sort of latch to connect the 2 triggers for simultaneous fire without all the goofing around to do so? This alone would really help buff the SSG a bit, without touching damage.
Also this has bothered me for a while, but how would the brass eject from the liberator in a forward direction? shouldn't it eject to the side, or upward, or down, or any other direction?
Also, just a thought, but nightmare and grimdark raise the fire rates of guns in enemy hands beyond what is possible.
-Map 21, gotcha. Spawned as Classic rifleman
-Quickly double tap the guy right infront, steal his shotgun.
-Turn, grenade the south building using the launcher
-Activate the path to come out of the blood. Right after I hear the doorway open, try sprinting to the other side of the building for cover
-Suddenly tired only halfway around. notgood. Wild yokai appeared, and is behind me
-Turn, can a barely aim, wobbling. Fire the 3 shells in the shotgun, miss all 3 due to wobbling. Am now completely paralyzed, helpless, practically sedated, my stamina bar maxed out and its not stopping, and my shotgun is empty
-Fire grenade, hitting the wall behind it near the door, but not close enough to kill it
-fire 5 times with libby, desperate to have a shot connect before the zombies come, miss all of them.
-Lost soul out of nowhere bites me in the side, and due to the pain the yokai is putting me in, I stumble to the left, into the pit of blood at around 60 hp, and melt away in the caustic blood
Yep...Getting all the way up to highest level fatigue by a yokai is NOT a fun situation. In retrospect I could of attempted to airburst it, but I panicked... Its even worse with a baron coming towards you, being sedated as something is coming over to rip you apart. I think perhaps the gaze should have a bit of falloff, or, have slightly less max effect, as becoming maxed out is usually a death sentence.
just a thought but normal jogging should very slowly allow stamina to return to a midway point, In reality fit people can slowly catch their breath in a steady pace without stopping, but it is of course slower than stopping to rest.
why is the smg reload so long? longer than the zm66, pistol, or libby.
With enough bodies blocking a doorway, baubins cannot cross
By the way, since the zoom function for ssg is now pointless, can we get a sort of latch to connect the 2 triggers for simultaneous fire without all the goofing around to do so? This alone would really help buff the SSG a bit, without touching damage.
Also this has bothered me for a while, but how would the brass eject from the liberator in a forward direction? shouldn't it eject to the side, or upward, or down, or any other direction?
Also, just a thought, but nightmare and grimdark raise the fire rates of guns in enemy hands beyond what is possible.
Last edited by mumblemumble on Thu Jul 14, 2016 3:01 am, edited 4 times in total.
- Abba Zabba
- Posts: 2166
- Joined: Mon Sep 05, 2011 8:50 pm
- Location: a place lol!
- Contact:
Re: Hideous Destructor [last update dated July 11, 2016]
Bug? Black armor (at least, new black armor) flies behind the player on a pickup attempt where the player can not carry it, much like when the new pickup system was first introduced and the SMGs did the same thing.
Also, considering that what we commonly mistake for as cherubs as putto, I realized that the four faced description for cherubs seems to much better fit the appearance of soul cubes.
Also, considering that what we commonly mistake for as cherubs as putto, I realized that the four faced description for cherubs seems to much better fit the appearance of soul cubes.
Re: Hideous Destructor [last update dated July 11, 2016]
Mumble, I can say firsthand that rifles can shoot casings around that area, in fact. It just varies from type of gun, choice of parts, choice of ammo, choice of etc. etc. etc., whether there's brass deflectors, and so on and so forth. Yes, brass can shoot up front.
