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AoMr way harder than it was?

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Matt_S:
I remember after I started getting my ass kicked, I switched over to using blue armor against the Arena Master for the fire resistance to see if that helped.  That's probably why I got back to doing well against him.

2DeviationsOut:
I do admit that non-dualgunner builds can be harder to get off the ground, but Sharpshooter has a ton of offensive potential when you start modding your weapons. I was originally going to go for a storm bolter, but once I found the Trigun I decided to just use that. Many of my games are based off of having heavily modded equipment, and once you stack max damage on a F-Mod Storm Bolter things get ridiculous, with 1d9(maxed)x8 + 5*8(5x SoG)=112 damage per volley, with nearly perfect accuracy. However, on my Marksmanship Diamond game I didn't find any firestorm mods, unfortunately.

The most important thing in any challenge game is to have a gameplan sketched out before you start playing, and being able to quickly adopt your strategies to fit the situation.

Klear:

--- Quote from: 2DeviationsOut on February 01, 2012, 09:44 ---The most important thing in any challenge game is to have a gameplan sketched out before you start playing, and being able to quickly adopt your strategies to fit the situation.

--- End quote ---

Heh, I was once going for ammochain and needed just one more level to get it. Then I found two unique pistols and decided it's too good chance to pass up and completely changed my build to dualgunner =)

At least the triggerhappy traits didn't go to waste thanks to grammaton cleric beretta, and AFAIK, the master trait (the name escapes me right now, and I didn't get it in the end, since I decided to skip a few levels) would probably give it the triggerhapy bonus twice - once for chain weapon and once for pistol.

Pricklyman:
On my recent run (which wasn't going for MSs mind you...but still...) I managed to get up to The Mortuary (and fail miserably there) with just two speedloader pistols.

Mind you I did have Bullet Dance, which pretty much makes those pistols really OP. (Since you need both SoG 2 and SoB 3 to get it...that's an extra 6 damage if you get SoG 3...per shot...for a max of 14 (2d4+6) and there are 6 shots, which make it really really powerful.)

So yeah, I don't really think AoMr is harder than before...

Sambojin:
The various tweaks to AI make finding enemies a little harder than they were before, but it also spreads them out a little more. Whilst at the start of the level you'll find packs of enemies, if you wait about 50 turns after entering the level you'll mostly be able to pick them off in ones and twos, which is perfect for pistol builds of any kind. "Standard" pistol builds (non-master-trait ones) actually seem a little easier these days, simply due to the built in abilities of the various classes and the huge range of modding abilities available. Getting an instant speedloader as a techy (or twin tech-modded pistols) trivialises much of the weapon choice problems for AoMr. Even an ag or bulk modded pistol makes things a lot easier for any class. But you specifically mention MSs as a problem? Constant, fairly quick, very accurate damage with the ability to mod your pistols out the wazoo? You also have the ability to use medi-kits in 0.1secs, which coupled with the excellent ammo/damage potential of MSs allows you to pea-shoot your way through stuff quite easily. Pew-Pew-Pew-medikit-Pew-Pew-Pew-reload: repeat as necessary. Just stock up a heap in health and armour, you shouldn't have too many ammo problems.

If you're having problems, could you mention more specifically where you think the problem lays? More so in playstyle problems (not doing enough damage, taking too much, not accurate enough, inventory management?) than a specific level so I can suggest some pointers. I haven't found AoMr much harder, just a bit different, more due to AI changes over the versions than anything. In general I've felt more powerful as a pistol user in 0.9.9.5 than I did in earlier versions, no matter the buld/character choice.

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