DRL > 0.9.9.2

[U|AoH|91%|8|YASD] nanofibre cybernetic armour

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thelaptop:
Save scumming has one and only one use here -- when testing new beta releases.

Otherwise, try not to do it...

Ander Hammer:
Heck, you can get similar protection for less move penalty, albeit less sturdy, with just red armor and power mods, and if you find a nano mod, too, it might as well be as good as the armor you built.

Tormuse:
Yeah, that's pretty much what I figured too.  I just hate to see such potential go to waste like this.  :|


--- Quote from: Ander Hammer on March 07, 2011, 13:33 ---See all those small medpacks? You could have been tanking around with 75%-100% health and avoided this.

--- End quote ---

I usually guard my med-packs jealously and don't use them unless I really need to, like if my health dips below 40%, or sometimes 20% if I'm feeling lucky.  That strategy has gotten me killed on more than a few occasions, but there have also been many times that I use one just before finding a berserk or supercharge around the next corner and then I just feel like I wasted it.  It's a bit of a gamble either way, but I'll concede the point that I'm probably too stingy with the med-packs.

Ander Hammer:
Better to waste one or two than to die and waste them all.

If you find a zerk/invul/whatever, you can always leave it for later.

RogerN:
Walking around on Phobos Hell level 8 with less than 80% health is a huge mistake IMO.  Doing it with a 55% movement speed penalty and on Ultra-Violence is just begging for instant death.  Sorry if this sounds harsh, but I think you deserved to die.  Even at 100% health you're never completely safe at that depth and difficulty level.

I think the biggest lesson here is that movement penalties are terminally dangerous - particularly because you often don't notice there's a problem until a pack of Revenants and Mancubi all get double moves on you.  Think about it - every step for you was the time-penalty equivalent of reloading a rocket launcher!

The other lesson is that there's no reason to hoard small medkits at that depth.  They're practically useless in heavy combat because the monsters you're facing deal damage too quickly.  Their only practical use is when you're not immediately threatened but need some health.  (I suppose you could argue keeping them around for stamina boosts, but with 1.55 base movement speed you're not going to be able to run away from anything).

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