DRL > Nightmare!

[N!|AoI|99%|YAFW] Eagerness, Reaper, Longinus Diamond

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AStranger:
Very impressive. Did you get lucky with level generation or do you have a strategy for 'impossible' levels that makes them survivable? By impossible I mean spawning in the middle of an arachnatron cave or surrounded on all sides by B/M/R/V. I think it'd be interesting to try for near 100% kills, but I don't have the patience to spend a half an hour on the first few levels just to get murdered by the RNG.  Either way it'd be quite interesting to watch a video of run like this, even if it did take ~30 hours or so.

Firstblood:
Thanks. I haven't had any impossible or even dangerous starts yet in standard runs, some are mildly dangerous, such as starting with V/B/R in view. In AoPc, there was the starting in the middle of a arachnotron cave without hellrunner, which nearly killed me, and trying to get past most levels on AoPc feels very dangerous to me. When I have full access to weapons, nothing is that bad.

The "strategy" I have is. Equip my best weapons if possible before descending, expect the worst. If there's not much in the starting room, kill everything, consider chainfire, they are slow to react to a levelled up Doomguy. If it's bad, either start killing as fast as possible to get the numbers down, or consider moving to a better position, so tab, then run for the nearest door or wall corner and hope it's better. Generally I find killing to be preferable, taking advantage of the enemy's slow start, often I can just kill everything before they start moving, also, in every bad start, there's also usually barrels next to the enemies, so I shoot those as well if they would make things better, acid/lava can slow down quite a few strong enemies or it can kill a bunch of weaker ones. Also since it's the beginning of the level, I don't have to worry about monsters respawning much, if they do, that means an Arch-Vile nearby. I think just having strong weapons and a few levels in finesse/SoaB is what does it, but I've usually got TaN/BAD and 200% health so that helps too.

If I encounter a situation which I deem to be impossible or very withering, using a phase device (if it's still early) or a homing phase device (if monsters are already moving or if I'm in a bad way) can get me out of it. On N!, phase devices can be worth more than medkits sometimes. I just try to keep a few phases and medkits on me at all times, I don't usually carry spare armor, yet.

I haven't had many Arachnotron Caves yet, I realise those things can be killers, especially early on. I think I would use a homing phase device, or slugging it out depending on the situation. If I can take them on 1-2 at a time, then while I might take damage, they will die before me (since I have large medkits), but for a high levelled well-armed Doomguy I think they aren't a problem, and they carry one of the best kinds of ammo.

Of course I didn't have any medkits or phase devices here, but what I did have was berserk packs and invulnerability globes, usually one near the stairs, so I would take either of those and then with my equipment berserked I think I was around 5x faster than Arch Viles, and things like former humans just seem to stand still. I guess you can count taking packs/globes before going down the stairs as part of the strategy (more viable on 100% runs).

---

I've been thinking about how to get Gargulec Cross on N! or 100% AoMr (Diamond, without SoG). So far my attempts at those have been ~100% attempts, and tend towards failure for various reasons. I find Level 2-3 100% to be harder without chaingun & shotgun, and the available options for clearing are less or weaker with those angel attempts. Whereas I'm sure it can be possible to 100% either if you can find an Exotic on level 2, I haven't found a way during a normal run.

The problems:
100% AoB:
Demons, Hellknights, Cacodemons, all present problems at melee range. Demons can be killed without damage if you are lucky with environmental factors, but melee combat with a Hellknight or Cacodemon is going to be costly. Ideally you need to reach Level 3 on Level 2 of the dungeon. I feel like you need to be 1 level higher than normal to guarantee success here. Even Imps can be troublesome depending on their placement, and your restructuring options are more limited in AoB.
Cleanup of bodies is much harder at AoB, you need to be very careful where you fight/kill enemies on top of everything else. Also because you are limited to melee range, and you can't rely on the thrown knife (it's very inaccurate) to extend range, you have to be especially careful during cleanup as the delayed start of respawned monsters is not as much advantage to a melee character as a ranged character (hence be careful where you kill).

100% AoMr (no SoG):
The problem here stems from low damage and lack of knockback possibilities. You'll never beat the respawn clock on Level 2 with a single pistol and no SoG. Pistol luring might be a possibility.

..and the problem with both, is the increased danger and vulnerability you face when encountering enemies, and the fact that clearup is going to take even longer than it would do with full access to everything.

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