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Neutralizer/Biohazard charge shot rotation tweaks

6 replies [Last post]
Mon, 01/23/2012 - 20:22
Fehzor's picture
Fehzor

The charged shots on the catalyzer lines have a large impact on the weapon, and the timing of the blasts. Both neutralizer and biohazard charges move counter clockwise. Make one circle clockwise, and the other counterclockwise. I would also like to suggest making the angle of the bullet start at where it hits, rather than facing straight north at the start, regardless of the angle it hit at.

Not the most necessary of changes, but would be an interesting tweak.

Mon, 01/23/2012 - 20:32
#1
Hexzyle's picture
Hexzyle
Umm why?

Umm why?

Mon, 01/23/2012 - 20:50
#2
Fehzor's picture
Fehzor
^

It would also make them better weapons (slightly), as it would then be able to hit directly to the side, rather than always at 90 degrees from north, when you send 2 shots (1 charge 1 normal) in a row from the same location without pausing. This means that if you did decide for whatever reason to bring both on a run, you could decide which side your explosions went off on.

If the rotations were changed, it'd mean that a biohazard and a neutralizer shot on the same enemy would allow for you to angle it better, rather than having to hit for what is usually just no direction (if you are using both).

And it also makes more sense for the charges to start at the angle you hit them at.

I'm sure it wouldn't take more than 5 minutes of coding to make a change like this... And it would add more precision to the weapons. Oh, and it'd add a bit of diversity between the lines. But just a bit.

Tue, 01/24/2012 - 03:16
#3
Arquebus's picture
Arquebus
Nooo!

There's already plenty of precision and predictability. Just stand to the left of your target and quickly shoot charge-regular sequences, and you'll knock it away just like you were using a pulsar. If you want it to go another way, just be patient and wait for the angle to change; it's easy once you get used to it.

Tue, 01/24/2012 - 13:29
#4
Hmmnm's picture
Hmmnm
hmmm

The problem with Neutralizer/Biohazard isn't unpredictable explosions, but being able to tag the enemy in the first place and then reshooting the enemy to set off the explosion (especially if you are running with teammates).

But if you want more precision...how about completely removing the rotation of the charges? The charge will stick and stay on the side that the enemy was hit from.
That way, for people who use one charge and detonate, it would work like knockback.
But this mechanic would mostly benefit people who use multiple charges before detonating. It would be WAAY more predicatable, as to where the enemy will go flying

But then again, this might make knocking an enemy off screen a bit too easy...but also so much fun...

Wed, 01/25/2012 - 19:58
#5
The-Rawrcake's picture
The-Rawrcake
I am going to make a

I am going to make a suggestion.

The Neut and Bio charge orbs need to be tweaked in a different way than this.

The orbs remain rotating for role-playing purposes... it would look wierd and be hard to implement if they did not.

Just make the explosion actually be the monster instead of the position of the orb.

Right now it is extremely difficult to position the blasts because it completely depends on where that orb is on its rotation... You will need multiple orbs currently just to make it a viable and more predictable area of effect blast.

Having the explosion radiate from the center of the monster would help get rid of this.

Thu, 01/26/2012 - 10:49
#6
Hmmnm's picture
Hmmnm
@Rawrcake - if the explosion

@Rawrcake - if the explosion isn't from the orb, then the monster wouldn't be knocked in any direction.
There are some people who use the stand on the left side of an area, and use the catalyzer's knockback to keep monsters from getting too close.

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