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Author Topic: [UV|AoMs|78%|YAVP] Crazy game (with demo)  (Read 2303 times)

Zi

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[UV|AoMs|78%|YAVP] Crazy game (with demo)
« on: August 03, 2009, 00:23 »

--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Zynx, level 13 Mancubus General, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 102509 turns and scored 263880 points.
 He was a man of Ultra-Violence!

 He killed 679 out of 867 hellspawn. (78%)
 He was an Angel of Masochism!


-- Graveyard -------------------------------------------------

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  #....#>#...X........................###................###.
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-- Statistics ------------------------------------------------

  Health 139/80   Experience 74549/13
  ToHit +4  ToDmg Ranged +3  ToDmg Melee +3

-- Traits ----------------------------------------------------

    Ironman        (Level 3)
    Tough as nails (Level 2)
    Son of a bitch (Level 3)
    Reloader       (Level 1)
    Eagle Eye      (Level 2)
    Cateye         (Level 2)

  EE->EE->Cat->SoB->SoB->SoB->Cat->Iro->Iro->Iro->TaN->TaN->Rel->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   blue armor [2/2] (78%)
    [b] [ Weapon     ]   modified BFG 9000 (10d8) [10/130] (M1)
    [c] [ Boots      ]   modified protective boots [4/4] (92%) (P)
    [d] [ Prepared   ]   Missile Launcher (7d6) [4/4]

-- Inventory -------------------------------------------------

    [a] modified plasma rifle (1d9)x8 [0/40] (D1)
    [b] Jackhammer (6d3)x3 [9/9]
    [c] Minigun (1d5)x10 [0/100]
    [d] green armor [1/1] (100%)
    [e] modified red armor [2/4] (48%) (M)
    [f] shotgun shell (x50)
    [g] rocket (x7)
    [h] rocket (x10)
    [i] power cell (x32)
    [j] homing phase device
    [k] envirosuit pack
    [l] armor durability mod

-- Kills -----------------------------------------------------

    72 former humans
    65 former sergeants
    35 former captains
    95 imps
    65 demons
    65 lost souls
    28 cacodemons
    38 barons of hell
    1 Cyberdemon
    23 hell knights
    37 arachnotrons
    18 former commandos
    13 pain elementals
    19 arch-viles
    18 mancubi
    13 revenants

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 9 he found Hell's Armory.
  On level 9 he found the Minigun!
  On level 12 he ventured into the Halls of Carnage.
  On level 13 he found the Phaseshift Armor!
  On level 16 he found the Jackhammer!
  On level 17 he found the Hell Staff!
  On level 20 he entered the Vaults.
  On level 20 he found the Railgun!
  He came, he saw, but he left.
  On level 22 he found the Missile Launcher!
  On level 23 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 scream of a freed soul!
 You reload the Missile Launcher with rocket.
 There are stairs leading downward here.
 There are stairs leading downward here.
 
 You enter a big arena. There's blood everywhere. You hear heavy mechanical
 footsteps...
 You swap your weapon.
 Fire -- Choose target...
 Fire -- Choose target...
 Fire -- Choose target...
 You reload the BFG 9000 with power cell.
 Fire -- Choose target...
 Fire -- Choose target...
 Fire -- Choose target... The missile hits the Cyberdemon. The Cyberdemon

-- General ---------------------------------------------------

 Before him 439 brave souls have ventured into Phobos:
 388 of those were killed.
 8 of those were killed by something unknown.
 5 didn't read the thermonuclear bomb manual.
 And 24 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 14 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 12 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

--------------------------------------------------------------

AoMs is truly unforgiving.  "Oops, I stepped around a corner and ate a few shots...now I'm at 25% health.  And I'm only 10% towards my next experience level."  With no forgiveness of mistakes (health recovery), you have to make sure you don't make mistakes, two mistakes are enough to sink you.  I'm definitely a more careful and more effective player after playing a bunch of AoMs runs.  Don't step around blind corners.  Be very careful when approaching open doors.  Run away when you meet enemies you can't take down quickly enough in the open.

I'm also finally a rapid weapon user.  Despite being rather attached to pistols, with experience I've finally seen the effectiveness of the chaingun and especially the plasma rifle.  The latter blows pistols out of the water in terms of damage per second, for the same amount of traits.  One benefit of this build is the ability to get Cateye much earlier (I wonder how I'll play without it in the next version!).  I took Blade's word to not take more than 2 levels of eagle eye, but I still noticed a lot of shots missing.  I'm starting to feel that the 3rd level would be worth it, I need to test it out.

With that said, what a bounty of Uniques from the RNG.  I've never had a game remotely CLOSE to this one in the number of Unique spawns.  There was even a unique on floor 24, but I didn't look for it, I already had my BFG I planned to fight the Cyberdemon with, and soon after levelling up, I took the stairs.

Thanks to the unique drops - I actually used every weapon type at different times in the game to kill enemies.  I actually liked the Minigun, despite what others say about it.  I used it a lot until I ran out of 10mm ammo (which is probably why everyone dislikes it, I suppose).  I'm starting to like the phaseshift (not planeshift, why do I always call it that?) armor more and more when I find it.  Perhaps I'm getting better at not taking damage, so my armors last longer than they did in the past.  The Jackhammer came in handy when I didn't want to use up power cells, but had also run out of 10mm ammo.  In particular, its knockback is really nice, but if you use it at range, you run out of shells quickly.  In other games when I find it early and focus primarily on it, I always run out of shotgun shells.  Hell staff - I used to really like it, but nowadays I don't bother with regular phase devices at all, so it has no value for me.  Perhaps it's nice at lower difficulty levels where using a phase device is more likely to get you out of trouble than into more trouble.  Railgun - I don't know if others think the piercing is nice, but if I wanted to hit more than one enemy, I'd just use the BFG.  The railgun takes too long to fire and too long to reload relative to the damage it outputs.  Missile launcher is actually really nice, with a magazine of 4 and a relatively quick fire time, you can peg a lot of enemies before taking cover to reload - I could probably have used it more and used the BFG less to save some power cells.

The waffling around in the inventory late in the game was me looking at weapon stats and trying to decide (calculate) which weapon to use against Cyberdemon.  Raw average damage output per second from the Minigun (and the damage-modified plasma rifle) was actually theoretically higher than the BFG (when including the 3 SoaB), when considering reload times.  But these two weapons weren't guaranteed to hit, and really had their edge taken away by protection, so BFG was the optimal choice.  That's why I took reloader as my last trait, to reduce the time to reload the BFG.  A level of Tough as Nails probably wouldn't have been that beneficial against the hard hitting single shot attack that Cyberdemon has.  When it actually came down to the fight, the Cyberdemon never even got a shot off.  I just spotted it, ducked around a corner, and shot a couple BFG blasts around said corner and won. 

I held onto a few envirosuits all game in case I wanted to cross damage floors, but I never ended up using it - the one time I did cross a damage floor I forgot about it.  It was only one tile, though.

An idea:  perhaps even if medpacks and powerups don't heal, have them reset your 'tired' status?  It could add a little bit of strategy to AoMs.
« Last Edit: August 03, 2009, 00:25 by Zi »
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