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Author Topic: Ruination  (Read 19392 times)

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Re: Ruination
« Reply #15 on: »
Quote
Hmm.. the ezro rifle uses similar attack animation to a bow/crossbow/gun. That's why it has perfect accuracy, and on top of it has very long attack range, just like kva said.

So if you want to get perfect accuracy you should change the animation to match bow / crossbow / gun? :(
Can you get perfect accuracy & use the existing TL1-Rifle shot animation ?
I like the animated shots that are already on TL1-Rifle.
By the way the new drewrobi Assassin class changes the shoot animation from the Snipe skill, is there a difference with TL1-Rifle?

Quote
If I change the bullet to penetrate through enemies, then the rifle would be similar to a Minigun, but with slower firing rate.

I'll probably add the shield break effect instead.

Thank you, it would be great if TL1-Rifle had a shield break effect and also please add a little shooting range. At least farther than the enemy who threw the spear (Deathflinger). Because the Shooting range of TL1-Rifle is the same as the enemy who throws the spear. :)
« Last Edit: April 21, 2018, 01:33:24 pm by Sch123 »

Re: Ruination
« Reply #16 on: »
Hi @Viz

Can you add also add the effect of reflecting Magic & Physical attacks on LightSaber, to feel like Star Wars. :D

Re: Ruination
« Reply #17 on: »
Hi @Viz

Can you add also add the effect of reflecting Magic & Physical attacks on LightSaber, to feel like Star Wars. :D


Specifically 50% Chance to reflect missiles at 50% Dps or 90% Chance to Reflect missiles at 20% Dps?

And Reflect 10% Damage?

Maybe include +10% Dodge Chance?
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Ruination
« Reply #18 on: »
lol idk, reflect would be too much on a weapon :P

Made the rifle entirely ignores shield, so rifle attacks will goes through it.


Re: Ruination
« Reply #19 on: »
Hi @Viz

I forgot to tell. :(
- When the enemy is very close to us sometime TL1-Rifle can not hit it.
- When we shoot from max distance, enemies very rarely hit. But if we go forward a little bit then our shots will hit the target.
- When we shoot repeatedly sometimes TL1-Rifle does not fire a bullet (firing blank).
- TL1-Rifle can't shoot enemies behind a wooden barrier, although the wooden barrier has been destroyed.

Can you also make MiniGun to be able to do Cooldown even without Colldown Spell, of course he can do that with a longer time to Cooldown than he uses Cooldown Spell.
Why I'm asking for this, because when I get a MiniGun weapon in the middle of my adventure I can not use that weapon because it can not do Cooldown without Cooldown Spell. :)
« Last Edit: April 21, 2018, 01:44:58 pm by Sch123 »

Re: Ruination
« Reply #20 on: »
Yea the way the cooldown system was coded in Minigun, it needs the coolant. I can't change that atm.. sorry.

I did another rifle changes so that its attack has a tiny bit homing effect.. It shouldn't bend like a Glaive Throw, rather the homing effect will make it more accurate.

« Last Edit: April 22, 2018, 12:00:46 am by Viz »

Re: Ruination
« Reply #21 on: »
Quote
Yea the way the cooldown system was coded in Minigun, it needs the coolant. I can't change that atm.. sorry.

Maybe you can see coded in the latest version of MiniGun V.10. In that version Minigun does not depend on the Cooldown Spell.

Spoiler: Minigun Weapon (v.10) (hover to show)


Re: Ruination
« Reply #22 on: »
Quote
Yea the way the cooldown system was coded in Minigun, it needs the coolant. I can't change that atm.. sorry.

Maybe you can see coded in the latest version of MiniGun V.10. In that version Minigun does not depend on the Cooldown Spell.

Spoiler: Minigun Weapon (v.10) (hover to show)

We ran into this issue before.

Minigun version 10 was rejected by Doudley and Viz because the "coolant" crashed Synergies.

Minigun version 9 was pulled out of the Better Vanilla Spicy mod pack and used as a result.

Perhaps Minigun version 10 can be used without the "coolant"?
« Last Edit: April 24, 2018, 01:58:55 am by steffire3 »
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Ruination
« Reply #23 on: »
My point is to combine the two MiniGun version, like:

- Will stop firing when overheated (From: Minigun v.09)
- Can can be used without the "coolant" (From: Minigun v.10)

The conclusion is, create a MiniGun that can do Cooldown without using Coolant when Overheated (Spell coolant is no longer needed / removed), & Stop firing when Overheated. ;)
« Last Edit: April 24, 2018, 07:17:12 am by Sch123 »

Re: Ruination
« Reply #24 on: »
Hi @Viz

Please Added a weapon in Noddyngineering !! (v.830) Mod to Ruination Mod. ;) There are great sound effects and animations. :D

Here's the list of weapons

Please Added:

- Assault Rifle (Please Added)
- Desert Eagle (Please Added)
- (SW) Lightsaber 2H (Please Added)

Optional:

- (SW) Lightsaber 1H (Optional)
- Lawgiver (Optional)
« Last Edit: May 04, 2018, 09:54:25 pm by Sch123 »

Re: Ruination
« Reply #25 on: »
Hi @Viz

Can you add a Staff Weapon that can attack like Wand (range attack) in LAO III - The "Endless Game" Mod.

