Hello, I'm John, a novice game developer and a huge fan of games made in the 90's and early-to-mid 2000's. I prefer to keep to myself, so there isn't much for you to see around here, sorry... but feel free to leave me a message if you feel inclined to do so.

Comment History  (0 - 30 of 133)
Nihillo Jun 27 2015, 9:39am says:

Well, for the advanced rifles perk, how about one where the rubber bullets from the shotgun causes targets (even augmented ones) to flinch for a little while? The effect would be kinda like a tranquilizer dart, but the duration of the flinching would be very short, you just shoot someone, they flinch a few times and then it's done.

It makes sense, since that's what bean bag rounds and rubber bullets are supposed to do, disable a target by causing them pain, and if the "it causes them pain" explanation isn't working for the augs, you could always say that the rubber balls are now coated with an agent that causes an extremely severe allergic reaction on their skin.

+1 vote   news: GMDX: ALL PERKS REVEALED
Nihillo Jun 22 2015, 11:39pm says:

"Some high-level AI use new augmentations, such as a typhoon-like aug,(...)"
I like that, it kind of serves as a link to the new games, and it makes sense, I imagine a lot of the MJ12 soldiers are mech-augs.

I simply cannot wait for the next version.

+2 votes   news: GMDX v8.0 Development Milestone
Nihillo Jun 15 2015, 1:49pm says:

Some of the skills had passive bonuses before, i.e.: gas grenades generating a concussive blast effect, if you had enough levels in the explosives skill, will these passive abilities be turned into perks or are the perks going to be something completely different?

+1 vote   media: Perks System (WIP)
Nihillo May 20 2015, 6:10am replied:

You mean like the U-damage and stuff? Why didn't they make it like the armor power ups, then?

+1 vote   media: Armor Degredation
Nihillo May 20 2015, 12:15am says:

Oh, thank you! This has always been one of my biggest gripes with DX, how in the blue hell does a ballistic vest spontaneously degrade over the span of a minute or two? No military in the world would pay for that.

+4 votes   media: Armor Degredation
Nihillo Mar 31 2015, 10:23pm replied:

You can capture outposts and etc, but right now there's a bug preventing you from doing that, in some maps.

+1 vote   mod: Edain Mod
Nihillo Mar 10 2015, 3:32am replied:

Wouldn't that be indoors, though?

+1 vote   media: Nod: New 'Base Props'
Nihillo Mar 8 2015, 1:52am says:

Vanilla looks more detailed. I do agree that the HDTP model is pretty cool, though.

+3 votes   media: Community Vote: Shotgun
Nihillo Mar 6 2015, 5:10am says:

Oh wow, the object physics are pretty good! Are they always propelled with the same strenght, or can they be affected by the microfibral muscles augmentation?

I'm also glad to see that the spy drone got some upgrades, I usually rely on flares to create distractions, but this is much more practical.

+2 votes   media: v7.1 Progress
Nihillo Feb 26 2015, 1:11am says:

I have encountered an issue, the spy drone and synthetic heart (and I assume this applies to the power recirculator as well) do not work together, I've noticed that the augmentations switch off for a split second when the synthetic heart activates, this seems to cause the spy drone to deactivate instanteneously, and that is really bad, because it has a 30 second cooldown after deactivation, meaning that the synthetic heart effectively nullifies this augmentation.

On that note, to be completely honest, the spy drone is quite underwhelming, I picked it (and other augs that I generally forego) over the defensive system just for the sake of experimentation, and now I regret that decision. I would suggest at the very least increasing the drone's movement speed at tech 1, and perhaps giving it the ability to produce sound pings to distract and misdirect enemy patrols at tech 4. Reducing the bio-enegy consumption even further would help, too.

At any rate, I must say this mod is impressive, it eliminates some of the dated concepts of the vanilla game and fulfills its true potential, it basically brings Deus Ex to the modern age of gaming. I love the additions as well, the new areas fit in nicely and add a lot of character to the world as well as reward certain underrated skills, and the new types of ammo can be quite useful, for instance, I underestimated the non-lethal ammo for the shotgun at first ("What, you want me to shoot rubber balls at people?"), but I found it to be surprisingly effective, and it's reusable (in typical non-lethal fashion), this elevated the shotgun's worth in my arsenal as a secondary weapon that I could always depend on.

