DRL > Discussion
What weapons and how many?
Game Hunter:
--- Quote from: Brewtal Legend on April 24, 2011, 01:19 ---a little off topic, but what is "MAD", "UC", and "MFa"?
There should be a section in the wiki for all the shorthand abbreviations and slang used in the forums. I've been following and playing the game for a couple years now but still don't know all the shorthand.
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Since you also mentioned it with regards to my badge guide in the other thread, I'd like to note that there's an appendix in my badge guide that goes through all the common abbreviations. I'll post it here just to make it easy for everyone (spoiler'd for bigness):
Spoiler (click to show/hide)
--- Quote from: Badges Guide ---A.1. Abbreviations
There are many abbreviations used for things such as difficulty levels, challenges, and traits. The following is an extensive list of all those abbreviations: for information on what they all mean, visit the DoomRL Wiki.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
A.1.1. Difficulty Levels
ITYTD - I'm too young to die!
HNTR - Hey, Not Too Rough
HMP - Hurt Me Plenty
UV - Ultra-Violence
N! - Nightmare!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
A.1.2. Challenge Modes
AoB - Angel of Berserk
AoMr - Angel of Marksmanship
AoSh - Angel of Shotgunnery
AoLT - Angel of Light Travel
AoI - Angel of Impatience
AoP - Angel of Purity
AoRA - Angel of Red Alert
AoMC - Angel of Max Carnage
AoMs - Angel of Masochism
A100 - Angel of 100
AoPc - Angel of Pacifism
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
A.1.3. Traits
Iro - Ironman
Fin - Finesse
HR - Hellrunner
TaN - Tough as Nails
SoG - Son of a Gun
SoB - Son of a Bitch
Rel - Reloader
EE - Eagle Eye
Bru - Brute
Jug - Juggler
Ber - Berserker
DG - Dualgunner
DM - Dodgemaster
WK - Whizkid
Bad - Badass
SM - Shottyman
TH - Triggerhappy
MBm - Blademaster
MVm - Vampyre
MAD - Army of the Dead
MFa - Fireangel
MGK - Gun Kata
MAc - Ammochain
MCe - Cateye
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Some use slightly different notation (like SoaB/SoaG instead of SoB/SoG) although these are pretty easy to notice. I like to keep all the traits within three letters, just looks nicer. Since I should probably get to adding shorthand for some of the special levels, this is usually how I use/see abbreviations for 'em:
HA - Hell's Arena (unfortunately this is ambiguous, since it can mean Hell's Armory as well, but it is almost always related to the Arena)
CC - Chained Court
CC+ - Chained Court w/ Arena Master
HAr - Hell's Armory (this is the distinction often used between it and the Arena, see above)
HoC - Halls of Carnage
UC - Unholy Cathedral
City - City of Skulls
Lair - Spider's Lair
Mort - The Mortuary
The rest aren't often abbreviated or, when they are, are quite easy to connect. Lava Pits could probably be called LP although it's already so short that no one bothers to.
--- Quote from: Brewtal Legend on April 24, 2011, 01:19 ---Never really had enough time to get as into it as most people here. Never really got into any specific builds either. I just build the character as I go along. Making set plans for how to make the character and almost mandatory visits to certain special levels for specific items like the bfg tends to take a little bit of the "roguelikeness" out of it for me in my opinion.
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At least on earlier difficulties, there's no NEED for a build. Master traits can often point you in the right direction if you're unsure, but I could probably play a game on ITYTD, possibly even HNTR, without a single trait. (Sounds like an interesting challenge mode...if only it were something doable on harder difficulties.) I think it would be awkward to try playing without SOME trait path in mind, even if it's toward an immediate goal. One of the factors in DoomRL is that the game is quite short, so it IS possible (and eventually required) to have a clear strategy in mind. Call this un-roguelike if you want but, since the average victory takes only an hour or so, I believe it is a reasonable expectation of the player.
BFGs are almost totally optional. Most games I pick it up and never use it besides plasma storage.
Brewtal Legend:
--- Quote ---Call this un-roguelike if you want
--- End quote ---
I didn't think that the trait building part was "un-roguelike" just to clarify. Just how some levels seem almost mandatory to visit for certain items like the backpack which can always be helpful and the spear if playing angel of berserk.
