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Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Mon Jun 29, 2009 1:02 pm
by Shadelight
I think the damage should be tuned up a bit, since it's somewhat hard in some custom maps.

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Mon Jun 29, 2009 1:19 pm
by XutaWoo
There is a buyable quad damage powerup you know. :P

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Mon Jun 29, 2009 5:50 pm
by Ethril
XutaWoo wrote:There is a buyable quad damage powerup you know. :P
I thought it was just double damage? :P

Then again, there's also a buyable double defense powerup, so if you get the two of them together, that's quadruple effectiveness compared to the enemies, I guess. :P

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Tue Jun 30, 2009 1:47 pm
by blueoyster
Play Hell Revealed II with this. Holy crap.
I found some of the powerups I hardly buy to be very useful.

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Tue Jun 30, 2009 2:34 pm
by Ethril
Yeah, the hard part is making decisions...
"Hmm, this next part is pretty tough. Should I buy powerups to make it easier, or take my chances with what I've got now and keep saving for that next upgrade?"

It's not a problem, I've just got some difficulty in making decisions sometimes. :P

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Tue Jun 30, 2009 6:20 pm
by blueoyster
Dealing with Cyberdemons and the harder enemies is ball crushingly hard without the Dark power. That combined with the neurotic powerup is a fucking BEAST

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Wed Jul 01, 2009 7:54 am
by Xaser
I catch myself doing the same thing quite often -- Overcharged Dark is tough to beat, though lvl. 3 Lightning can work in a pinch if you can round a few enemies together. Great room-clearers, those two are.

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Wed Jul 01, 2009 8:26 am
by Major Cooke
blueoyster wrote:Play Hell Revealed II with this. Holy crap.
I found some of the powerups I hardly buy to be very useful.
I dare you to play Invasion UAC with it. You'll have full weapon loadouts on map 5, that's a guarantee.

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Wed Jul 01, 2009 5:32 pm
by blueoyster
Also, is it just me, or are Chaingunners a huge threat if you don't take them out within a few seconds? One can strip you of your health and armor by half in like two seconds from a medium distance.

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Wed Jul 01, 2009 5:35 pm
by Kate
They've always been that way, that's why you normally take them out from a distance where they're less likely to hit you.

Hint: An upgraded shotgun can typically take them out in 1 or 2 shots. If that fails, you can distance yourself from them with Gravity and pick them off with your pistols.

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Wed Jul 01, 2009 5:42 pm
by Kate
blueoyster wrote:Dealing with Cyberdemons and the harder enemies is ball crushingly hard without the Dark power.
Here's a tip to help you: If you don't have Dark and you need to face a large boss right now, try overcharging Lightning instead. If you can get close enough to the enemy, it will do massive amounts of damage. The farther away you are however, it will quickly lose effectiveness.

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Wed Jul 01, 2009 6:21 pm
by Estopolis
Cyberdemons are easy to kill. As long as you have Overcharge.

Lightning and Dark work fine, but they cost quite a bit.
Steel, however, rips them apart with minimal cost and lots of hits. Gravity could work if they're near stairs.

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Thu Jul 02, 2009 10:45 am
by blueoyster
Estopolis wrote:Cyberdemons are easy to kill. As long as you have Overcharge.

Lightning and Dark work fine, but they cost quite a bit.
Steel, however, rips them apart with minimal cost and lots of hits. Gravity could work if they're near stairs.
See...when you're faced with multiple strong enemies such as Revenants, Mancubi, Hell Knights, and an Archvile, You're gonna die before you can kill all of them with Overcharged Steel. Try using Time Distortion coupled with Overcharged Steel, and you can clear out any room.

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Fri Jul 03, 2009 5:04 pm
by TypeSaucy
about te auto fire thing, i don know how to work it out. is it a glitch or a bug or what?

Re: [WIP] Psychic -- Public Beta #2 (SVN required)

Posted: Mon Jul 06, 2009 11:05 am
by Major Cooke
X-CrAzYkOoL-X wrote:about te auto fire thing, i don know how to work it out. is it a glitch or a bug or what?
It's purposely disabled. It's meant for you to try and time your trigger finger correctly.