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10 Guests are here.
 

Topic: Curious how the SCP is coming along!
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6741fba194bb6ZylonBane

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Speaking of the gamesys, been messing with the psionic projectiles...

Original pyrokinesis:
https://www.youtube.com/watch?v=br5JLg7BHCc

SCP pyrokinesis:
https://www.youtube.com/watch?v=amu7oqRJSrQ

6741fba194ce0Primitive Primate

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I see that you FINALLY can break cameras with pyrokinesis. Good work.

6741fba194e71voodoo47

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yeah, while a fiery projectile is indeed not the optimal way of attacking a mechanical enemy, not doing any damage just didn't make sense (especially the fragile ones).

6741fba194f5aZylonBane

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Mechanical targets are now 10% vulnerable to incendiary attacks. Enough to fry a security camera, but not very effective against bots.

6741fba19513cZylonBane

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If I were rebalancing the psi system, I'd make pyro the lower-tier skill that's effective against mechanical targets, and cryo the higher-tier skill for use against biological targets. Having cold more damaging to machines than heat is nonsensical.

But that would be well beyond the limits of what SCP is supposed to be. So not happening.

6741fba195209Primitive Primate

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What about a stand alone PSI mod?

6741fba195337voodoo47

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we barely have enough manpower to maintain the main build, having ten forks is just not sustainable.

6741fba19541dZylonBane

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I volunteer PrimPrim to do it.

6741fba195807Primitive Primate

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we barely have enough manpower to maintain the main build, having ten forks is just not sustainable.
Understood

6741fba195ce3ThiefsieFool

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If I were rebalancing the psi system, I'd make pyro the lower-tier skill that's effective against mechanical targets, and cryo the higher-tier skill for use against biological targets. Having cold more damaging to machines than heat is nonsensical.

But that would be well beyond the limits of what SCP is supposed to be. So not happening.
I don't see how that helps, starting with a general use damage skill (like a Magic Missile) makes the most sense and incendiary damage is supposed to be the most effective weapon against bio annelids, not cold.
You want to rebalance Psi then you would do something like I did, merge the two "radar" powers into one power and add an obviously-missing anti-mechanical power at tier 3, one with only just enough damage to be useful, at this point you have cryo still in its logical place and you can still use it in order to save psi points when blasting cameras or monkeys.

6741fba19604fRocketMan

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Ok but then you're going off on a creative tangent, making up your own psi powers, which isn't in the spirit of SCP.  Even messing with the existing ones is borderline but at least you operate within the existing framework of the game.

If mechanical attacks are lacking in the psi repertoire, we need to figure out when it is most sorely needed in the game and shoehorn it into an existing psi skill that would ordinarily be affordable by that time.  Unfortunately I think bots are fairly common after med-sci so whatever skill becomes anti-mech would have to be no higher than Tier 2.  There's nothin in tier 2 that's a weapon except for localized pyro and that's no good because of exploding droids and heavy weapons fire so we're stuck with projected pyro on tier 3.  If you're playing psi, chances are you're not a noob in the first place so it might be justified to wait that long for something that can adequately deal with robots.  In the mean time I guess they'd just have to wrench everything.
« Last Edit: 25. June 2014, 02:35:14 by RocketMan »
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New pyrokinesis looks super cool, great job ZB!

6741fba1962bcYankee Clipper

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Actually, Localized Pyrokinesis is perfect for battling the Protocol Droids. It gives you 100% immunity from their explosions. The only danger is sometimes they dither around before they come at you, and the power wears off. I have found a good solution to that is to go slap them in the face with my wrench to get their attention.

If anything, the problem with LP is that it does not give you the same immunity to explosions by turrets and the big bots.

6741fba196535voodoo47

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a great deal of fixes would not be possible without those, so yes.

why do you ask?
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a great deal of fixes would not be possible without those, so yes.

why do you ask?
I care about the fate Original Levels V1

6741fba1969f7ZylonBane

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I care about the fate Original Levels V1
Well, that makes everything perfectly clear.



I assure you that we are not modifying the Fate original levels.
Acknowledged by 2 members: System, Primitive Primate

6741fba196af7RocketMan

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Wait... LP makes you immune like a shield?  What's the scope of the immunity and is there an ingame explanation? 

6741fba196be6voodoo47

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it's a bug, probably, and I think it's already fixed in ADaOB (and SCP).

and lets make it simple: ADaOB was built using the unstripped maps, and SCP was built using the ADaoB maps.
Acknowledged by: RocketMan
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ZylonBane :/ do not mess over my poor english
https://www.youtube.com/watch?v=FdB3ZCFRRZQ
(click 2:12 to jump to the gameplay)

6741fba196dd8voodoo47

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ah, you mean SS2 beta. yeah, it would be really interesting to have the beta assets, but unfortunately, they are probably lost forever.

6741fba196eaeZylonBane

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I cannot comprehend what connection System thinks there is between unstripped maps and beta maps.

6741fba1970e5Yankee Clipper

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it's a bug, probably, and I think it's already fixed in ADaOB (and SCP).


I had thought that one difference between ADaOB and SCP was that SCP was not going implement the rebalancing stuff in ADaOB. But, if the shield effects of LP are a bug, then it makes sense for you to correct it.

Why do you think that it is a bug instead of intended? And, what other things that change gameplay, like this as well as changing the effects of regular Pyro on mechanicals, are going to be in SCP?
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