Nice job overall, I look forward to future updates and other projects by you.

+2 votes   mod: GMDX
Nihillo Jan 1 2015, 6:58pm says:

Thank you!

+5 votes   news: Edain 4.0: Our Plans For 2015
Nihillo Jan 1 2015, 4:03pm replied:

It's not like they are hurting for power, what with the dark energy reactor underneath the citadel and all that, but... yeah, I can see your point, they are kind of dickish like that.

+2 votes   media: New Location
Nihillo Jan 1 2015, 6:00am says:

Step into the rabbit hole...

+6 votes   media: Teaser
Nihillo Dec 23 2014, 3:02pm replied:

It was there last year.

+7 votes   feature: Mod of the Year 2014 - Editors Choice
Nihillo Dec 20 2014, 9:39am says:

I'm going to nitpick: how did those crates get there? They couldn't have been brought by a lifter from the elevator, there are stairs in the way, and the only thing behind that door is the HEV platform (as far as I know).

+3 votes   media: Holographic Intro
Nihillo Dec 18 2014, 2:51am says:

I like how the bit that surrounds the map in this interface kinda looks like a horseshoe, and the Mordor one highlights the ring shapes with a vivid red (pretty obvious symbolism there), and the Imlardis one has a small star decoration on the left side that seems to be pointing west, perhaps alluding to the exodus of the Elves to lands beyond the western shores.

In most cases these are not mere interfaces made to just look cool (and they definitely DO look cool), they reference the culture and style of each faction; all of these subtle, neat little details show the love of the Edain team for this mod, and for the lore of this series overall. Well done, your dedication is remarkable!

+6 votes   media: Improved Widescreen Interface
Nihillo Dec 16 2014, 1:13am replied:

For the bajillionth time: yes, 4.0 will be in english.

+10 votes   news: The Road to Edain 4.0: The Maps, Part 2
Nihillo Dec 12 2014, 7:17am replied:

To be fair, they are being nice enough already by translating the mod to english, I don't think they should try to appease their international audience at every turn. Let them speak in their native language, if that's what they feel like doing.

+5 votes   news: Edain 4.0 Preview Livestream Now On Youtube
Nihillo Dec 11 2014, 7:04am replied:

Indeed, it was quite interesting to see Gondor win against Rohan in that first match by simply holding out and destroying their army. Clearly Rohan is the most aggressive of the two; I wish we could have seen a rematch of the Conquest Mode, I fear that Rohan may be too good at holding territory, what with the extremely mobile Rohirrim, numerous guard towers, regeneration capabilities and cheap reinforcements.

+1 vote   news: Edain 4.0 Preview Livestream Now On Youtube
Nihillo Dec 6 2014, 7:02am says:

Welp, I would probably have died if I had to find the enemy in time, because it sure took me long enough, and I'm not even sure if I actually *did* find him. Then again, the muzzle flash is probably a dead giveaway in-game, so it should be alright.

+2 votes   media: Cloak
Nihillo Jul 29 2014, 2:37am says:

But how sad are they really?

+5 votes   media: Our newest Combine unit
Nihillo May 30 2014, 5:01pm replied:

It's okay, I've done it on accident once or twice as well. So this is like karma, or something. :P

Nihillo May 29 2014, 3:43pm replied:

(I reached the character limit lol)
One more thing: to provide a counter-point to some of the... heated... feedback that has been given recently, I'd like to say that I quite enjoy this sub-mod, while I found Brutal Doom a refreshing take on a classic, I was slightly disappointed with its relatively small number of new game mechanics, I wanted to face new enemies, use new weapons, experience something different, and this sub-mod (as well as others) fulfilled that need. Perhaps it could benefit from some streamlining, since there is some redundancy here and there, but you've shown great enthusiasm in making this compilation, and you listen to the feedback you're given with an open mind, so I'm sure you'll get to it sooner or later. Thanks!

