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Author Topic: Hell's Armory: those darn arachnotrons  (Read 3240 times)

Matt_S

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Hell's Armory: those darn arachnotrons
« on: November 13, 2011, 13:41 »

In Hell's Armory, the biggest problem I have is killing those arachnotrons in the small rooms without getting torn to shreds.  I just lost a HMP run to the room with the arachnotron and the cacodemon.  So I wonder if you guys have a good strategy for taking them out.

Something I was thinking, instead of opening the door, shoot the door open from the side of the building, hide around the corner, and corner shoot them to death once the arachnotrons get in the hallway.  Would that work well?
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Midnight

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Re: Hell's Armory: those darn arachnotrons
« Reply #1 on: November 13, 2011, 14:13 »

It would, with a little modification - use a rocket launcher to blow a hole in the wall than corner shoot. Alternatively, charge into melee range than shoot them in the face - you will take damage, but it will be significantly less than eating some plasma head on. Be careful not to cause accidental knockback though.

Also, on the other note, it's helpful to remember that there's a megasphere hidden behind the starting position - it helps a lot in clearing the armory, although you'll need a envirosuit (or some really fancy boots) to claim it safely.
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rchandra

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Re: Hell's Armory: those darn arachnotrons
« Reply #2 on: November 13, 2011, 14:34 »

cornershooting with the shotgun from the west does work without the rocket launcher, but remember that they can sneak up on you from around the buildings.

with the rocket launcher, destroy a corner of the building and stand next to it such that you can shotgun them into lava when they exit, this will prevent blasting the precious mods if you're careful.
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Sambojin

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Re: Hell's Armory: those darn arachnotrons
« Reply #3 on: November 13, 2011, 16:48 »

Also, just as you're about to start killing them with a shotgun, change tactics to running. You'll auto-dodge 1-2 plasma shots without having to do a thing, and the rest of the level is pretty simple, so save your run time for then.

Of course, unless you've gone for a MAD style build, you'll want to change from your shotgun to kill the shambler. Regenerating life, armour and shotguns don't mix.
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S.K. Ren

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Re: Hell's Armory: those darn arachnotrons
« Reply #4 on: November 13, 2011, 18:35 »

Except for AoSh, I find Aracnotrons easy to deal with, particularly on HMP as neither Arachs or Cacos can open doors. Just shoot into the doorway from 1 space away until the Arachnotron pokes his head out then move immediately into melee and shoot at your leisure. Shotguns are annoying because of the knockback but can still manage.
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GrimmC

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Re: Hell's Armory: those darn arachnotrons
« Reply #5 on: November 13, 2011, 21:42 »

Arachnotrons have one of the worst melee attacks in the game. (Right on par with Imps.) So close to melee distance and fire away.
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Thomas

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Re: Hell's Armory: those darn arachnotrons
« Reply #6 on: November 13, 2011, 22:08 »

Arachnotrons have one of the worst melee attacks in the game. (Right on par with Imps.) So close to melee distance and fire away.

They also have -100% melee resistance (that is, they take double damage) so even a completely unskilled melee fighter can put on some major hurt with a knife or chainsaw.

This might not seem that handy, but the knife does comparable damage to a shotgun and the chainsaw does way more, with the added bonus of not knocking them back and letting them shoot you.
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Bloax

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Re: Hell's Armory: those darn arachnotrons
« Reply #7 on: November 18, 2011, 04:43 »

Of course, unless you've gone for a MAD style build, you'll want to change from your shotgun to kill the shambler. Regenerating life, armour and shotguns don't mix.
You forgot the worst part of it all - constant teleporting.

Even if you somehow manage to bring it down to low health, there's still a humongous chance that the bugga is going to teleport away.
And next time you'll see him, he'll hardly be scratched.
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