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Author Topic: [M|100%|YAAM] Why did I take Ammochain again?  (Read 4457 times)

StarStorm

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[M|100%|YAAM] Why did I take Ammochain again?
« on: May 02, 2011, 05:30 »

Answer: Because I'm a plasma whore.

--------------------------------------------------------------
 DoomRL (v.0.9.9.3) roguelike post-mortem character dump
--------------------------------------------------------------

 StarStorm, level 12 Former Human Corporal, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 115198 turns and scored 123352 points.
 He played for 2 hours, 19 minutes and 29 seconds.
 He didn't like it too rough.

 He killed 777 out of 777 hellspawn. (100%)
 This ass-kicking marine killed all of them!


 He saved himself once.

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 10
  Levels completed : 10

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

  Cyberdemon's Head
  Medal of Prejudice
  UAC Star (bronze cluster)
  Aurora Medallion
  Grim Reaper's Badge
  Hell Champion Medal
  Hell Armorer Badge
  Armorer Bronze Badge
  Heroic Bronze Badge
  Veteran Bronze Badge
  Skull Bronze Badge
  Reaper Bronze Badge
  Reaper Silver Badge
  Reaper Gold Badge
  Scavenger Bronze Badge
  Scavenger Silver Badge
  Scavenger Gold Badge

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

  ###########################################################
  #..........|...............................................
  #..........................................................
  #...............................................###........
  #...............................................###........
  #...............................................###........
  #...........###.......###..................................
  #.....................###..................................
  #.....................###..................................
  #..X.###...###.............................................
  #..........###.............................................
  #..........###.............................................
  #....###........###..................###...................
  #....###........###..................###..................#
  #....###........###..................###.........###......#
  #...........................###..................#>#......#
  #...........................###..................###.......
  #...........................###............................
  #..........................................................
  ###########################################################

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

  Health 50/50   Experience 67998/12
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +2  ToDmg Melee +2

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

    Finesse          (Level 2)
    Son of a bitch   (Level 2)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Whizkid          (Level 1)
    Shottyman        (Level 1)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->Rel->Rel->TH->TH->SM->Fin->Fin->WK->MAc->Jug->

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

    [a] [ Armor      ]   modified red armor [6/6] (94%) (AP)
    [b] [ Weapon     ]   modified BFG 9000 (10d8) [180/220] (B3)
    [c] [ Boots      ]   tactical boots [1/1] (100%)
    [d] [ Prepared   ]   hyperblaster (2d4)x3 [40/40]

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

    [a] tactical shotgun (8d3) [6/6]
    [b] modified BFG 9000 (10d8) [20/220] (B3)
    [c] Jackhammer (8d3)x3 [9/9]
    [d] modified blue armor [4/4] (100%) (P)
    [e] Medical Powerarmor [4/4] (100%)
    [f] Angelic Armor [7/7] (100%)
    [g] shotgun shell (x35)
    [h] power cell (x59)
    [i] power cell (x70)
    [j] power cell (x70)
    [k] small med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] thermonuclear bomb
    [q] power mod pack
    [r] blood skull
    [s] fire skull
    [t] fire skull

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

    108 former humans
    63 former sergeants
    32 former captains
    78 imps
    60 demons
    257 lost souls
    39 cacodemons
    29 barons of hell
    1 Cyberdemon
    30 hell knights
    43 arachnotrons
    3 former commandos
    15 pain elementals
    7 arch-viles
    6 revenants
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 4 he stormed the Chained Court.
  He defeated the Hell Arena Master!
  On level 4 he found the Arena Master's Staff!
  On level 4 he assembled a tactical boots!
  On level 9 he entered Hell's Armory.
  On level 9 he found the Jackhammer!
  On level 9 he assembled a tactical shotgun!
  He destroyed the evil within and reaped the rewards!
  On level 10 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 12 he ventured into the Halls of Carnage.
  Level 13 blasted him with unholy atmosphere!
  On level 14 he found the Acid Spitter!
  On level 15 he encountered the Phobos Hellgate.
  On level 17 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 18 he encountered an armed nuke!
  On level 18 he ventured into the Spider's Lair.
  On level 18 he assembled a focused double shotgun!
  He cleared the Lair, kickin' serious spider ass!
  On level 21 he entered the Vaults.
  On level 21 he found the Medical Powerarmor!
  He cracked the Vaults and cleared them out!
  On level 22 he assembled a hyperblaster!
  On level 22 he was foolish enough to enter the Mortuary!
  On level 22 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 23 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 The missile hits the Cyberdemon. The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target...
 You see : a Cyberdemon (scratched) [m]ore | pool of blood
 The missile hits the Cyberdemon.
 Fire -- Choose target...
 You see : a Cyberdemon (wounded) [m]ore | pool of blood
 The missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
 Fire -- Choose target...
 You see : out of vision
 Fire -- Choose target...
 You see : out of vision
 You wear/wield : a modified BFG 9000 (10d8) [220/220] (B3)
 Fire -- Choose target...
 You see : out of vision
 You hear the scream of a freed soul! You feel relatively safe now.
 Congratulations! You defeated the Cyberdemon! Press <Enter>...

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

 Before him 1 brave souls have ventured into Phobos:





 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 killed the bastard and survived.

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

So, with 0.9.9.3 out, I decided to start fresh. First an ITYTD! win, then a HNTR win. I wanted to use the time to try out the new assemblies.

