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Author Topic: [M|100%|YAAM] Pistols Kick Ass!  (Read 3391 times)

C4Cypher

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[M|100%|YAAM] Pistols Kick Ass!
« on: October 16, 2010, 06:56 »

I guess I'm reaching a point where I'm no longer a newbie. I've been struggling to graduate from ITYTD to HNTR for the past few weeks. I love pistol builds, they're fast, can deal a lot of damage, but they have definite survivability and ammunition problems, having to balance survivability with damage output in your build, and you really need to ration your pistol rounds, making every one count.  I've been improving with them, learning about different pistol builds including and excluding MGK.  I even managed to get to L22 on an AoMr run. But to no avail, I could not break the M barrier with pistols.

I finally managed to complete HNTR with an Ammochain build, but I couldn't feel like I deserved to post the mortem.  Agility mods + tech + infinite ammo + plasma rifles = a powerful combination. I was shocked to actually find the run almost easy.  And aside from the first HNTR, there was nothing special about the run. I felt almost dissapointed.

Fast forward to yesterday ... I start over, never having tried a damage pistol build, stacking SoB early before going for Dualgunner, simply to give my early game shotgun some punch. The RNG was kind to me, showering me with mods ... including five tech mods before the hellgate, enough for me to get Whizkid, despite the fact that I hadn't planned it. 

I had an amusing moment in the Halls of Carnage where shotty spam had blown open the door to the BFG room.  I waltz in to find a Hellknight hoovering up the rockets and generally sitting on my BFG ... Why do Barons and Knights run around picking up ammo? It's not like they use it.


Fire -- Choose target...   The hell knight fires! You are hit!                 
 You pump a shell into the combat shotgun chamber.                             
                           ####################################################
                           ........#.........#...#..===..#....................#
                             ............... #...#..===..#..#########.#######.#
               .     #...      #............ #...+..===..+..#.................#
             ...     #....     #.......%.... #...#..===..#..#.####.########.#.#
            ....     #....  .  #...#####/#####...#..===..#..#.#...........#.#.#
   ..+     .....     #..%. ....#.................#..===..#..#.#.#######.#.#.#.#
 #...#    ......     /.........#.........#.......#..===..#..#.#.#.......#...#.#
 #...#     .....######..#####............#...#..%#..===..#%%#.#.#.#####.#.#.#.#
 #....     .......%.....#......#.........#...#...+..=.=..+.%#%#.# #.}B#.#.#...#
 #....      ............#......#.%.......#...#...#..===..#..#.#.# #...#.#.#.#.#
 #...####+######........#.....%#.........#...#...#..===..#..#.#%#.#@###.#.#.#.#
 #...#.........................#...#######...#..%#..===..#..#%#.#.......#...#.#
 #...#........%#.......%..######.............#...#..===..#..#.#%#########.#...#
 #...#.....#####........................######......===.....#.#..       ..#.#.#
 #.......................%..............#........#..===..#..#.#         ###.#.#
 #...######..........#########/###......+........#..===..#..#..           ..#.#
 #...+....#..........#..................#........#..===..#..###           ###.#
 #...#>...#..........#...........................#..===..#...               ..#
 ############################################################                   
 C4Cypher                   Armor : blue armor [2/2] (55%)                     
 Health: 138% Exp:  6/82%   Weapon: modified combat shotgun (7d3) [1/5] (T1)   
 cautious                                                    Halls of Carnage   


That BFG, coupled with a bulk mod would make the Hellgate survivable, and saved my ass countless times with the late game Vile Packs.  I think it was getting the Beretta that really made this run so beautiful, and if I'd found another power mod, I'd have ended up with two pistols doing 2d6 damage per shot.  The past few levels were hair raising, and more than once I found myself trading BFG shots with immense amounts of incoming fire from Vile Packs ... even getting pinned against the wall ... having to carefully pick whether to fire, change armor, pop health kit or Run on level 23.

The fight with the Cyberdemon was a little less comfortable than with a MGK build, simply because without Dodgemaster sidesteping those rockets was no longer a sure thing, and actually made it a close fight.

