Dissapointing firearms?

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Eldur
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Re: Dissapointing firearms?

Post by Eldur »

Taem wrote:2. Allow ammo boxes to automatically replenish over time, like magic regeneration, where putting points into firearms increase the regeneration%
That sounds dull. But I'd appreciate a possibility to create ammo with alchemy, so the alchemist with his grow trait would be able to create ammo as long as he has enough ingredients. And it would fit to the system :)
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Saice
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Re: Dissapointing firearms?

Post by Saice »

Darklord wrote: Oh and it doesn't run out of ammo,
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you just have to pick the cannon balls up again afterwards. :D
Oh if this is true you just restored my faith in firearms.
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Darklord
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Re: Dissapointing firearms?

Post by Darklord »

Dr.Disaster wrote:
Darklord wrote:Oh and it doesn't run out of ammo,
you just have to pick the cannon balls up again afterwards. :D
Huh?!? Since which game version can fired cannonballs be picked up again?
Damn I'm wrong! I fired it, ran over and found the ammo where I fired it, guess there was another just sitting there. Sorry for getting everyone's hopes up! :cry:

Daniel.
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Saice
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Re: Dissapointing firearms?

Post by Saice »

Darklord wrote:
Dr.Disaster wrote:
Darklord wrote:Oh and it doesn't run out of ammo,
you just have to pick the cannon balls up again afterwards. :D
Huh?!? Since which game version can fired cannonballs be picked up again?
Damn I'm wrong! I fired it, ran over and found the ammo where I fired it, guess there was another just sitting there. Sorry for getting everyone's hopes up! :cry:

Daniel.
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Luj1
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Re: Dissapointing firearms?

Post by Luj1 »

These are really no bullets, but rather musket balls or something. Maybe you could craft these with rocks (!) and Mortar & Pestle
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Saice
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Re: Dissapointing firearms?

Post by Saice »

Luj1 wrote:These are really no bullets, but rather musket balls or something. Maybe you could craft these with rocks (!) and Mortar & Pestle
Heck I would be happy if after firing I got a dropped item of "Spent Shot" that was recraftable into to ammo somehow. Maybe via Alchemy 4/5 even if took like 3 spent shot and 1 herb for 3 ammo or the some such.
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Taem
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Re: Dissapointing firearms?

Post by Taem »

Saice wrote:
Luj1 wrote:These are really no bullets, but rather musket balls or something. Maybe you could craft these with rocks (!) and Mortar & Pestle
Heck I would be happy if after firing I got a dropped item of "Spent Shot" that was recraftable into to ammo somehow. Maybe via Alchemy 4/5 even if took like 3 spent shot and 1 herb for 3 ammo or the some such.
This is a very nice idea indeed! +1
Ichthyic
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Re: Dissapointing firearms?

Post by Ichthyic »

Taem wrote:So far my firearm experience has been pretty disappointing: All toons level three so far and I can never find enough ammo and the damage is always below my front-line Minotaur Fighter using Heavy Weapons and Human Wizard in the back line using Fire magic no matter how many points I sink into Firearms. To add injury to insult, in addition to having a chance to miss with Accuracy, the chance of misfire just makes this skill worthless as it currently stands at low level. Not sure about higher levels yet, but I want to point out that the damage definitely does not scale proportionally to the rest of the weapons/skills in the game;

Take, for example, a Minotaur with maxed Strength and Heavy Weapons (or thrown weapons) using any weapon, an Insect spell-caster maximizing Wisdom and Fire spells, a Lizard Rogue maxing Dexterity and using bows... from my testing so far, any of these examples beats out Firearms damage at an equivalent skill and attribute level. The skill simply has not been balanced as well as the other skills most likely because the other skills got extensive play-testing in LoG1

So, to summarize, Firearm shortcomings are;

1. Damage significantly lower and not proportional to all other modes of damage at the same level
2. No way to replenish spent ammo, and no other means of getting ammo
3. Chance to misfire, in addition to chance of missing due to Accuracy

I've posted ideas like this and the devs usually overlook balance issues for whatever reason, however if I may offer my suggestion;

1. Tie damage to Accuracy - the better the aim, the more damage can be caused
2. Allow ammo boxes to automatically replenish over time, like magic regeneration, where putting points into firearms increase the regeneration%
3. Keep the chance to misfire, but to offset this, increase the chance of critical hit
you forgot one that makes it even worse!

4. 5% chance to backfire, causing minor damage to entire party! actually killed two of my chars in a hard fight with a backfire once.

and:

5. very limited range until skill increased.

yeah... I'd say if you want to play with guns, max it ASAP. agreed that this skill needs some serious balancing. either leave the negatives in, but make it about 25% more damaging flat out, or remove/provide easier ways to mitigate the negatives.

if I were to start over, I'd definitely pick a bow rogue over gun alchemist, even with the bonuses to alchemist for growth, etc. The misfire reduction chance either does not work at all, or guns must normally misfire 75% of the time, because at level 3 firearms, my alchemist was still misfiring about 20% of the time (and still backfired at 5% even at level 4).

that leaves really the only advantage to alchemist as growth, and the only real advantage to that is getting rare plants to grow like crystal flowers. meanwhile, your bow rogue would more than make up for any bonuses to stats from crystal potions with a lot more reliable damage output.
Ichthyic
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Re: Dissapointing firearms?

Post by Ichthyic »

Saice wrote:
Luj1 wrote:These are really no bullets, but rather musket balls or something. Maybe you could craft these with rocks (!) and Mortar & Pestle
Heck I would be happy if after firing I got a dropped item of "Spent Shot" that was recraftable into to ammo somehow. Maybe via Alchemy 4/5 even if took like 3 spent shot and 1 herb for 3 ammo or the some such.
here's a thought... you can make bombs with elemental effects; what if you could make ammo with similar effects?

say take one ammo, add an herb like etherweed, and get 3 ammo, now with cold damage added. (say adds 5 cold damage per shot with 30% chance to freeze). that way, you could multiply your ammo supply, and give yourself some options for damage as well.

fire shot with blooddrop cap would give 5 extra fire damage, plus 30% chance to cause burning.

likewise with poison shot (30% cause poisoning) and lightning shot (30% stun chance).

that would make firearms on an alchemist a lot more interesting.
Ixnatifual

Re: Dissapointing firearms?

Post by Ixnatifual »

Just quadrupling the amount of firearms ammo in the game would be a simple way to alleviate the worst issue imo.
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