I know similar things could be said for nethack. And some mandatory objectives in nethack are more obscure than in doomrl, but it just has that feeling of vastness and exploration that makes one not notice as much or really even play with the intention of actually beating the game. Just explore as much as possible to see how long you can last. At least for me.
I didn't notice that the badge guide already had an appendix. Sorry. Been a little while since I looked it over.
Game Hunter:
Since this would be going far off-topic, I won't go into a lot of detail.
DoomRL isn't meant to be an exploratory game, or at least not in the same way that more involved roguelikes can be. The maps are actually pretty small when you think of them in terms of spatial relativity: you and most enemies fight fairly far away from each other, and closing that gap can be quite dangerous if not lethal. There are no secret rooms or passageways, there's no backtracking, and there's no apparent rewards for just waiting around. In a way, the fact that you have to be mindful of what you're carrying (like what weapons and how many) at all times is a consequence of the more battle-driven gameplay.
So yeah, I agree that there's a lack of vastness and exploratory wonder in DRL. On the other hand, I don't think it was made with those things in mind. (Kornel has certainly has made AliensRL with exactly those qualities, so I imagine this game's lack thereof was an intended decision.) DoomRL has a definite goal, or at least is short enough that this goal becomes obvious after a while, and I believe it's reasonable to expect the players to be mindful of it when they play. In short, I'd call this the kind of game you're meant to "game" (actively seek to win) rather than "play" (enjoy as you go). Y'know, it's more a Pac-man than a Final Fantasy.
Brewtal Legend:
You're right. It has gone quite off topic. On a related subject, I was also curious about what kinds of items people mostly like to keep around?
I usually stock up on mostly health packs and at least two teleports if I can find them . I almost always use mods fairly quickly. At least 3 armors of the highest grade possible. I almost never use mods on armor.
Thomas:
--- Quote from: Game Hunter on April 24, 2011, 11:27 ---At least on earlier difficulties, there's no NEED for a build. Master traits can often point you in the right direction if you're unsure, but I could probably play a game on ITYTD, possibly even HNTR, without a single trait. (Sounds like an interesting challenge mode...if only it were something doable on harder difficulties.)
--- End quote ---
Man, you've never tried this? I once cleared H,NTR mort with SoG 3, Bru 3 and Ber. I didn't have a pistol or a melee weapon on me.
--- Quote from: Brewtal Legend on April 24, 2011, 22:09 ---You're right. It has gone quite off topic. On a related subject, I was also curious about what kinds of items people mostly like to keep around?
I usually stock up on mostly health packs and at least two teleports if I can find them . I almost always use mods fairly quickly. At least 3 armors of the highest grade possible. I almost never use mods on armor.
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I do try to touch upon this in my guide, but really I never keep a strict guideline in my mind. I always just stand on the stairs of a cleared level, tap i... "Hm. Probably too much ammo.", drop some shells and go find some other stuff to carry.
If you really need to be pointed in the right direction, ammo is usually the first thing you should think of. You should default to carrying a lot of ammo and only 5-6 consumables and a couple of extra weapons/armour, but there are a lot of situations where you can start dropping a lot of your ammo. For example, if you're trying to get ammochain, you should have barely any ammo when you're at level 6 and halfway to level 7, because once you get ammochain you're just going to drop it all anyway. Similarly, you should never have a lot of shotgun shells on levels 9-12, because that's a bit before when the halls of carnage spawns and that place is just filled to the brim with shotgun shells.
The other obvious one is how much ammo you should bring to level 25. Here's a tip: Only a bit more than required to kill the cyberdemon. As you get later in to the game, try to fill more slots with consumables and armour.
As for which consumables to take over which, I generally go Small Medpack < Phase Device < Large Medpack, with one envirosuit and 1-2 homing phases regardless of what other consumables I have.
As a final note, mod your armour. Power mods are super duper handy on a combat shotgun or chaingun, but aside from that you can also put them on red armour for a [6/6] arachno-fighting suit. Bulk can also be good if you're not finding a lot of armour, which will be handy in 0.9.9.3 because Kornel has decreased armour spawning and increased armour shard spawning.
Agility mods are less handy, but there are characters that wont have a lot of use for agility mods (Like a shotgunner, after they mod their rocket launcher and boots) and it's a lot better to pick up an item and immediately use it than just letting it sit there, let me tell you.
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