With sweaty palms and bloodshot eyes I finally watched the bastard explode, and I was blown away in awe at the Mortem.  I'll stop chattering you and show what you're all to see. I humbly admit my first YAAM, accomplished with a damage pistol build, on Hey, Not Too Rough:

--------------------------------------------------------------
 DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------

 C4Cypher, level 10 Imp Sergeant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 119851 turns and scored 91495 points.
 He played for 2 hours, 28 minutes and 31 seconds.
 He didn't like it too rough.

 He killed 434 out of 434 hellspawn. (100%)
 This ass-kicking marine killed all of them!


-- Awards ----------------------------------------------------

  Grammaton Cleric Cross
  Medal of Prejudice
  UAC Star (bronze cluster)
  Hell Champion Medal
  Veteran Bronze Badge

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

  ###########################################################
  #..........................................................
  #..........................................................
  #.............###.......................###................
  #.............###.......................###.........##.....
  #.............###.....X.................###........###.....
  #..................................................###.....
  #..........................................................
  #..........................................................
  #........................###...............................
  #............###.......|.###...............................
  #............###........|###...............................
  #............###........}....................###...........
  #............................................###...........
  #.....................###........###..###....###...........
  #.....................###........###..###..................
  #.....................###........###..###..................
  #..........................................................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 32/50   Experience 44428/10
  ToHit Ranged +2  ToHit Melee +2  ToDmg Ranged +2  ToDmg Melee +2

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

    Finesse          (Level 2)
    Son of a bitch   (Level 2)
    Son of a gun     (Level 3)
    Eagle Eye        (Level 1)
    Dualgunner       (Level 1)
    Whizkid          (Level 1)

  SoB->SoB->SoG->SoG->DG->Fin->EE->Fin->WK->SoG->

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

    [a] [ Armor      ]   red armor [2/4] (39%)
    [b] [ Weapon     ]   modified pistol (2d5) [4/8] (B1P1)
    [c] [ Boots      ]   modified phaseshift boots [4/4] (100%) (A)
    [d] [ Prepared   ]   Grammaton Cleric Beretta (2d6) [7/18]

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

    [a] modified combat shotgun (7d3) [5/5] (T3)
    [b] missile launcher (6d6) [4/4]
    [c] modified BFG 9000 (10d8) [130/130] (B1T2)
    [d] blue armor [2/2] (100%)
    [e] blue armor [2/2] (100%)
    [f] blue armor [2/2] (62%)
    [g] red armor [2/4] (35%)
    [h] 10mm ammo (x64)
    [i] 10mm ammo (x140)
    [j] 10mm ammo (x140)
    [k] 10mm ammo (x140)
    [l] 10mm ammo (x140)
    [m] shotgun shell (x70)
    [n] rocket (x13)
    [o] small med-pack
    [p] homing phase device

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

    73 former humans
    48 former sergeants
    6 former captains
    68 imps
    46 demons
    70 lost souls
    50 cacodemons
    14 barons of hell
    1 Cyberdemon
    14 hell knights
    16 arachnotrons
    3 former commandos
    4 pain elementals
    5 arch-viles
    2 mancubi
    12 revenants
    2 bruiser brothers

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 10 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 11 he ventured into the Halls of Carnage.
  On level 14 he found the Grammaton Cleric Beretta!
  On level 15 he encoutered the Phobos Hellgate.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target... 
 The Cyberdemon fires! You are hit!
 Fire -- Choose target... 
 You dodge! Boom! Your red armor is damaged!
 You use a small med-pack. You feel healed. The Cyberdemon reloads his
 rocket launcher.
 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon.
 The Cyberdemon fires! You dodge! Boom!
 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon.
 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The Cyberdemon dies. You feel relatively safe

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

 Before him 64 brave souls have ventured into Phobos:
 46 of those were killed.
 And 8 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 10 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 8 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

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

I can't really credit this one completely to skill, not by a long shot ... much of what I used was learned from pouring through these boards and the Wiki ... and I received much RNG love, but I'm still happy as hell that I pulled it off.
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Sylph

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Re: [M|100%|YAAM] Pistols Kick Ass!
« Reply #1 on: October 16, 2010, 07:22 »

Nice work!

