DRL > Discussion
The little tips and tricks topic.
ParaSait:
Clever :)
Not only this is a great tactic, it also assures that your rewards will survive the battle! :D
Sylph:
Provided you're not playing on nightmare, you can complete the wall (including UV with archviles) without suffering a single hit, or damaging the goods, using the following, rather simple, technique:
The basic idea is to make a simple hole in the wall, use the 'wait on the spot' command to get the attention of a baron, then shoot him as he follows you, trying to get him to die on top of a corpse, and making sure he dies in a position that an arch-vile can't resurrect him without being in your firing line.
Repeating that, the wall is easy.
Kornel Kisielewicz:
Woah, I certainly dig this gif file :D
Angle of Death:
Not certain it applies, but its possible to get both Shottyman and Ammochain, which is potentially an insanely powerful combination for any playstyle.
Sylph:
Personally, I dont find shottyman that useful. In fact, I dont think its worth a single trait slot, let alone 3... With one level of finesse, the combat shotgun already has a firerate easily high enough to repeatedly knock back a target while corner shooting, and 5 shots is usually enough. If youre smart enough to carry a second combat shotgun in your inventory, then whenever the foe gets knocked back far enough to afford you an extra turn, instead of loading a shell, you can just pull out your backup combat shotty and have 5 fresh shells.
When youve got ammochain, spending a single trait on juggler is an excellent idea so that you can pull out a BFG or rocket launcher without timewasting, but it also allows you to dual-wield shotguns for incredible knockback traps. Im not sure reloading while you move is really worth spending 3 traits on, particularly considering that reloader is useless to an ammochain character using his plasmagun.
Finally, of course, ammochain gives the player such a powerful plasmagun, he probably isnt going to be faced with many situations where monsters get close enough to justify pulling out a shotgun - the monsters will be dead well before the shotgun damage and knockback gets significant.
You can take them both together, but is spending 3 traits on shotgun reloading while moving really better than +60% health from ironman?
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