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [last update dated July 11, 2016]
I suppose my main issue is its completely to the front, and seems to come out the middle. I would think it would still have a rightward velocity, ejecting at 3, 2, or possibly even 1 o clock, but not 12 o clock. 12 o clock just seems a bit weird. Unless its ejecting the case from the top, I doubt the ejection port shape could make it reliably go out perfectly straight, and due to the tumbling nature, I'm sure there would be varying angle on it as well.Somagu wrote:Mumble, I can say firsthand that rifles can shoot casings around that area, in fact. It just varies from type of gun, choice of parts, choice of ammo, choice of etc. etc. etc., whether there's brass deflectors, and so on and so forth. Yes, brass can shoot up front.
hey vae, ever considered ghost soldiers spawning friendly vile shards on despawn? even just 1 each would be a cool touch
Last edited by mumblemumble on Thu Jul 14, 2016 5:32 am, edited 2 times in total.
Re: Hideous Destructor [last update dated July 11, 2016]
Odd. I have some vague recollection that it shot out at around 2, but you're right, it is coming out straight 12. That probably should be amended, yeah.mumblemumble wrote:I suppose my main issue is its completely to the front, and seems to come out the middle. I would think it would still have a rightward velocity, ejecting at 3, 2, or possibly even 1 o clock, but not 12 o clock. 12 o clock just seems a bit weird.Somagu wrote:Mumble, I can say firsthand that rifles can shoot casings around that area, in fact. It just varies from type of gun, choice of parts, choice of ammo, choice of etc. etc. etc., whether there's brass deflectors, and so on and so forth. Yes, brass can shoot up front.
Re: Hideous Destructor [last update dated July 11, 2016]
Ok, apology for posting complaints when I know you've heard 100 billion people with the same by now, but I gotta do it.
1. I'm regretting posting that infinite air climb bug right now because Doomguy's vaulting blows. He should be able to vault much higher than he can right now
2. Can you get rid of the "haha got you" BS, like the frag and the yokai, and not being able to recharge AR mags?
3. Every pistol I find has 1 round in it
4. If enemies have such low reserves of ammo on them, then surely they should run out quickly when fighting me?
5. Backpack weapons are unloaded, which rustles me
6. Seriously, why can't we recharge AR mags? And not only that, but the half-empty ones we accidentally pick up can't be managed in inventory. They're invisible and the only way to get rid of them is to drop all your good mags, then go find a corner and continually reload until they're all gone.
How about letting Doomguy keep track of the half-mags, and somehow recharge them between levels?
7. Why can Doomguy only have one Derp and one Herp at a time? Control issues?
8. When a doomguy dies, what happens to his inventory?
Thanks lov u
Have a video
1. I'm regretting posting that infinite air climb bug right now because Doomguy's vaulting blows. He should be able to vault much higher than he can right now
2. Can you get rid of the "haha got you" BS, like the frag and the yokai, and not being able to recharge AR mags?
3. Every pistol I find has 1 round in it
4. If enemies have such low reserves of ammo on them, then surely they should run out quickly when fighting me?
5. Backpack weapons are unloaded, which rustles me
6. Seriously, why can't we recharge AR mags? And not only that, but the half-empty ones we accidentally pick up can't be managed in inventory. They're invisible and the only way to get rid of them is to drop all your good mags, then go find a corner and continually reload until they're all gone.
How about letting Doomguy keep track of the half-mags, and somehow recharge them between levels?
7. Why can Doomguy only have one Derp and one Herp at a time? Control issues?
8. When a doomguy dies, what happens to his inventory?
Thanks lov u
Have a video
- Silentdarkness12
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: Hideous Destructor [last update dated July 11, 2016]
It is finished. Sorry for taking forever with this one, guys.
Re: Hideous Destructor [last update dated July 11, 2016]
I quadruple-dog-dare you to do the next episode with LegenDoom Lite added.Silentdarkness12 wrote:It is finished. Sorry for taking forever with this one, guys.
i am just kidding do not actually do this you will cry and then the cyberdemon will inevitably be legendary and you will cry even harder
In all seriousness, that fight went remarkably well, all things considered. I guess it helps that Barons are so slow, and these two in particular aren't exactly in a position that lets them move around much anyway.
