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Author Topic: Angel of Berserk Help  (Read 10982 times)

DarkReaper

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Angel of Berserk Help
« on: December 03, 2006, 09:56 »

I can barely get past lvl 3-4 on this mode.

My question is, how do you take on the humans with shotguns?
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Fingerzam

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Re: Angel of Berserk Help
« Reply #1 on: December 03, 2006, 10:06 »

Well, if possible, do not take 'em. You might want to seek if there is another route to 'em that exposes you to less shotgunfire. If there are multiple former humans, you can always try to get 'em kill each other.
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Blade

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Re: Angel of Berserk Help
« Reply #2 on: December 03, 2006, 10:45 »

I avoided them until i get a chainsaw. Honestly, i avoided nearly every monster until that. On level 3, 4, or 5 take a look, if there are stairs to The Chained Court, without chainsaw AoB is impossible, i think. But then there will be levels with less sergeants, and more other monsters, who are not so problematic to kill. You will get normal armor also. I advise you to pick Tough As Nails*3 after picking two perks of Brute. Then i picked Iron Man*3, last Brute, and one Eagle Eye, found LS, and AA, and with all of this i became nearly impossible to kill.
« Last Edit: December 03, 2006, 12:22 by Blade »
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Karry

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Re: Angel of Berserk Help
« Reply #3 on: December 03, 2006, 11:12 »

Quote
But then there will be levels with less sergeants, and more other monsters, who are not so problemmatic to kill.
Like who ? Cacodemons ? Or human captains and those guys with plasma rifles ? The only ones who are not problematic to kill in AoB are demons, and maybe lone Viles.
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Fingerzam

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Re: Angel of Berserk Help
« Reply #4 on: December 03, 2006, 11:21 »

Captains will miss you most of the time while you run on coward, so you just need to run next to them while cowarding.
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Jered Cain

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Re: Angel of Berserk Help
« Reply #5 on: December 03, 2006, 12:12 »

Cacodemons aren't problematic, either, you just have to rush at them in Coward, after luring them closer, then cut into them with a chainsaw.
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Blade

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Re: Angel of Berserk Help
« Reply #6 on: December 03, 2006, 12:22 »

Cacodemons aren't problematic, either, you just have to rush at them in Coward, after luring them closer, then cut into them with a chainsaw.
Right, and they are always moving, so they can be caught out of the corner. Sergeants is a real problem because they fires every 3 turns and almost never miss. Every monster on higher levels have a chance to miss, and sometimes it's large enough to allow you get closer to them.
http://forum.chaosforge.org/index.php?topic=422.0 - read the lowest one post, it's mine, and take a look at kill counts. Human sergeants are only 28, while cacodemons are 47, and commandos are 13.
And my comment to mortem read too.
« Last Edit: December 03, 2006, 12:24 by Blade »
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Karry

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Re: Angel of Berserk Help
« Reply #7 on: December 03, 2006, 13:46 »

Chainsaw would be great, if not for the fact that it f..king MISSES like HALF of the time !
Now, i can understand how you can miss someone with a fist or a knife...but missing a slow, unflexible zombie with a chainsaw ?!!
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Fingerzam

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Re: Angel of Berserk Help
« Reply #8 on: December 03, 2006, 13:52 »

Chainsaw would be great, if not for the fact that it f..king MISSES like HALF of the time !
Now, i can understand how you can miss someone with a fist or a knife...but missing a slow, unflexible zombie with a chainsaw ?!!

What tactic setting are you using?
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Karry

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Re: Angel of Berserk Help
« Reply #9 on: December 03, 2006, 13:54 »

Dont give me that, it misses on every tactic, including under berserk condition.
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Psion

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Re: Angel of Berserk Help
« Reply #10 on: December 03, 2006, 14:02 »

You must have some terrible luck.  I hit... probably 65% of the time with the chain saw.
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Karry

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Re: Angel of Berserk Help
« Reply #11 on: December 03, 2006, 14:04 »

I mean, really, "missing with a chainsaw slash" ? Just doesnt sound right, does it ?
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Adral

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Re: Angel of Berserk Help
« Reply #12 on: December 03, 2006, 14:33 »

Well, I have had a chainsaw in my own hands and... well, its cumbersome. Keep in mind that the bigger ones might weight over 5 kgs.

