ForumsGeneral › Cazzo Forge - Development / Feedback Thread
Cazzo Forge - Development / Feedback Thread
Oct Dec 1, 2018 70 replies 1677 views
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League Analyst 💎 x10 🥇 Gentlemen
Neggy is the liquor
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OP 🤝
These updates are pretty awesome. I think you guys will like them



12/14/2018


A bunch of help guides have been added to help explain some systems.

Item Drops are now in. Helmet drops give cash/exp when picked up. Rare Drops include Lucky Dice and parts for Abbath's Tiara. Read the help guide for more info!

Weapon Powerups have been added. These give powerful temporary weapons. These are random drops off of enemies for now but may be implemented in a different way later.

Lucky Dice are now working.

There are 6 Power Weapons currently:

Minigun - For Marine / LMG - Has a great rate of fire, good distance, high damage, but has a lot of recoil, a hard pull to the left when firing, and an overheat mechanism. If you fire this weapon too fast without taking a break you will cause it go into a 5 second overheat reload.

Rocket Gun - For Grenadier - Has a 6 round drum, these rockets 2 hit kill, are slow moving and have great splash damage for groups.

Gauss Rifle - For Sniper - Fires very powerful bullets that 1 hit kill 90% of the time. This is a difficult weapon to aim but very powerful in hands of a skilled user.

Plasma Rifle - For Medic - Fires powerful rapid bursts of plasma. Great overall weapon and really gives Medic some destruction power.

Flamethrower - For Ripper - This is the ultimate close range weapon. It is stand and fire so it is very situational. The damage output on this weapon is huge so it can destroy even the biggest groups if you defend a choke with it.

Napalm Projector - For Sapper / Assault Trooper - This weapon fires deadly Napalm that is very good close range and sticks to ground for a few seconds to allow it to be used defensively. The drawbacks are the range and speed.

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MOFO C
straight up, prob took yall 2 mins to make that map. Dumb ass map. Let's make a straight line and put bulding's all over the place and the rest can be hills and forests
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⭐ x2 Big Dick Boys
DaddyOG wrote:
straight up, prob took yall 2 mins to make that map. Dumb ass map. Let's make a straight line and put bulding's all over the place and the rest can be hills and forests
If it's so easy, let's see what you can do fella.
L
🛡️ x1
For Co-op mode how about some MG auto gun emplacements? Bots that use trenches to defend instead of rushing blindly toward players. Bots that blow themselves up with demo once they come within some range?

Turrets and gun emplacement was why the original naders had such long range. They were essential to assaulting defensive positions. When NML went out of style, nade's range get shorter and these LAWs took over as long range weapons. Don't have to bring the nader range back for SK, but defensive positions will work well in a co-op mode as people will have to work together to solve the location.

Could have a timed mode for competition of fastest clear time (fewest deaths etc) for a co-op team. Essentially turning the mode into an obstacle run.
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MOFO C
Lunar Tick wrote:
For Co-op mode how about some MG auto gun emplacements? Bots that use trenches to defend instead of rushing blindly toward players. Bots that blow themselves up with demo once they come within some range? Turrets and gun emplacement was why the original naders had such long range. They were essen ...
I like that idea. Thumbs up
J
Aint no forge without dem turrets and bases and supply lines and and
Referee 🛡️ x1 🔱 🥉 Phenylephrine HCI C
So far, I've really been enjoying the zone. Well done.

Let medics summon. Add area heal?
Edited Dec 18, 2018
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Jovan you should have these nerds design some of your zones on the new Infantry. They are doing a pretty good job.
Of
Edited Dec 18, 2018
Advisor 💎 x13 🔱 Monkey Business CO
shit physics, especially in the buildings, instead of banking grenades off the walls in there they go over them(the middle pillars)

I think this game mode would be alright if it was on a better map honestly.

edit: just fix eol ~_~
Edited Dec 18, 2018
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⭐ x1
I don't understand why they don't just fix Faydon Lake. It caters to every style of player and it's basically this same concept. I'm with Erica though, fix EOL or Faydon if this is the direction we're going in.
Webmaster 👑 x24 👑 Gentlemen CO
There's just something about the linear damage/armor upgrades that don't appeal to me. I think it's kind of lazy and doesn't feel "good". When you eventually get your +20 AR and +20 Armor and fight against someone who has their +20 AR and +20 Armor it's literally the same as fighting that person without any upgrades at all. They pretty much cancel each other out.