I like how literally every time you blew up a cluster of barrels, something got launched directly into you by the explosion and proceeded to remove your face.
Re: Hideous Destructor [last update dated July 11, 2016]
AR mags can't be reloaded because they're caseless, and they already jam enough as is, so getting your dirty little mitts all over the rounds will just fuck things up even worse. If you really must get rid of them for whatever reason, unless you're playing with carry limit on, then just load them into a vulcanette, which won't jam whenever you try to fire half-mags. Alternatively, if you find a Boss or Liberator rifle, you can reload the brass using your half-mags instead.
Not having the pistol issue, though. I usually find them with at least 7 bullets in them.
As for the ammo reserves, well, doesn't that apply to any mod? Surely, a zombieman must carry more than 5 bullets. Surely a shotgunner had more than a few shells. Really this is more a case of Schrodinger's Ammo, if anything. A zombie may or may not even have his gun loaded, he might have 3 rounds, he might have 30, but you couldn't possibly know that he has more or less unless you kill him and take his stuff. The only time it doesn't make sense is when a zombie fires, say, 40 rounds, but still has another 40 left in his gun when you pick it up. Otherwise it's easily handwaved.
Not having the pistol issue, though. I usually find them with at least 7 bullets in them.
As for the ammo reserves, well, doesn't that apply to any mod? Surely, a zombieman must carry more than 5 bullets. Surely a shotgunner had more than a few shells. Really this is more a case of Schrodinger's Ammo, if anything. A zombie may or may not even have his gun loaded, he might have 3 rounds, he might have 30, but you couldn't possibly know that he has more or less unless you kill him and take his stuff. The only time it doesn't make sense is when a zombie fires, say, 40 rounds, but still has another 40 left in his gun when you pick it up. Otherwise it's easily handwaved.
Last edited by Somagu on Thu Jul 14, 2016 6:34 pm, edited 1 time in total.
- Silentdarkness12
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
Re: Hideous Destructor [last update dated July 11, 2016]
Hah! That ain't happening(OR IS IT).......hell, I already get nagged by a friend to try it on Grimdark.....or at least Hideous......I could possibly try it......although I think i'll regret it.Ethril wrote: I quadruple-dog-dare you to do the next episode with LegenDoom Lite added.
i am just kidding do not actually do this you will cry and then the cyberdemon will inevitably be legendary and you will cry even harder
Yep. The spy barrels have learned that their strength is in numbers, not in shock factor.Ethril wrote: In all seriousness, that fight went remarkably well, all things considered. I guess it helps that Barons are so slow, and these two in particular aren't exactly in a position that lets them move around much anyway.
I like how literally every time you blew up a cluster of barrels, something got launched directly into you by the explosion and proceeded to remove your face.
Re: Hideous Destructor [last update dated July 11, 2016]
>using the double barrelSilentdarkness12 wrote:It is finished. Sorry for taking forever with this one, guys.
what would possess you to do that
Re: Hideous Destructor [last update dated July 11, 2016]
Shell for shell, they do more damage, have better velocity. The gun is fast to switch to and away from, and it has the best maneuverability and least turn drag short of the SMG and pistol.Djames516 wrote: >using the double barrel
what would possess you to do that
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [last update dated July 11, 2016]
Humn, I can wear a ninja pirate corpse as a hat by kicking it and walking under it while its off the ground. Are you turning this into tf2 vae?
Actually this might work on other corpses, but mostly them, just kick them when you are outside their hitbox, then walk into the hitbox while they are off the ground. boom, ninja pirate hat.
Also silent, next episode is quite a bit harder, but on the bright side, you have like...a half years worth of updates, many being player buffs / tricks you will now have? Crits, dodge jumping, MUCH better ammo options, backpack item stashes, and a new yokai that likes to make you dead tired , before something ELSE kills you, or you stumble off a cliff. Seriously, I actually like yokai, they are an enemy I love to hate.
