#21  
Old 10-08-2010, 10:19 PM
wsensor wsensor is offline
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I would rather have an ammo system lol. (Maybe an option to turn it on/off?)

Since there is a prison level will you have a Ball and Chain weapon. You know prisoners have them on ankles and such.
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  #22  
Old 10-08-2010, 11:00 PM
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(Maybe an option to turn it on/off?)
Add another option to the already 200 pages of options we have! :P
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  #23  
Old 10-08-2010, 11:16 PM
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Originally Posted by ASYLUM101 View Post
Add another option to the already 200 pages of options we have! :P
wouldn't make a difference anyway.
We will need a searchfunction I think.
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  #24  
Old 10-09-2010, 12:14 AM
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as long as the ammo not expensive and it doesn't have an hour relode

i like the 2nd one better! does this meen that we can pistole whip and butstroke
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  #25  
Old 10-09-2010, 07:12 AM
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Loving the detail and the style of the pistols overall! ..so keen to dual weild :P
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  Click here to go to the next staff post in this thread.   #26  
Old 10-10-2010, 02:47 PM
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Originally Posted by Bloodwolf View Post
This looks really nice
But will the guns in Grim Dawn work somewhat like the guns in Torchlight "Magical bullets " or will they be more of a support weapon, "High damage, slow reload speed" that you pull out in the middle of a melee fight to take out an opponent out from afar?
Probably more along the lines of magic bullets given that we want to allow for more purely ranged classes and the gameplay is geared toward single characters fighting large groups of enemies at once.

Given that you can typically kill most fodder enemies in 1-2 hits anyway, increasing damage has a pretty limited effect in terms of compensating for slower attack speed.
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  #27  
Old 10-10-2010, 04:56 PM
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Originally Posted by medierra View Post
Given that you can typically kill most fodder enemies in 1-2 hits anyway, increasing damage has a pretty limited effect in terms of compensating for slower attack speed.
Hm most enemies dying in 1-2 hits? Please don't make the game too easy. :P
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  #28  
Old 10-10-2010, 05:04 PM
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This is what I'm talking about, very cool model and texture work!
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  #29  
Old 10-10-2010, 05:08 PM
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Originally Posted by Harlequin View Post
Hm most enemies dying in 1-2 hits? Please don't make the game too easy. :P
Do you know what fodder are?

You don't want TQ to be like Loki, where the monsters all take like 20 hits to kill, and bosses take about a half hour to kill (and 30 deaths)
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  #30  
Old 10-10-2010, 05:42 PM
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Originally Posted by ASYLUM101 View Post
Do you know what fodder are?

You don't want TQ to be like Loki, where the monsters all take like 20 hits to kill, and bosses take about a half hour to kill (and 30 deaths)
I don't mind it if enemies can take a few hits. I rather have fewer stronger enemies than tons of fodder. Of course a mix would be perfect. Like some plains that are swarmed with the enemy's army and mountains where you meet fewer but way stronger enemys that deal good damage and take alot of dmg themselves.

Bosses: I don't bosses that take a long time to bring down. Of course that doesn't mean that I want to stand in front of him and hack down his hp-bar. It should be tactical. Like "do x and y to be able to attack him" and stuff.
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