Just out of interest - which option *did* you pick when your back was to the wall? Firing, popping a medikit, donning armour, or running to the next level?

Note on your build, btw... The firing speed is calculated in an additive fashion for each individual trait, but they're all put together with multiplication. That means your final firing speed is:
Base speed of weapon x (1 - 0.2 x SOAG) x (1- 0.15 x finesse) x 0.2^techmods

The crucial part of that equation, is that the third level of SOAG changes the firing speed multiplier from 0.6 to 0.4, which, with the addition of the extra damage from SOAG, is more than 50% extra damage from pistols.

With that in mind, your damage/second is actually higher with SOAG x 3 than it is with SOAG + SOAG + dualgunner. (the necessity of reloading makes DG generally a better choice though).

The reason I post all this is because of how excruciatingly late you got your third level of SOAG. Damage builds for pistols are awesome indeed. I'd argue they're better than gunkata builds, but you want SOAB for your pistol knockback - the difference it makes to your shotguns is absolutely minimal.
When you go for hurt me plenty or ultra violence, try something like the following:

SOAG -> SOAG -> DualGunner -> SOAG -> EE -> SOAB -> SOAB -> Finesse -> SOAB -> Finesse

Finesse can be switched out if you don't fancy it. Alternatively, if you like your shotguns, instead of starting with SOAB (like you did here), try starting with finesse and juggler. Finesse will more more difference to your shotgun damage than SOAB will, juggler will let you switch immediately to combat shotgun, shotgun, and double shotgun when enemies get close, and you'll still be well on your way to ultra-powerful pistols.
Oh, and outside of AoMR, knockback on the pistols isn't really that important. If you use cover well, just ramping up the damage/second (instead of the single shot damage) lets you kill barons, mancubi, arachnotrons, and revenants way before they move into a position to fire back.

Sorry for war-and-peace-ing your thread, just thought it'd be worth posting a few pistol tips here. :)

Congrats on your win anyway. Sounds like it was an intense game!
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C4Cypher

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Re: [M|100%|YAAM] Pistols Kick Ass!
« Reply #2 on: October 16, 2010, 08:46 »

Just out of interest - which option *did* you pick when your back was to the wall? Firing, popping a medikit, donning armour, or running to the next level?

It wasn't a question of a single choice, it was one made EVERY single turn once I realized I was pinned.  I'd need to get BFG rounds out or I'd die ... I'd fire ... get slammed by two Vile flames and two Rev rockets, end up with destroyed Armor and 5-20% HP ... pop a Large Medkit, get slammed again with no armor, taking me down to 40-60%, Put on fresh armor and geting nailed down to 5-20% again. Pop ANOTHER Medkit, get slammed AGAIN, but end up with 50-60% hp and fully intact armor.  Fire BFG. Pray I don't run out of Armor, Large medkits (Small Medkits would be a battle of attrition, on the loosing side.) ... or Cells in the mag (thank you Bulk mod!), And pray to hear the sound of that last vile dying, everything else can be mopped up quickly, once the Viles are gone.    Add 'run like hell' if I think I might see an opening, or at least room to dodge ... dodging doesn't do much against a crowd of Viles + Reverants ... I'm just glad there weren't a crap ton of Mancubi ... they're slow and easy on they're own, but in packs, with Viles ... ugh.

That fight ended with almost all my armor gone, ALL but a few small medkits gone ... and wondering whether or not I was going to make it.  Globes and medkits were aquired ... before things got hairy again.  It was terrifying.

In retrospect, I probably could have skipped, but as with many of my YASDs, I made a gamble (Vaults can be a bad idea for the unprepared ... and ... oooh! The Mortuary, what's that? ) ... I knew I had 100%, and I didn't want to break it over a vile pack, especially due to the fact that up until this point, one bulk and two tech mods on my BFG had been enough to place the plasma equivalent to a strategic orbital strike on every vile pack I'd found so far.  My initial approach seemed like a bad idea, as I couldn't see the Viles, and I'd have to wade through the reverents ... so I tried to flank around the building (Hellish City map)  And stepped out to find the pack right there ... reverent rocket bounced me away from my exit strategy (phaseshift boots FTW!), and there I was, pinned at the top of the map ... with a bunch of very pissed looking V's and R's forming a nice ring around me.



