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Mr.Krinkels

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Mr.Krinkels last won the day on January 12

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About Mr.Krinkels

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  1. Mr.Krinkels

    Just some questions

    Before Arena can be considered 'done' full weapon customization will absolutely be a thing. The random roulette workstation is a long tired proof of function. Weaponry preferences already exist for enemies during the story campaign, plugging that into Arena isn't going to be a huge leap.
  2. Mr.Krinkels

    I think Flood Control is awful

    Posts like these are delicious. Thanks for recording your thoughts on this stage for us to read over. Also you're probably not an idiot.
  3. Mr.Krinkels

    how much will early access cost?

    We're skipping early access. Game'll be 20-30USD, maybe 1000 (what it's worth) We've spent an enormous amount of time chocking it full of content, had we released what we had 3 years ago, sure, it'd be cheaper, but it'd be so much worse off for it.
  4. Mr.Krinkels

    Weapon Table (Beta v1.07a)

    Gangrene, from the discord channel, put together this tier list of all the firearms (with relation to their viability in Story mode), and between this chart and this tier list I've got a nice clean look at these weapons. Thanks chaps.
  5. Mr.Krinkels

    Animals

    Bandits are animals, yes. but chances are, no. I don't like shooting dogs in games and I don't want this to be a game where that happens.
  6. the minigun is designed to be OP, so that ain't getting touched. Frankly I feel it's less a matter of making the burst relative to the size of the magazine (a good example of this is the merc L rifle, whose efficacy is really limited in the best way by the bursting. It's designed to be inferior to other, more robust weapon systems so that the continuum of firepower can feel broader)
  7. Mr.Krinkels

    Endless Arena Mode?

    Endless arena mode is definitely getting integrated into Arena when we get back to nailing that beast to the ground. Half because a deathmarch is the best way to run Arena mode and half because hand-crafting waves for every stage at every difficulty is arduous, and pointlessly taxing. We've gotten on paper how we will be running it and it's just a matter of time.
  8. We got an idea for changing it from burst to single via weapon modding; an arena thing, but hey we're sizing up tweaks as we get this game where it needs to be. Big thanks for all the input, of course.
  9. That is a fair point. They can really clump up on you. I'm stickynoting more guns, again.
  10. Mr.Krinkels

    SO THAT DIFFICULTY

    Easy mode SHOULD be easy, not just a little less hard. You are right.
  11. If you're trying to conserve ammo the problem is that I'm not giving you enough guns :v hmmmm
  12. Mr.Krinkels

    Will this be on console?

    I can't speak fully on what goes into controller support, but the next update will include it, along with local co-op mode.
  13. Mr.Krinkels

    Will the early-access have online multiplayer?

    Local multiplayer will be available on release.
  14. Mr.Krinkels

    Firearms you'd like to see in the project nexus

    Not a terrible idea to apply to something like an lmg. There are incarnations of weapons with unconventional changes to damage and accuracy that I am really fond of; bf2142 had those lmgs that got MORE accurate the longer you shot them, and it made for some interesting gameplay for it. I wouldn't be against some kind of weapon that would up the damage over time. HMMM hnnnnnng that's final update territory. I'm kind of leaning towards making distinct melee weapons that do fire damage rather than changing an existing weapon into fire damage via modular upgrade. It's something to think and design over (a lot of backend shit to consider against how it winds up feeling) but I love the idea of melee weapons that do more than cut or bash, not unlike Church's punch gauntlets, or the trident.
  15. Mr.Krinkels

    I liked harder to time snap-dodges.

    I like input that takes note of the difficulty, but a concern we had surrounding the snap dodge difficulty felt artifical (AAA BAD WORD), in the new update you can't snap dodge out of grapples/executions, and it doesn't stop you from getting shot, either (a full dodge, even low teir, can still negate being shot if timed correctly) the idea being that you physically remove yourself from the path of the bullet with a snap dodge rather than negate the shot entirely, so it's on the player to snap dodge correctly. I'll be watching what people say when the next update hits, a lot of stuff is added.
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