Nihillo May 29 2014, 3:42pm says:

So I've been playing through the Jenesis megawad with this sub-mod, and I've observed some tendencies in my usage of the arsenal, I would like to share these observations with you, so that perhaps they may help with the balancing process or at least give you some feedback. I would also like to further add that it's not like I'm not using these guns because I don't like them, I'm not using them because there's always something more practical available. Oh, and this is just my playstyle, it might differ from that of the other people playing it, of course.

So without further ado:

The combat rifle seems to have supplanted both the chaingun and the minigun for me since its inclusion, I would relate this to its accuracy and the fact that 40 rounds seem to be enough to deal with any small number of approaching enemies, and if I need more firepower, I just switch to the BFG, a plasma gun or something with more burst damage capability. I don't have a proper suggestion on how to solve this, but I think the solution lies in tweaking the combat rifle a bit.

After testing the freeze gun, I figured out that it does roughly the same damage as the rocket launcher, with the benefit of not harming the player, but at a much slower rate of fire. I've considered using it as a response to ambushes and to control large mobs, however, its slow fire-rate makes it too unreliable to fulfill this role, and I end up never actually using it. I think I would be more inclined to use it if it fired a little bit faster.

I don't use the dual pistols, even though I still carry them around as a backup weapon. The regular pistol is inaccurate, weak and I have the habit of discarding it as soon as I get the dual pistols. Could you perhaps give these guns their own reserve of ammo? I feel like I would use the pistols more if I didn't have to worry about burning through my rifle/chaingun ammo. It would probably tie-in nicely with that SMG that you want to add, as well.

Nihillo May 27 2014, 9:30am replied:

Nice! I always thought the Demon Strength Rune was kinda tame, these are much better.

Suggestion: Helltime Sphere (like in Doom 3: RoE), slows/stops time for a few seconds. Would be pretty cool to get in the middle of a huge wave of enemies.

Nihillo May 26 2014, 11:28pm replied:

He said he'll give it a try when Zandronum 2.0 comes out.

Nihillo May 26 2014, 11:17pm replied:

Usually I drop the weapons that I don't think I'll be using in that level (no sense carrying the railgun in a map that's basically a bunch of enclosed corridors, for instance) at my starting point, then I come back for them before exiting. I just carry 2 weapons of each class per level, that's how I deal with the inventory management issues, but yeah, I think that setup would be even better!

Nihillo May 25 2014, 8:23pm says:

I'm playing the V5 test, and I gotta say, this is the best one yet. I love the monster variations so much! I can't wait to test out the new guns.

I was going to say that the quad-shotgun zombie might need some nerfing, they are *very* annoying in higher difficulties, but it looks like you're taking care of that already.

I'll be honest: the trites creep me out, my first encounter with them was more frightening then when I fought them in Dooom 3, I heard an unfamiliar noise, turned a corner and there was like 50 of them right there, and then they all jumped me and killed me. Needless to say it scared the **** out of me, not complaining though, that was great! :D

Nihillo May 18 2014, 6:52pm says:

I think I've encountered a bug, I freed a marine armed with a plasma gun, and it looks like he keeps dropping plasma guns every time he teleports around, but he's still wielding it. I appreciated it, actually, since I was running low on cells, and the plasma guns gave me plenty, but I can see how that could be exploited.

On another note, the Revolver is pretty awesome, it took me a while to understand how it works, and when I got it, it was one of those "ohhhh! So that's what it does!" moments, I think the damage could be lowered a bit though, I've been using it to kill hell knights from behind cover, and that doesn't feel quite right, I'm okay with it one-shotting zombies and imps though.

Looking forward to see the grenade launcher!

+1 vote   download: BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4
Nihillo May 16 2014, 3:14pm replied:

Well, here's an alternative fix: could you perhaps reduce the likelihood that a demon drops energy for the player to use? I have been getting quite a lot of it (it's always at 150-200) and this has encouraged me to spam the seekers (though now I am imposing limitations on myself to not abuse it as much).

+1 vote   download: BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4
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