With that in mind, your damage/second is actually higher with SOAG x 3 than it is with SOAG + SOAG + dualgunner. (the necessity of reloading makes DG generally a better choice though).


The reason I post all this is because of how excruciatingly late you got your third level of SOAG. Damage builds for pistols are awesome indeed. I'd argue they're better than gunkata builds, but you want SOAB for your pistol knockback - the difference it makes to your shotguns is absolutely minimal.
When you go for hurt me plenty or ultra violence, try something like the following:

SOAG -> SOAG -> DualGunner -> SOAG -> EE -> SOAB -> SOAB -> Finesse -> SOAB -> Finesse

Finesse can be switched out if you don't fancy it. Alternatively, if you like your shotguns, instead of starting with SOAB (like you did here), try starting with finesse and juggler. Finesse will more more difference to your shotgun damage than SOAB will, juggler will let you switch immediately to combat shotgun, shotgun, and double shotgun when enemies get close, and you'll still be well on your way to ultra-powerful pistols.
Oh, and outside of AoMR, knockback on the pistols isn't really that important. If you use cover well, just ramping up the damage/second (instead of the single shot damage) lets you kill barons, mancubi, arachnotrons, and revenants way before they move into a position to fire back.

Sorry for war-and-peace-ing your thread, just thought it'd be worth posting a few pistol tips here. :)

Congrats on your win anyway. Sounds like it was an intense game!

That's the funny thing, this run started off as an experiment.

I had started out hoping to be flexible, picking my exact build path depending on what my early game drops were, and picking the early Traits that would give the most flexibility, perhaps even giving me the option to go ammochain rather than damage pistol. This was one of the reasons I started SoaB rather than SoaG.

I sometimes have trouble early game, before I can get my pistols really causing some pain. I wanted to see if I could get SoaB up (Even considering an MCe pistol build, for grins) I wasn't even sure whether or not I wanted to really pull a pistol build. If Shotguns started raining from the sky, or an early assault shotgun could be found before I grabbed my first SoaG, I'd have happily gone for a shotty build.  I love juggler and I like taking one finnesse relatively early just to keep my options open in regard to both juggler and whizkid is always something I like to try.

In a sense I'm still learning the feel for the game, and which builds fit my playstyle. (I somehow end up preferring damage over survival. TaN is nice ... but ... even with AoD, I can never quite get the damage output with the shotties quite where I want it ... but then again I've really yet to learn how to play shotgun builds effectively.  I started with standard builds, always picking a master trait to aim for.  MGK is fun as hell, and started my love affair with pistol builds. (It's a rather masochistic relationship, yes?)  When runs started going bad, and I started getting YASD often, even on easy games, I started playing with some of the builds I saw in the mortems, and then started messing around with oddball builds, not unlike this one. 

As far as taking SoaG #3 so late?  I had four/five mods weighing down my pack from around the time just after I got EE ... and having all that space taken up by mods you can't use hurt, especially knowing that I needed to stockpile Pistol ammo before the hellgate, so I rushed Whizkid, even pushing back SoaG.  Silly, probably a bad decision, and I could be cheeky and tell you that the result was the best run I've ever had, but frankly, with how strangely the run went (Tech mods raining from the sky ... and plowing through several levels of Phobos to land at my feet), it beats the hell out of me. The Wall's backpack is something I always try to get for the space and pistol stockpile capacity ... to the point where I'm hoping to phase it during my AoMr attempts, simply for this reason.

Thank you, thank you, thank you for the input and advice ... I crave this stuff.  You even gave me another idea for an extremely wacky build that will probably fail, but will probably be fun on E and M.

EE -> SoaG -> SoaG -> SoaG -> Fin -> Jug -> SoB -> SoB -> SoB -> Fin -> Wiz

With Whizkid pushed back as needed after juggler.

Should be fun.  I want my mortems to be entertaining ... and hopefully informative, rather than simply chest beating my accomplishments. Feedback is always appreciated, especially the 'war and peace' posts.
« Last Edit: October 16, 2010, 08:57 by C4Cypher »
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Sylph

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Re: [M|100%|YAAM] Pistols Kick Ass!
« Reply #3 on: October 17, 2010, 06:23 »

I'd say get finesse -> juggler first if you're gonna get them. They make the first 10 levels of the game laughably easy, even if you never find a combat shotgun.