Also, yes, double barrel shell for shell is better across the board, the only disadvantage is the capacity. Shells hit 50% harder (1 double blast can kill a ninja pirate, or revenant) which means your ammo stash lasts longer. They also have a tighter grouping, are faster, and the gun weighs 50 blocks less, which even counting the 6 missing shells, its still 30 or so blocks less, with those accounted for (SPEAKING OF WHICH VAE, having a gun track ammo inside, and adjusting weight accordingly would be sweet). So yes, the hunter is better for general fighting, and taking down big shit fast (8 rapid shells can kill almost any non boss) But besides the capacity, and stuff related, the slayer double barrel IS better across the board, and as far as weight goes, a slightly more economic version. Just keep in mind the 2 shells mean its for hit and runs, NOT for continuous firefights, as the reload is slow. In a situation with more than 2 targets, use a rifle, smg, explosive, hunter shotgun, or anything else, really.
Actually this might work on other corpses, but mostly them, just kick them when you are outside their hitbox, then walk into the hitbox while they are off the ground. boom, ninja pirate hat.
Also silent, next episode is quite a bit harder, but on the bright side, you have like...a half years worth of updates, many being player buffs / tricks you will now have? Crits, dodge jumping, MUCH better ammo options, backpack item stashes, and a new yokai that likes to make you dead tired , before something ELSE kills you, or you stumble off a cliff. Seriously, I actually like yokai, they are an enemy I love to hate.
Also, yes, double barrel shell for shell is better across the board, the only disadvantage is the capacity. Shells hit 50% harder (1 double blast can kill a ninja pirate, or revenant) which means your ammo stash lasts longer. They also have a tighter grouping, are faster, and the gun weighs 50 blocks less, which even counting the 6 missing shells, its still 30 or so blocks less, with those accounted for (SPEAKING OF WHICH VAE, having a gun track ammo inside, and adjusting weight accordingly would be sweet). So yes, the hunter is better for general fighting, and taking down big shit fast (8 rapid shells can kill almost any non boss) But besides the capacity, and stuff related, the slayer double barrel IS better across the board, and as far as weight goes, a slightly more economic version. Just keep in mind the 2 shells mean its for hit and runs, NOT for continuous firefights, as the reload is slow. In a situation with more than 2 targets, use a rifle, smg, explosive, hunter shotgun, or anything else, really.
Re: Hideous Destructor [last update dated July 11, 2016]
It's definitely not 50% harder, it just raises the minimum and maximum damage per pellet by 2, from 4-26 to 6-28.
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: Hideous Destructor [last update dated July 11, 2016]
Humn, I suppose so, but this, combined with the tight spread, and applicable crits can actually mean quite a bit more, sometimes.
Why do I always think 50% more? I've said this many times...
Also, I second the lamentation for the fix of the mantling "glitch" I miss being able to mount a 64 unit high wall at over 700 blocks, at the cost of completely maxing out my stamina, and REALLY, its not that unrealistic. if I can climb it at slightly less without being winded, I can certainly climb it with 40 more pounds on me, but be winded, out of breath, and sick from doing so. This is why I thought it was balanced, it could be done, but it entirely wiped out your stamina, so you were fucked if you needed to do anything right after.
I also.....sorta agree about dropping all inventory on death as an option, but have any of you played postal 2? on death, you drop all your items, and it makes a BIG mess. I guess it could be cool as an option, for coop, but still....
Since berserk gives an instant 15 hp, I think the same should apply to spheres, since they are magical, which in my mind 1ups science stuff. I've bled out when grabbing a soul sphere before. Sucks.
Derps and herps target keens.. I find this...odd. They aren't hostile.
Putti attacks fly a bit fast for my comfort. I know they are super rare, but they are pretty much very slow bullets. Thankfully the death message is hilarious, but still.
