Tremulous Forum
General => Feedback => Topic started by: Manticorr on June 07, 2006, 07:33:16 am
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I have a couple relatively uncomplex ideas for keeping the Lucifer cannon potent (as it should be), but a little bit more regulated:
1) Charge some small credit fee for lucifer ammo (or any energy weapon for that matter) refills. Keeps people from needlessly spamming the entrances, but if made cheap enough, really doesn't impact any other aspects of the weapon.
2) Make the Lucifer cannon actually do a moderate amount of self-damage! It's horrible being a dretch and finally getting close to somebody with only light armor/helmet on, only to have them blast at their feet or at a nearby wall, killing you but taking very little self-damage
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agreed on point 2. and welcome to the forums ;).
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Probably just coding it so Lucifer's count legs as the same as the torso area it would teach people to stop spamming :D
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I always assumed the low self damage is the result of the armour you are wearing? Which makes sense - aliens take far more damage as they are unarmoured. Should probably test this at some point by fullblasting at my feet unarmoured and see what happens....
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Both secondary fire and full charge are aimed directly at ground, overcharge is straight forward. The full charge is a hard one to get but this is a pretty good indication.
Sec Fire Full Charge Overcharge
Naked 14 >100 >100
L Armor 4 36 35
Helmet 9 81 74
L Armor+Helm 2 23 24
Battlesuit 2 23 24
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Makes you wonder why the helmet would have any effect on damage done to your legs.
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Makes you wonder why the helmet would have any effect on damage done to your legs.
That's the same for all non localised damage I guess. Acid tubes, overmind attack etc ... The game just computes a damage divisor depending on the armour you are using.
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I actually saw someone Lucifer-jump today :o :o :o .
I must admit, it's the first time I have seen such a manuever.
I'll have to try it the next time I play as a human.