You don't only get instant weapon switching (which itself is amazing for attacking with pistol/chaingun round a corner, then changing to shotty when the enemy is close enough), you get all manner of other tricks. For example, If you're carrying 4 shotguns in your inventory, and have a hell knight advancing on your corner, you can select and fire a shotgun, change to a combat knife, drop the empty shotgun (0.5 seconds), then press 3 to get a loaded shotgun out instantly. Along with the firing speed bonus from finesse, this '0.5s reload' is quick enough to get almost anything in a knockback trap.

I love wacky builds too. The one I'm currently trying at is absolutely bizarre, but so much fun. I'm gonna reveal a whole load about it once I've managed to secure a non-maxcarnage nightmare win with it...
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C4Cypher

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Re: [M|100%|YAAM] Pistols Kick Ass!
« Reply #4 on: October 17, 2010, 15:54 »

That is amazing ... never did think of putting juggler before the core traits, much less the shotty trick.  My single pistol build experiment is going well, it's surprisingly effective.  Keeping two pistols and two combat shotguns (that swap trip will make my life so much easier) ... and it actually is reminiscent of the Matrix (fire gun until empty and then just drop it) fighting style.

I had another crazy idea ... a pistol/melee hybrid build. Should be interesting to come up with.

Edit: Wow, I just killed a Reverant with a single Bulk modded pistol. Sogx3, Sobx3 ... took only four rounds.

I've got a question concerning the Juggler switch trick.  You have an equipped weapon and a prepared weapon, as well as your pack.  Juggler makes swapping from prepared instant. Swapping from pack to equipped takes 1 sec.  Dropping from pack takes 0.5 sec.  I have no idea how one might drop from prepared or equipped, without somehow eating the 1 sec time it takes to swap out with the pack.
« Last Edit: October 17, 2010, 17:26 by C4Cypher »
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Sylph

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Re: [M|100%|YAAM] Pistols Kick Ass!
« Reply #5 on: October 17, 2010, 20:10 »

've got a question concerning the Juggler switch trick.  You have an equipped weapon and a prepared weapon, as well as your pack.  Juggler makes swapping from prepared instant. Swapping from pack to equipped takes 1 sec.  Dropping from pack takes 0.5 sec.  I have no idea how one might drop from prepared or equipped, without somehow eating the 1 sec time it takes to swap out with the pack.
Pressing number keys to switch weapons with juggler is also instant. Say you have a pistol in your hands, and a shotgun 'prepared', you can press 4, and with juggler, without any time passing, you will now have a combat shotgun in your hands and still have a shotgun prepared.
Note that, if you instead pressed '3', it would just act the same as the 'swap weapons' key.
A juggler can, thus, fire a shotgun, switch to a prepared shotgun, fire, switch to a super shotgun, fire, switch to a combat shotgun, and fire - 4 shotgun blasts with zero time in-between firing.

Quote
I had another crazy idea ... a pistol/melee hybrid build. Should be interesting to come up with.
This is pretty much what I was alluding to in my previous post. Like I said, I'm gonna try and get a successful nightmare win with it.
« Last Edit: October 17, 2010, 20:12 by Sylph »
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C4Cypher

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Re: [M|100%|YAAM] Pistols Kick Ass!
« Reply #6 on: October 18, 2010, 10:26 »

I'm having a lot of fun playing around with single pistol builds, and thanks for the advice about juggler.  Getting to both mid/late Hell in both E and M. Hoping to throw Wiz in the mix, see how it changes things,  starting to get some amazing damage per round ratios.

I'm curious about your build ... will wait for the mortem. Considering a pistol/vamp ... but having a hard time prioritizing build order in a way that works with the scaling of the levels. The fact that I have no clue as to how to play melee doesn't help, but it should be fun to play with.  I should probably learn to play normal melee builds before I experiment with it.
« Last Edit: October 18, 2010, 10:29 by C4Cypher »
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