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Author Topic: What weapons and how many?  (Read 8063 times)

Brewtal Legend

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What weapons and how many?
« on: April 23, 2011, 15:24 »

Just curious what weapons people choose to lug around in the game.

Obviously you can't carry 8 like in the original doom, so how many weapons do you keep and which ones?

I usually go for two or three tops. Combat shotgun, double shotgun, and rocket launcher or combat/double shotgun, chaingun, and rocket launcher.
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Re: What weapons and how many?
« Reply #1 on: April 23, 2011, 15:30 »

Odd. I usually start wondering why I'm running out of space so fast, open my inventory, and find eight guns I'm not using...
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Re: What weapons and how many?
« Reply #2 on: April 23, 2011, 15:37 »

Usually 2 pistols, and chaingun + plasma for higher difficulties.
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Re: What weapons and how many?
« Reply #3 on: April 23, 2011, 19:43 »

Pistol and some sort of Rocket Launcher.
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Re: What weapons and how many?
« Reply #4 on: April 23, 2011, 19:55 »

WHAT weapons depend a lot on the build you're using. Shottymen are gonna use shotties, rapid-firers are gonna use rapid-fire, gunslingers are gonna use pistols. Barring weapon-specific challenges, having a rocket launcher (or equivalent) is always a good thing, as well as a BFG (or two) since they hold cells better than you can.

As for how many, it's good to carry at least one of each weapon that you actually plan on using. Rapid-firers can start with two chainguns (in case there's a reload issue) then move on to chaingun/plasma later.  Shottymen should have a combat/double combo going in their active slots: MAD will mostly use combat but switch to double if something comes unexpectedly close, MFa will mostly use double but switch to combat if they can't make the run easily. (Normal shotgun is a typical throwaway, although elephant gun can be a great substitute for a double.) Slingers should have two pistols as a minimum, although with the possible modding you can do with pistols these days, having a second pair isn't a bad idea.

The idea is to minimize clogging of weapons you likely won't use: these slots can be filled with various consumables that may prove vital to surviving a tough spot. In general, three is a minimum, but I never try to go above, say, five (discounting nuclear weapons and BFGs). The exceptions are usually if you're playing a hybrid build, which can be tough for inventory management unless part of that hybrid is melee.  Ao100 is another weird case, since you're bound to find a lot of nice exotics and/or uniques, although anyone expecting to carry a lot of weapons should just take MAc and avoid the hassle.
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Fanta Hege

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Re: What weapons and how many?
« Reply #5 on: April 23, 2011, 23:40 »

Personaly I usualy just find it game dependant, but when I play just those regular ol UV standart games, I usualy have combat shotty and chaingun, after I get double shotty, ditch chaingun, after plasmagun, ditch double shotty, after ammochain, ditch combat shotty.

I'll also keep a rocket launcher and chainsaw + BFG's.
Meelee can come suprisingly handy at times and I normally raid UC when I feel lucky.
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Brewtal Legend

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Re: What weapons and how many?
« Reply #6 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.

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.

Don't get me wrong, I still love the game.
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Re: What weapons and how many?
« Reply #7 on: April 24, 2011, 02:30 »

Assuming no challenge game and no unique/exotic found :

1 combat shotty
Rocket or Missile launcher
those are equipped.

Plasme Riffle
BFG

not a big chaingun fan, but i carry one usually until level 9 or 10.
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Re: What weapons and how many?
« Reply #8 on: April 24, 2011, 02:36 »

MAD and MFa are [M]aster traits: Army of the Dead and Fireangel, respectively.
UC is the Unholy Cathedral.

If you aren't a real specialist (pistols/shotguns/rapidfire), I'd likely hold 2-5 shotguns (upgrade quality and reduce number as you go on), the chaingun, rocket launcher, plasma (as long as I can use it - usually requires EE, otherwise it won't be worth the time to switch), BFG.  BFGs don't really count as weapons since they are also cell carriers (if slower to get at).  Jugglers would hold a little more - if they find a useful unique/exotic, often keep the "old" version around also for quickswaps (rocket launcher/missile launcher is a good example).  In the late game usually drop chaingun also (around level 20 on Hey, not too Rough).
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Re: What weapons and how many?
« Reply #9 on: April 24, 2011, 04:51 »

I carry around a rocket launcher almost always, unless it's a challenge game where I can't use one, for blowing up walls and the like. The other weapon depends on the build and any particular challenges, but usually there's just one.
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Re: What weapons and how many?
« Reply #10 on: April 24, 2011, 11:27 »

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.
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)

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.

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.
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.
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Brewtal Legend

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Re: What weapons and how many?
« Reply #11 on: April 24, 2011, 13:59 »

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Call this un-roguelike if you want

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.
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Re: What weapons and how many?
« Reply #12 on: April 24, 2011, 21:54 »

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.
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Brewtal Legend

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Re: What weapons and how many?
« Reply #13 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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Re: What weapons and how many?
« Reply #14 on: April 24, 2011, 22:39 »

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.)

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.

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.

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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