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0.9.9.4 Inital thoughts. Add your own. Plus your own pwnage etc....

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Sambojin:
I've found out that I'm the slowest player on earth. Or Scout class makes me think. Or I'm hungover already.

Scout +Int(1) at level doesn't seem to be squat. Int(2) at level 2 is scarily good. Everything's a pseudo-shotty build just due to accurate "scouting". Fits really. A tactical (or even combat) shotgun just makes it stupid. Horde shells. horde good shotty mods, Boom!, hope. Profit?

Marine Badass at level (1) isn't quite so psycho, even at level 4-6. But being able to think "I reckon my Doomguy could use twice as much life right now", at any level, is seriously hard. Really, really hard. Plus you start with essentially Ironman(1) and huge power-ups. 50% berserker P/U's or invulnerablilties sounds even more than "one level" ending sometimes. Just spooge on some extra life on your next level-up. Very, very good.

Haven't Technician'd it yet properly. Instant whizzkid just seems to be a great little mod dump though. A couple of levels in to your build, just mod up whatever crap you want, be it a master-trait build or not. Much testing to be done. Instant-ish medipacks sound great too. Big armour and weapons and quick life gain. Much testing.......

I'd have to say that the scout seems the most powerful in early game (Int->Int->Fin->Jug or Fin->Jug->Int->Int is bloody amazing) but more playtime will probably change my mind a lot on that.

From mucking around with Int(2) scouts, it seems like the monster AI is, if anything, less agressive. Way more play-time needed, but watching things walk-in and walk-out of your vision, without firing a shot is somewhat strange. Big purple monsters, yayyyy, run-away-got-blasted-into-goo-due-to-AI-rather-than-bullet-magnetizing-me monsters, not so good.

More initial thoughts soonish.

ParaSait:
I still think rivers are too common. I hoped for some less rivers in 0.9.9.4, but they're still basically everywhere. It's also kinda ridiculous that rivers stream like straight thru the base. :P Their presence makes more sense in towns and caves etc. But okay, I guess that's not really a 0.9.9.4 specific thing.
Other than that... it's a freaking great release. Feels really balanced too. I originally thought the class system and resistance stuff would turn out bad... but KK never ceases to amaze me.

(well okay... there was this one release where armor was equivalent to cardboard... that was one time that KK deeply disappointed me... but eh. :P)

GrimmC:
Resistance system is *awesome*, I thought it was going to be an necessary complication but it turns out to be perfect. Now we actually have a chance not being utterly toasted by Viles even without Fireangel. :P How about that.

Making the Shotgun less sucky and putting the Combat Shotty off to dlevel 6 was also a stroke of genius. Totally changes the way the early game plays out, actually gives the opportunity for genuine strats instead of Combat Shotty > all. Awesome.

Seems to be some new enemy placements with monster packs? Makes DoomRL much closer to the source game. I dig it.

Picked up a new pair of unique boots which helped out with lava quite a bit. Of course, I managed to get insta-gibbed while wandering down a lava river. (And that's the third time that happened, too.) Sigh...

Less rivers is also a bonus.

Finally, the obvious: Player classes worked out awesomely. Tailoring base stats towards certain traits makes them much more useful. Now I feel like I actually have a chance with passive defense. (Thanks, Marine class!) Since only the masters are linked, it just requires slightly more planning--but now the trait paths are much more versatile/sensible. (I had been worried basic/intermediate traits would be all messed up.) I'd still like to see classless, just to encourage generalist runs, but it can wait.

On the whole, a tremendous release. Excellent work.

Sambojin:
My current favourite build is a Marine with Fin->Jug->Bad->.....

It's immensely powerful early on. The combo of juggler and 240% max life (compared to a normal doomguy) by your second level-up is amazing. You start a wee bit quicker, then shotgun/chaingun juggle your way through the arena, then grab your RL/supercharge and you're good to go. By level 3 you're a powerhouse of damage potential and damage resistance. Two shotgun blasts are exactly what it takes for almost all formers to die, and you can just grab all life-ups whenever you please. It saves you a hell of a lot of medikits early on and will always give you a good run into mid-game. The chained court becomes incredibly easy with +50% power-up length as well. Kind of a "never-die-early" build. Still leaves a lot of options for modding or a weapon specific build afterwards.

Has anyone else got some comments on early-game builds or even thoughts on the new master-traits in combination with player classes?

Midnight:
Entrenchment seems to be a wee bit underpowered - both because it blocks reloader and forces you to take TH, but also because +30% to all resistances is a bit low. Compare it to Malicious Blades, where you get +50% to bullet, shrapnel and FIRE, of all things, just for carrying a certain item in the prepped slot. True, it leaves you with no protection against plasma, but you certainly don't want to get hit by plasma anyway.

 

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