And, naturally, the game was all too happy to help me experiment. It was also quite happy to distract me from experimenting: I go into the Armory and find the Jackhammer.

The Jackhammer really is a such a charming piece of overkill.

So my two main weapons (until my shells ran low... I took Ammochain shortly after so that worked out) ended up the Jackhammer for tough enemies, and the tactical shotgun for most other situations. I won't rave about it like Thomas has, but it really is a good weapon: ideal for taking as a secondary with MAc (especially since Shottyman is only a trait away and the tactical shotty reloads in one move. Lovely!)

The hyperblaster is interesting, it's basically an assault rifle, but with plasma. The accuracy bonus is great without EE, but it seems better suited for games without MAc.

As noted, I also assembled the focused double shotgun, but because I had the Jackhammer and tactical shotty, I tossed it away once I built it. Maybe another game? It is as it is described: it seems to have a much more focused cone, and looks like a better longer range weapon. Maybe along the lines of double+combat shotgun? Not really worth it without Shottyman though.

Although, all the mods I carted around in hopes of making the schematics quickly proved to be extremely annoying. I hope not to do that again.

As a personal note, I'm starting to favor MAc/SM, which requires Reloader 2 but doesn't actually use it at all. Amusing. Still, it makes Shotties a very viable secondary weapon to someone taking MAc.

I could have nuked the Cyberdemon, but I decided I wanted his head more, and I'm fairly sure you can't get his head if you nuke it, so I just unloaded BFG into it until it went away and that worked.

Also, I can't believe I forgot the skulls! I'll have to get them another time.

===

Also, why does it list my first win as standard? The game recognizes it as full (which it was). Maybe because it was in IDWTD!?
« Last Edit: May 02, 2011, 05:37 by StarStorm »
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Re: [M|100%|YAAM] Why did I take Ammochain again?
« Reply #1 on: May 02, 2011, 18:39 »

He killed 777 out of 777 hellspawn. (100%)
 This ass-kicking marine killed all of them!
I'd say this was your lucky day. :P

Tactical shotgun is basically an assault shotgun you can build yourself. A bit of a damage increase to account for the power mod, but otherwise identical. That said, it's a very useful weapon and no shotty build should be without it at this point.

Focused double shotgun, like the tactical, is a variation of an exotic: the super shotgun. In fact, it is identical in stats, so it functions like a double shotgun but has normal shotgun spread and drop-off/range. Obviously you still want to use it in close-up situations but it is a FINE replacement for a typical double, and can potentially be the only weapon you use in MFa shotty runs.

Hyperblaster is, as you say, the assault rifle version of the plasma rifle. The accuracy should likely be toned down, given the circumstances, but it is meant as a way to conserve ammo for those not using Ammochain.

As a personal note, I'm starting to favor MAc/SM, which requires Reloader 2 but doesn't actually use it at all. Amusing. Still, it makes Shotties a very viable secondary weapon to someone taking MAc.
I dunno, I can't really imagine hybridizing rapid-fire with shotguns, especially when the former is granted infinite ammo. The only use would be for corner-shooting, which (if the spread worked correctly) would not let you hurt anything past what an aimed shot already could. I guess there's not a lot to do with your inventory, but I'd rather stock up on rockets and cells for the explosive weapons, which come in handy in those pinches.

Also, why does it list my first win as standard? The game recognizes it as full (which it was). Maybe because it was in IDWTD!?
Feel free to post the mortem, or some screenshots of your info screens, if you're confused. (Just reply with it here and spoiler it to condense the size.) Full wins aren't always full unless the right conditions are met: usually this means winning without dying yourself.
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StarStorm

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Re: [M|100%|YAAM] Why did I take Ammochain again?
« Reply #2 on: May 03, 2011, 03:33 »

Here you go.

Spoiler (click to show/hide)

I like the shotgun because, well, it's a very effective room sweeper, especially with a couple of tech mods slapped onto it to increase the fire rate. Shottyman is basically only one trait away from Ammochain, so you don't lose too much running with it.

Not to mention that Shottyman can really help out early game, especially if you get it in a late Arena and haven't found the combat shotty yet.

I don't really like or trust explosive weapons, so I tend not to carry rockets or launchers late game, although I've been trying to change that. To me, rockets are wallbusters, and that's about it. The only explosive anything I have late game is the BFG.

That said, shotguns are an excellent secondary weapon for those times that just firing into the darkness with the plasma rifle really isn't all that feasible.
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Solarn

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Re: [M|100%|YAAM] Why did I take Ammochain again?
« Reply #3 on: May 03, 2011, 05:55 »

Shotguns can be a really nice supplement to rapidfire weapons, as even a very heavily modded plasma rifle won't take out nastier enemies as quickly as a double shotgun at point blank range. Also, knockback. Very useful on the new levels with many more environmental dangers. There are few things as satisfying as knocking a Manc into a lava river and watching it die.

By the way, my experience is that the focused double shotty isn't hindered by armor as much as other shotguns. Two shots get rid of most everything below boss monsters. Is there some basis to this or was I just extremely lucky?
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raekuul

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Re: [M|100%|YAAM] Why did I take Ammochain again?
« Reply #4 on: May 03, 2011, 09:24 »

The vanilla Double Shotgun has bad damage dropoff - if your first shot is dealing a lot of knockback, the second shot will do considerably less. The Focused Double has the dropoff of the standard shotgun, so the damage lost due to knockback changing what the second shot does will be less.
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