I think perhaps giving resurrected monsters "resurrection sickness", a nerf to speed, accuracy, reaction time, aggression, awareness and power might be a good idea. Even if it only lasts 3 seconds, it would make a vile shard with your back turned survivable. It would also make sense, most people are a little groggy when they wake up, at least slightly, so something back from the BIG sleep, I imagine wouldn't have the ability to skillfully 3 round burst me at 30 yards a second after rising.
Just an aesthetic thought : Since the mag sticking out of the SMG is black, shouldn't the 30 round mags be black? perhaps swap the color of black / silver on the 15 / 30 round mags?
If you use the vulcanette, hit the weapon function button, and IMMEDIATELY hit fire, the gun locks into an idle state until you release fire again. This makes adjusting fire rates on the fly a pain. Also, you cannot slow down, or speed it up while firing, you must stop firing and adjust the speed...intended?
I notice the spider-mastermind is kinda underwhelming, not hard to kill, not dangerous, and doesn't have tricks. also gets shit on with cyberdemon infighting very easy. Any inventive ideas for him would be good.
I notice injecting an enemy with berserk does nothing...why would I inject a monster with berserk? GOOD QUESTION, but point is, it doesn't work, even when health packs do. I would love to try berserking an unwitting zombieman, Or even imp, then run away like a coward as it rips everything apart in a rage. Yes I realize this is obscure, but I'll be damned if this wouldn't be hilarious, even if less than effective.
Why do I always think 50% more? I've said this many times...
Also, I second the lamentation for the fix of the mantling "glitch" I miss being able to mount a 64 unit high wall at over 700 blocks, at the cost of completely maxing out my stamina, and REALLY, its not that unrealistic. if I can climb it at slightly less without being winded, I can certainly climb it with 40 more pounds on me, but be winded, out of breath, and sick from doing so. This is why I thought it was balanced, it could be done, but it entirely wiped out your stamina, so you were fucked if you needed to do anything right after.
I also.....sorta agree about dropping all inventory on death as an option, but have any of you played postal 2? on death, you drop all your items, and it makes a BIG mess. I guess it could be cool as an option, for coop, but still....
Since berserk gives an instant 15 hp, I think the same should apply to spheres, since they are magical, which in my mind 1ups science stuff. I've bled out when grabbing a soul sphere before. Sucks.
Derps and herps target keens.. I find this...odd. They aren't hostile.
Putti attacks fly a bit fast for my comfort. I know they are super rare, but they are pretty much very slow bullets. Thankfully the death message is hilarious, but still.
I think perhaps giving resurrected monsters "resurrection sickness", a nerf to speed, accuracy, reaction time, aggression, awareness and power might be a good idea. Even if it only lasts 3 seconds, it would make a vile shard with your back turned survivable. It would also make sense, most people are a little groggy when they wake up, at least slightly, so something back from the BIG sleep, I imagine wouldn't have the ability to skillfully 3 round burst me at 30 yards a second after rising.
Just an aesthetic thought : Since the mag sticking out of the SMG is black, shouldn't the 30 round mags be black? perhaps swap the color of black / silver on the 15 / 30 round mags?
If you use the vulcanette, hit the weapon function button, and IMMEDIATELY hit fire, the gun locks into an idle state until you release fire again. This makes adjusting fire rates on the fly a pain. Also, you cannot slow down, or speed it up while firing, you must stop firing and adjust the speed...intended?
I notice the spider-mastermind is kinda underwhelming, not hard to kill, not dangerous, and doesn't have tricks. also gets shit on with cyberdemon infighting very easy. Any inventive ideas for him would be good.
I notice injecting an enemy with berserk does nothing...why would I inject a monster with berserk? GOOD QUESTION, but point is, it doesn't work, even when health packs do. I would love to try berserking an unwitting zombieman, Or even imp, then run away like a coward as it rips everything apart in a rage. Yes I realize this is obscure, but I'll be damned if this wouldn't be hilarious, even if less than effective.