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  1. The Calamity Mod is NOT the biggest mod on the browser, mind you. It doesn't have a million true downloads. If you have a single brain cell you're more mentally capable than the way TModloader calculates its downloads. Every single update and unique download are tracked as the same. Because of how updates and hotfixes are cranked out, everyone who updates it is logged as an individual download. And of course, Calamity cranks out the mini updates nonstop until it hits the one million mark and then falls silent for the better of two months. Retarded, I know. But it's how it works. But you can't deny that Calamity is big. Very, very big. But all of the content is virtually the same. Big number weapons that spew out flamethrowers of dust, hit insanely fast but are, yknow, balanced by the absurd amount of health bosses have, and fun gimmicks like Yharon regenerating his entire health pool twice for some reason, or DoG becoming completely invincible for half his entire fight in phase two.
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  3. But that's balanced, because the weapons are powerful! Oh..wait. What's this? Fabsol added a Damage Reduction, Life Regen, Damage Increase and Crit Chance cap? Wow...that's weird. It's almost like HIS FUCKING MOD IS THE ONE WITH ALL THE ITEMS THAT BUFF THESE TO INSANE DEGREES, MAKING THE CAPS NECESSARY IN THE FIRST PLACE. It's HIS MOD adds weapons like the Pumpler that destroy all of pre-HM (which you can get right after killing EoC by the way), it isn't Redigit's fault for adding the concept of damage and items to the game. HIS MOD is the one that adds the Flarewing Bow, a pre-Mechanical bosses mini-Tsunami with better damage output than Megashark. On the opposite end of the spectrum we have the Briny Baron, a post-Fishron item that's so pathetic you're literally better off using the damn Laser Gun from WoF. No, it isn't Redigit's fault for adding mechanics. CALAMITY is the reason that every accesory and weapon and armor increases damage by 500% and quinqatuiples your DR and Life Regen. Calamity is also the one that makes accesories irrelevant because you hit the damage cap anyways, but fucks over Summoner because they have no special class accesory while Ranger gets projectile splitting.
  4. Balance your fucking mod. Don't blame your shit on vanilla.
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  6. And let's talk quickly about Death and Revengeance. I could go on and on and on about how retarded these modes are, but I'll sum up the entire modes for you in a sentence. "Faster, more damage, or just multiple versions of the boss." Astrum Deus? 10 of them. Eye of Cthulu? Faster, charges more often. Wow. Crazy - I know. Oh, or get this. Sometimes they have more projectiles or slightly different projectile patterns! Insane! That's the problem with these modes. In addition to the bullshit amounts of health and damage, the modes are all the same because every other boss just becomes faster, shoots more, or does more damage. The boss that might have taken a step in the right direction is the Devourer of Gods, surprisingly, with the laser walls. But even then, he reduces sprinting speed to reduce "cheese" (playing the game the way Fabsol doesn't want you to) and is ineffectually made to counter a "cheese" strat that still works, while just accomplishing the goal of making the fight virtually impossible for a newbie. But if we take a step into Death Mode, the entire difficulty is raped so fucking hard by Ripper modes damage buffs that if you posted it on pornhub the FBI would come into your house and gift you a faceful of lead. Not that all this damage is useful, because every boss has so much padding of invincibility that it doesn't even matter. And it makes weapons like Yoyos and Summoner minions even more useless because they don't even work properly with this damage cause, yknow, fuck them lol. That's my biggest problem with Calamity - but do I even dare mention the Abyss and Crags? The 10,0000X more EFFICIENT and POWERFUL code written by our god makes these biomes DIVINE. Sarcasm aside, the Crags have been reported to generate randomly throughout the world and make certain areas inaccessible (like the Dungeon or the Crimson or the Jungle Temple or...), and the Abyss...
  7. The Abyss is a dungeon-raping, generic indestructible rectangle-shaped structure composed of piss and recolored tin that takes """"""""""""""""INFLUENCE""""""""""""" from Subnautica (if you think of a direct rip that would make Joost proud as "influence") and is completely broken due to the life-draining effect raping you rectally post-Skeletron harder than I was raped at boy scouts. Just standing in the Abyss kills you in a matter of seconds on top of every single enemy hitting hard enough to kill you in four hits at most, and that's if you weren't being punished for simply existing in the biome. But uh...why actually explore the abyss? The only thing you can get from the Abyss are items to explore the Abyss better, and a few weapons that you can get...Post ML. But you can access it from Game Start. Supposedly the incentive for Abyss was a challenging area to provide good weapons that you couldn't get later, but it turns out to be artificial difficulty with enemies with Post-ML stats that have no items or drops - but again, the enemies spawn before any boss is defeated. And if you manage to kill these Post-ML enemies before the game decides you should be allowed to have their loot, your hard work is rewarded with absolutely nothing. Not to mention the Eidolon Wyrm's telekinesis that is completely unpredictable and uncontrollable, or the fact that the enemies that were added into the game with no gores. It's supposed to enforce a "stealth mission", which doesn't work because several enemies ignore that and always attack you anyway, and the problem that Terraria isn't a stealth game or meant to be one. Even if it was, it doesn't excuse this bullshit. This is worldgen and balance with Tremor-Tier quality, and about as polished.
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  9. To fix the Abyss, edit the direct rips from Subnautica, remove the bullshit undodgeable luck based telekinesis, remove the Post-ML enemies at the start of the game, actually reward the player for their effort if they can kill some of them before the intended progession point, and edit the World-Gen so it has some more variety and isn't a giant fucking rectangle. And a final point - reminder that theres a better Chlorophyte Bullet obtainable pre-mech with even more damage with a negligible drawback of slightly weaker homing, and the railroading in a sandbox game with the Meteor/Reaver Shark gating. Thanks to Cryogen and Providence for not being complete garbage.
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