A more appealing upgrade system might be something that gives the player actual choices. Something that can separate players from one another and let them try to build their character's in a way that feels better to them or their co-op team. Now, I am not sure how much of this is actually possible but it would be really cool to try and implement a perk/modification system. Each class has a list of perks/mods available <u>but you can only spend your exp/cash on 3 of them</u>.

Every time you purchase a perk the next perk's cost is increased. Giving you something to work towards without any lame RNG. And perhaps the perks/mods can be broken down into minor and major so that you work on your minor ones first on your way to a major perk. You keep all of the perks you purchased even if you switch class. But if you want to start building towards another class the cost increases in the same curve to try and implement an actual grind. So say you picked your 3rd perk for Marine and you want to start building a Medic, that Medic's first perk is going to be higher than the 3rd perk from Marine.


Here are some examples for a Marine and Medic perks:

<b><u>Marine</u></b>:

<b>Extended Mag:</b>: AR clip size increased by 5-6 but your AR now has a slightly longer reload.
<b>Power Law</b>: You can now carry 2 LAWs but you can only carry 1 hand grenade.
<b>Pump Action</b>: Your shotgun now fires one powerful slug (40-50hp? with a slight delay between shots) instead of a spread but the ammo capacity is capped at 20.
<b>Knife Trick</b>: Your combat knife is replaced by a throwing knife (30-40hp?) that you can reacquire from the dead body of an enemy you damaged with the knife. (You can also reacquire the knife on respawn)
<b>Self Sustaining</b>: You now spawn with 1 stim pack.
<b>Killer Instinct</b>: Kills with your combat knife or throwing knife increase your AR damage for a short time.
<b>Airborne</b>: You can now call in a supply drop to your current location. 5 minute cooldown.

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<b><u>Medic</u></b>:

<b>Greater Heal</b>: Your medkit now uses all (250) of your energy for one powerful heal instead of 2 heals at 125 energy each.
<b>Helping Hand</b>: Generate stim packs that can be picked up by you or your allies at the cost of 125 energy.
<b>Ignore Pain</b>: Use all (250) of your energy to completely absorb incoming damage for 2 seconds.
<b>Momentum</b>: Kills with your knife increase your PDW damage for a short time.
<b>Fleet Footed</b>: Gain a short burst of speed at the cost of 125 energy. 1 minute cooldown.
<b>Combat Medic</b>: Your PDW magazine can now be extended at the cost of energy instead of ammo up to a maximum of 10 additional bullets. This perk cannot be picked in conjunction with Guardian Angel.
<b>Guardian Angel</b>: You no longer have a PDW or Combat Knife but your maximum energy is increased by 125 and you can now drop a shield barrier that lasts for 5 seconds (5 minute cooldown). You and your allies can stand behind this barrier to hide from incoming damage. This perk cannot be picked in conjunction with Combat Medic.

These are just some examples off the top of my head. Gives you some choices and customization. Not every player will pick the same path and could create some really fun battles depending on the team composition. If we dove deep into it and started laying out the perks for all the other classes it may make some people move away from the Marine/Medic meta as well. I just genuinely do not find the linear progression of straight damage/armor upgrades any fun and this could give a lot of people who want an Eol type of zone their fix.
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Babble wrote:
Jovan you should have these nerds design some of your zones on the new Infantry. They are doing a pretty good job. Of
It's true. I'm actually floored by the amount of dedication and good taste displayed in both Kaiser Pass and Cazzo Forge.
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🛡️ x1 Phenylephrine HCI
Just come play destiny on pc champ.
Webmaster 👑 x24 👑 Gentlemen CO
I haven't played destiny since I started playing PoE.
C
⭐ x1 👑 Gentlemen
Sniper upgrades to unlock:
HEDCHOTTA activated: Hit 9 shots out of 10. Know what it's like to rarely miss a snipe, like the great Backsbino.
Advisor 💎 x13 🔱 Monkey Business CO
Also if youre going to limit the co-op 1 7 seems too small im watching the players completely unable to push forward in the map and 2 setup a queue to unspec
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Should make it 8 players with 2 subs available so more can play.
Advisor 💎 x13 🔱 Monkey Business CO
Hiro wrote:
Should make it 8 players with 2 subs available so more can play.
limiting pub in general with such a low population in 2018 el oh el
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And don't let eric in.

Got a chance to actually play it and maybe its just me but I found it hard to see some of the bots. Especially the ones that liked to hug right on the walls they blended really well plus they wouldn't fire for a few seconds so as I ran past them I never noticed until the ripper spam. Maybe different uniform color or maybe give them names like players do? Bot1234 w/e maybe idk if thats a big deal or not but was fun for the most part.
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