Jupiter Hell

Jupiter Hell

Class Inmate
Same_difference  [developer] Mar 11, 2024 @ 12:05pm
Feedback
Anything feel too weak or too strong let me know
< >
Showing 1-15 of 73 comments
Same_difference  [developer] Mar 13, 2024 @ 5:37am 
Questions I have:

Is Berserker 2's extending effect too strong?
How tedious is collecting ammo with smuggler?
Are you feeling under ammo pressure with Ghost Gun 1 & 2?
How is the melee weapon only start?
What skills don't feel worth taking?
Jim Lahey Mar 13, 2024 @ 11:55am 
Originally posted by Same_difference:
Questions I have:

Is Berserker 2's extending effect too strong?
How tedious is collecting ammo with smuggler?
Are you feeling under ammo pressure with Ghost Gun 1 & 2?
How is the melee weapon only start?
What skills don't feel worth taking?
The ammo collecting with smuggler is indeed a bit tedious, if only because you are hoping that the right ammo type drops.

The berserker extending effect is not too strong, but it is very counter productive with perks such as Juggler since there'll almost be no point in swapping weapons that fast due to you being locked into melee with berserk activated anyways. I wonder if Juggernaut would be a more suitable perk to compliment Juggernaut.

For Ghost Gun, one issue I noticed with it wanting to fire your entire magazine is when you have a bottomless gun. Such as Void.

One thing that the inmate struggles to deal with is those CRI Bots. Those chainsaws render berserk's damage resistance pointless. Perhaps something along the skill trees to encourage guard and stuff of that nature similar to how the technician's melee works. Since in terms of melee capabilities, the berserker ends up feeling like a worse dual weapon technician late game.
Jim Lahey Mar 13, 2024 @ 2:09pm 
Is in need of having more than just a melee weapon at the start. Like one medkit or something. Even more so needed than the marine due to him being forced to get up close and personal.
Jim Lahey Mar 13, 2024 @ 11:39pm 
Some other things I've observed is that there are perks that completely cancel eachother out or become absolutely pointless.

Berserk and Grenadier for example.

Grenadier is completely pointless with how berserk currently works because of the fact that you cannot throw grenades while in a berserk state to begin with. Perhaps allow the berserk mastery to allow the throwing of grenades while angry?
Jim Lahey Mar 14, 2024 @ 2:43am 
Originally posted by Same_difference:
Anything feel too weak or too strong let me know
Dealer's level 2 benefit is glitched. The first one gives you a 50% increase. However, level 2 just puts your benefit amount back to default at 100%. It's not adding 100% it's making it 100% as opposed to the first level addding the 50%
Same_difference  [developer] Mar 14, 2024 @ 7:39am 
Have you got some screenshots of dealer 2 not working? I can't see from the code why it wouldn't. (It's identical to dealer 1 except the multiplier is now 2x rather than 1.5x
Same_difference  [developer] Mar 14, 2024 @ 10:39am 
"One thing that the inmate struggles to deal with is those CRI Bots. Those chainsaws render berserk's damage resistance pointless. Perhaps something along the skill trees to encourage guard and stuff of that nature similar to how the technician's melee works. Since in terms of melee capabilities, the berserker ends up feeling like a worse dual weapon technician late game."

Interesting, he should have between 75 and 90 pierce resist depending how much skilled you took which should significantly reduce the CRI bot chainsaw damage
Jim Lahey Mar 14, 2024 @ 3:27pm 
Originally posted by Same_difference:
Have you got some screenshots of dealer 2 not working? I can't see from the code why it wouldn't. (It's identical to dealer 1 except the multiplier is now 2x rather than 1.5x
Here's the juiced effect with the tier 1 of the skill. It's at 6. https://imgur.com/a/y0y2eps
Jim Lahey Mar 14, 2024 @ 3:39pm 
So, I narrowed down what the dealer is doing in particular. On the first item you pop. You get the bonus. But, the Dealer effect does not stack. If you have a stimpack and then use a combat pack. You only get 4 juiced. And vice versa. In other words. It's only working on the very first item taken until it wears off. The multiplier does not stack past the first item application.
Last edited by Jim Lahey; Mar 14, 2024 @ 3:39pm
Same_difference  [developer] Mar 14, 2024 @ 4:02pm 
Thanks for working it out, I'll try and fix it over the weekend
Jim Lahey Mar 14, 2024 @ 4:38pm 
Originally posted by Same_difference:
Thanks for working it out, I'll try and fix it over the weekend
Would you be open to the suggestion of allowing the throwing of grenades while berserk?
Same_difference  [developer] Mar 15, 2024 @ 5:47am 
Originally posted by Jim Lahey:
Originally posted by Same_difference:
Thanks for working it out, I'll try and fix it over the weekend
Would you be open to the suggestion of allowing the throwing of grenades while berserk?

I think so yes. I want to rework the level 2 and level 3 benefits and so I'm thinking of making grenade throwing part of the level 2 effect. To be consistent with how other masteries remove downsides at higher levels.
Same_difference  [developer] Mar 15, 2024 @ 5:48am 
How much difference is also starting with a smoke grenade making?
Jim Lahey Mar 15, 2024 @ 7:43am 
Originally posted by Same_difference:
How much difference is also starting with a smoke grenade making?
Not too much, but it's helpful. But since activating berserk is pretty much key to surviving the first couple areas. It works against the main skill of the inmate.

I have a bit of an idea for the inmate. What if you were to make "Improvised" weapons for the grenades. Weaker versions that do the same thing, but can be used while berserk.

Instead of napalm, a molotov, instead of a frag a pipe bomb.
Jim Lahey Mar 15, 2024 @ 7:54am 
Biggest issue is that because of the first couple levels you not having many skills for survival and building up resists. On Nightmare and even hard difficulty the berserk really struggles due to not having a reliable way to stop from bleeding and or burning to death since he needs to get up close and personal with the fiends which can attack right when they get into melee range. Perhaps giving him a medkit the same way the marine starts off would be more beneficial for now than a smoke grenade since you pretty much have to use your berserk to survive and can't use it anyways.
Last edited by Jim Lahey; Mar 15, 2024 @ 12:33pm
< >
Showing 1-15 of 73 comments
Per page: 1530 50