Try to imagine yourself with a 5 kg thing that is not primarily designed for combat (even though in Hollywood they try to convince us otherwise) and trying to hit something that is actively trying to NOT let you hit him. It's not like it's a sword, which is designed from the ground up to have maximum length and handling.

What does not sound right, however, is surviving a chainsaw slash:P
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Karry

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Re: Angel of Berserk Help
« Reply #13 on: December 03, 2006, 15:22 »

Quote
Try to imagine yourself
Try to imagine yourself attacking a slow, limping, stiff zombie, that can barely move, much less dodging you. :P
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Adral

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Re: Angel of Berserk Help
« Reply #14 on: December 04, 2006, 07:48 »

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Try to imagine yourself attacking a slow, limping, stiff zombie, that can barely move, much less dodging you. :P

Ok, I see your point:P.

Perhaps the to-hit chance should be higher, at least on aggressive. But since tactics are going to be revamped for the next version... We'll have to wait out and see.
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Malek Deneith

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Re: Angel of Berserk Help
« Reply #15 on: December 05, 2006, 03:00 »

Karry - you are just unlucky... Right now to-hit in melee is working properly on 0.9.8 to hit for melee was less than 20%... right now it isn't.
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Valkeera

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Re: Angel of Berserk Help
« Reply #16 on: December 09, 2006, 06:24 »

I found out that switching tactics in AoB is a good thing to do - set to coward to get close to the monster, then switch to aggressive and dice 'em.

I guess it might be also possible to hide behind a barrel - keep it between you and the monster, and it shouldn't see you until it's too late (this needs further testing, though).

On that: would it be possible to add non-exploding barrels to the game just for tactical purposes?
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Angel of Death 007

Blade

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Re: Angel of Berserk Help
« Reply #17 on: December 09, 2006, 06:44 »

Don't you think it will be a little unDooMish? DooMRL is, of course, not original DooM anyway, but it is still very close to it, that's why Kornel don't want to add for this moment not original monsters and weapon(i don't cout his discussion about quake shaft)).
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Valkeera

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Re: Angel of Berserk Help
« Reply #18 on: December 09, 2006, 07:13 »

UnDooMish? But weren't there non-exploding barrels in original DooM as well? Can't remember now, but I would've sworn they were there...
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Angel of Death 007

Blade

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Re: Angel of Berserk Help
« Reply #19 on: December 09, 2006, 07:22 »

Hmm, really, i've forgot about them. There were burning indestructible barrels. But this can create a lots of situations, when this barrels will block any pass, and you won't be able to destroy them.
« Last Edit: December 09, 2006, 07:38 by Blade »
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Valkeera

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Re: Angel of Berserk Help
« Reply #20 on: December 09, 2006, 07:27 »

Hmm, really, i've forgot about them. There were burning undestructable barrels. But this can create a lots of situations, when this barrels will block any pass, and you won't be able to destroy them.

Non-exploding doesn't necessarily mean indestructible - I guess it wouldn't be much of a problem to implement destroying the barrels by shooting them or whacking them with a melee weapon, the only difference would be that they don't explode and hurt you as acid barrels do.
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Angel of Death 007

Blade

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Re: Angel of Berserk Help
« Reply #21 on: December 09, 2006, 07:38 »

Well, if they will be pushable, and destructible, then i have nothing against them. (I just think, that at the end, in version 2 or later there will be map fulled with objects: barrels, mosters, levers, columns, lanterns, doors, more barrels, more monsters)) To make a single step, you must destroy something, or kill someone))
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Valkeera

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Re: Angel of Berserk Help
« Reply #22 on: December 09, 2006, 08:29 »

To make a single step, you must destroy something, or kill someone))

It's Hell, so what else d'you expect? :-) Besides, the non-exploding barrels can just replace some of the exploding ones, so the total amount of barrels will be roughly the same.

I think I'm going to submit it as a separate RFE now... :-)
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