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Your weird design quirks.

Started by lugaru, November 01, 2007, 07:57:00 PM

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lugaru

1) Villains always do one level more damage than than comparable heroes with their default attack. I dunno, I feel that people like spider-man pulls his punches while dudes like venom are trying to rip heads off with each swing.

2) I almost always substitute mental damage for null. I dunno, it does just the right ammount of damage for me and it has the bonus of being a mental attack.

3) I dont use invulnerability bigger than 10. I dunno, it just dosent work right for me... maybe if one day we figured out a way to have the correct amount of damage post in the word balloon but I hate going "wow, he took 40 damage... oh, actually 15 after you substract 25, silly me".

4) Tear gas or pepper spray is usually 2 acid damage with high stun. My sonic attacks are usually energy, to coincide with disrupt.

wickerman

Quote from: lugaru on November 01, 2007, 07:57:00 PM
1) Villains always do one level more damage than than comparable heroes with their default attack. I dunno, I feel that people like spider-man pulls his punches while dudes like venom are trying to rip heads off with each swing.

2) I almost always substitute mental damage for null. I dunno, it does just the right ammount of damage for me and it has the bonus of being a mental attack.

3) I dont use invulnerability bigger than 10. I dunno, it just dosent work right for me... maybe if one day we figured out a way to have the correct amount of damage post in the word balloon but I hate going "wow, he took 40 damage... oh, actually 15 after you substract 25, silly me".

4) Tear gas or pepper spray is usually 2 acid damage with high stun. My sonic attacks are usually energy, to coincide with disrupt.

I agree totally with 2 and 4.

As for #1, I do tend to make the bad guys a bit tougher, but more so because they tend to figt more than 1 hero.  Magneto has to take on 10 X-men at once - now he's crazy powerful to begin with of course, but I pump him up a bit more to make up for the numerical imbalance.

As for #3, i DO use higher invulnerability, but rarely do i need to.  Between material types and 10 pts of invulnerability, I am usually fine.  Cap Marvel, Superman and some versions of Iron Man spring to mind.  Even my Hulk only has 10 because he has crazy regeneration which i feel is more accurate.

DEATH

Yeah, very little invulnerability.  Almost none, in fact.  I'm working (endlessly, it seems!) on a Marvel mod, and there are only a handful of characters with invulnerability.  Mostly it's material types and Attributes for resistance adjustment.  Passive defense for invulnerabilities, absorption or attack deflection.  I think I just feel like the invulnerable flavours are just such a departure from the way the game engine was designed to work that they quickly create weirdness on the balancing front.

Sonic attacks are energy for me, too.

I almost always give melee only characters several melee attacks and use a variety of animations.  I try to make each melee attack unique in some respect; this one's ordinary but costs no energy, that one stuns but costs, the other one is energy-intensive but has arc and knockback...something like that.  I find it makes brick type characters a little more interesting to play.

DEATH

Lunarman

I've never used invulnerability. That's probably 'cos the only hero files I have are my own originals and really the DOD never fight anybody I'd say would have invulnerability. I maybe have 1 or 2 villains with 2/5 hp invulnerability. But then, with my heroes that's pretty high, most don't get a hit that does over 20 damage.

Tomato

I don't really do that many hero files, but when I do them for heroes I tend to overdo it on the speed. I'm sort of a spaz, and I get incredibly flustered when I'm playing with someone like Man-bot on my team because It's like I'm crawling through everything.

Carravaggio

Every character that is bullet-proof in the comics has the passive defense that deflects projectiles, just for the visual effect of bullets bouncing off them. This is regardless of whatever other defense or invulnerabilities they might have-i wanna see those bullets bounce!

lugaru

Quote from: Carravaggio on November 06, 2007, 06:09:56 PM
Every character that is bullet-proof in the comics has the passive defense that deflects projectiles, just for the visual effect of bullets bouncing off them. This is regardless of whatever other defense or invulnerabilities they might have-i wanna see those bullets bounce!

Heck yeah, it's all about the special effects. Some of my characters dont really benefit from the defense but it's there to make them look cool when facing thugs.

detourne_me

hahaha i do that too Carr and Lugaru!
especially Supes, Luke Cage, caps shield and a few others.

laughing paradox

Quote from: detourne_me on November 08, 2007, 08:46:59 AM
hahaha i do that too Carr and Lugaru!
especially Supes, Luke Cage, caps shield and a few others.

Yup, and Wonder Woman, Wonder Girl and Donna Troy's bracelets, too.

BentonGrey

Yep, all the characters in the DCUG that have passive defenses use that FX. 

HumanTon

My own quirks:

1) Every villain (as opposed to minion) gets some kind of passive defense--even the feeblest gets a "Hard to Kill" defense that gives a 10% chance of blocking ordinary physical damage. This is both because miraculously avoiding harm is standard operating procedure for big bads, and because it's really disappointing to see someone like Scarecrow or Two-Face go down in just a couple of punches.

2) Every non-superpowered hero like Batman or Wildcat gets a "dodging bullets" active defense that protects against projectiles. So the hero can wade into a hail of bullets, so long as he remembers to turn his defense on.

3) (Almost) everybody gets one attack that uses no energy, to keep the action going. (Exception: some villains with uber-powerful attacks.)

4) An average non-powered minion travels at speed 3; an average non-powered hero travels at speed 4. Heroes are in better shape than minions ... plus having to run down minions isn't fun. (Villains are a different story; a burly melee villain will get a speed of 4, but a delicate ranged villain will often get a speed of 3 to make sure he doesn't get separated from his minion meat shields.)

5) Ranged baddies often get the "Timid" attribute, not because they're fraidy-cats but because it encourages them to break off close combat and regain range. (You can do the same thing without using Panic by tweaking the M25AI files, but I'm a lazy, lazy man.)

And like other folks in this thread I don't use much Invulnerability and use bullet deflection all the time.... love to see those bullets fly!

BentonGrey

I do a lot of the same things HT.  Most of my villains have some kind of body armor (even someone like Captain Cold has some built in cold defense, plus a "Kevlar cold suit").  I love the fact that FF2 allows you to select animations for passive defenses, as that allows Batman and Robin to "dodge" attacks that then "pass through" them.  ALL of my characters have, at least, a no cost punch.  However, for many of the ranged characters it's very weak.  Most of them have a no cost ranged attack too, but that's more because I HATE the new power system. 

Unlike a lot of people here, it seems I still use invulnerability a good bit.  However, thanks to my testers in the DCUG, I've changed the way I do it.  Now I assign half the invulnerability I normally would, and also give them damage resistance.  That way it's a little easier to get past the invulnerability, but they are still REALLY tough.

lugaru

I love spiking my street level heroes with a pass through defensive maneuver too. Like I could give batman a bullet proof vest (which he has worn) but next thing you know it will be stopping something it shouldent, but pass through on the other hand is a no brainer. He dodged it, he is the batman.
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