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Quick questions thread!

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Missileboater:
Also try to equip a shell box ( or power box for plasma shotgun ) for quick reloads to minimize the chance that it'll teleport away. Assemblies ( if you can find the mods ) of either plasmatic shrapnel or nano-shrapnel can also help maximize damage/need of reloading.

Uranium:
If I nano-mod a shotgun, will it regenerate ammo as I fire it (leading to never running out of ammo)?
Same goes for things like nuclear plasma rifle with Ammochain.

Missileboater:
Basically, I know when I made a plasmatic shrapnel ( the tier 1 version ) normal shotgun, the shell regenerated right when I fired it, so I basically had an infinite ammo shotgun. However, I'm not sure how this will affect combat shotguns though, since there's a warning for ones that require pumps.

rchandra:
with the combat shotgun (N), I'm pretty sure you'll need to pump it (you'll still have infinite ammo, but the fire time will truly be firetime + pumptime or firetime+movetime).
I have nano-modded a double or super shotgun, and there is a problem - you'll only get 1 shell in per action when you're trying to fire 2.  however, since the second blast is often not that good anyway it should be ok.  You can also alternate dodge and fire to get both shells.

I don't think the Shambler is worth fighting in AoSg unless you have plasma/Jackhammer, one of the nano assemblies, or MAD/MSh traits.  You will have a shell box from the Armory, use it.

Missileboater:
In the wiki for the assemblies, it says "Beware: ammo regeneration prevents manual reloading including pumping which may be undesirable for some shotguns. ", that's the part where I'm confused at for combat shotguns. If you really have to move in order to fire Nano'd combat shotgun, it'll give the Shambler much more time to just teleport around ( since you won't be given the benefit of shell boxes either if this is true ).

Just a little confusion in my part, nothing big.

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