Just add a few Staff that can strike over long distances, and do not change the existing staff weapons (which attack close range).

So later the Staff has two types of attacks that you can choose, close range and long range. ;)

And also provide a differentiator on staff weapons that can attack long distances by providing "[Magic Staff]". Like a Canon weapon that has an alternative type Minigun & Flamethrower.
« Last Edit: July 02, 2018, 07:34:37 pm by Sch123 »

Re: Ruination
« Reply #26 on: »
Hi @Viz

Can you add some passive skill to Coolant S-M-L spell. In addition other than he cools the Minigun?

Passive skill:

[n]= Point number
  • -[n] requirements for all item
  • [n]% range attack for all range weapons
  • [n]% damage weapon for all weapons
  • [n]% chance to reflecting attack

note:

Point depends on the type of Coolant you have.
  • S=You'll get a few points

    -[2] requirements for all item
    [2]% range attack for all range weapons
    [5]% damage weapon for all weapons
    [5]% chance to reflecting attack

  • M=You will get more points

    -[5] requirements for all item
    [5]% range attack for all range weapons
    [15]% damage weapon for all weapons
    [15]% chance to reflecting attack

  • L=You will get the most points

    -[10] requirements for all item
    [10]% range attack for all range weapons
    [30]% damage weapon for all weapons
    [30]% chance to reflecting attack

Viz you decide how many points to give for it. I'm not sure, I'm too afraid to decide how many points would be enough for that. At least not to Over Power. :P

The reason why I propose this because I see it seems unfair if the coolant only serves as a cooler only, because we can only learn 4 spells only. A slight addition seems fair because he has also taken up space for other spells. ;)

And also, even if we don't use Minigun we can still get the effect from passive skill. So the Coolant spell will not be in vain even though we do not use Minigun.
« Last Edit: July 05, 2018, 02:39:33 pm by Sch123 »

Re: Ruination
« Reply #27 on: »
I'm quite reluctant to change anything for the Minigun.

If I add these passive, the Coolant drop rate must be adjusted to be similar like a normal spell. So it will become much harder to find better Coolant.

And then there will be balance issue.

The Small Coolant is sold in the merchant, so I have to balance the effect to be as minimal as possible to prevent new characters abusing the passive. However if the effect is too minimal, then there is no point of equipping the Coolant without Minigun. Too high and it will overpowered.

I see the weapon is fine as it is.

Re: Ruination
« Reply #28 on: »
Hi @Viz

There is no need to add passive skills that would disturb the balance. Maybe 4 passive skills that I say are too strong, for that maybe you can add it with passive skill that more or less will not disturb the balance in play but still support the player.

Example:

"Potion Effectiveness"

S= 5%
M=10%
L=15%

I think this is quite suitable and not over balance. After all, Coolant icon also matches Potion. :D

"Cast E-Shield"

Duration: for 30 second

S=5% chance to cast E-Shield
M=10% chance to cast E-Shield
L=15% chance to cast E-Shield

If you feel too over balance for M & L, you can make the same like S Coolant 5% chance to cast E-Shield ;)



Note:

Quote
The Small Coolant is sold in the merchant
For Small Coolant maybe you can increase the price.

Quote
Coolant drop rate must be adjusted to be similar like a normal spell
For Coolant drop rate it seems you can increase the rarity to drop ("but I do not think it's necessary because, I feel that's enough").
« Last Edit: July 07, 2018, 08:49:43 pm by Sch123 »

Re: Ruination
« Reply #29 on: »
Hi @doudley

Because some of the weapons are in Variant Class Mod, especially Miniguns & Flamethrower.
I want to ask, is it possible to make Miniguns weapon in Ruination Mod to cool down the weapon automatically when hot (can't shoot until weapon cool) without having to use Coolant spell? :)

If that is possible, can it also be applied to Flamethrower weapons. Can't shoot weapons when it's hot, and can cool itself when it's not shooting. And replace the shooting animation from Flamethrower with the animation that is in the Double Agent skill class "Fire Eater"
« Last Edit: September 03, 2018, 05:19:56 am by Sch123 »

 

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