DRL > Discussion

The Wall Strategy

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LuckyDee:

--- Quote from: Lz_erk on May 02, 2012, 22:36 ---I'm fond of using rockets there, but I never have enough.
...
For The Wall:  Blast the wall open at a diagonal so you have more sharp corners to hide behind while reloading and swapping guns.
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I usally take a shotgun to the wall, but the chaingun strategy is actually the same (take SOB instead of REL). However, both (excessively) using rockets and going for the diagonal strike me as bad ideas.

If you blast a straight line through, at either the top or bottom, you'll have 1 incredibly big corner to hide behind. In your image, the nearest cover is at least 4 steps away and you have very poor view of what's going on behind the wall, causing you to only see the knights when they are likely to be too close for comfort.

Once you have your tunnel, step into it a bit, and a) get to the opposite corner and use a rocket (in a direction as vertical as possible) or b) wait inside the tunnel until something shows itself, step out of its view and fire at it. You'll hear if you've hurt it, which is the sign for you to retreat around your big corner and cornershoot it with the chaingun.
Alternatively, simply take 1 shotgun and a stack of shells, since radarshooting is reeeeeally easy with it, allowing you to lure everything to your cherished corner.

In my experience the rocket launcher has done more bad than good at the Wall (except for blasting through it of course), and if you have the right skills to handle either the chaingun or the shotgun, it's really easy if you don't rush into it and draw the knights away from the main area.

[EDIT] Take another look at your image. Chances are very good that you can't find a position where you can fire at enemies without being in the line of fire yourself: if you go to the bottom, you'll be in full view of both knights if you want to maintain a position from which to fire; if you go to the top, the only way you are going to be able to hit something without getting seen is when the rightmost knight moves south at least once. If he heads dead east, you won't be getting a shot in until it's on top of you.

Ander Hammer:

--- Quote from: Lz_erk on May 02, 2012, 22:36 ---Can we get a rapid-fire newbie strategy on here?
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Shotguns until you a.) have your master trait or b.) find a good rapidfire weapon. Shotguns like Rel(2), so it's how I lead up to mAC. Cateye, on the other hand, can pretty much do as it pleases; masterless can take Eagle Eye; no one uses Entrenchment.


--- Quote ---and if you're an Ammochain Marine, you won't be doing crap with mods anyway]
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Dunno about anyone else, but almost all of my mAC marines wind up with WK(2). They like hyperblasters and super-modded plasma rifles as much as the next guy, and Fin(2) or (3) turns you into a blender.


--- Quote ---Synopsis for Arena and Court:
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Even if you are a melee class, I wouldn't put Marines above other classes in the run-forward-and-chainsaw strategy for the Arena Master, especially as he's so easy to piss off and drag back to a safe spot to corner-shoot. I'd actually recommend A-modding your boots and saving the other for a rainy day. Or a plasma rifle. Or I suppose an assault weapon, if you really wanted.

Also, I don't think the staff is instant-use.

I like trying to zig-zag (sort of, it's more of a gentle twist) a tunnel through The Wall near the top, though it's a little hard to practice, especially as I'm usually not thinking about it when I hit The Wall. Done right, you could have your first corner for poking a shotgun around, your first fallback once they're mad and you can wait for them to start filing around the corner, and then the near side of the Wall to run behind if you're really screwed and need a few seconds. Rapid-fire builds should also probably pick up several spare loaded guns if you can't reload very fast.

Alternatively, what LuckyDee said. Never underestimate the shotgun's power to make demons angry.

Klear:
Also, if the wall (or any special level for that matter) gives you trouble, feel free to skip it. In time you'll get better and can tackle it without a problem.

Lz_erk:
Tested on HNTR just now, worked on the first try [not counting the previous game, which gave me zero items, and I died in the Arena].  Only went through one armor and a small health pack -- I was slightly lucky, but keeping them in knockback was a breeze, even though there were two Barons and two Knights right on the other side when I punched through the wall.  I only fell back on the chaingun when I knew the next rocket would put one into mortally wounded or almost dead.  I would have brought a shotgun to help lure them, but I'm one level away from Ammochain and have a lot of goodies [which just got a lot easier to carry].  I second the zigzag/carefully sculpted passage idea, if you have the rockets for it -- and my "start from the bottom with barely enough room" passage is a bit too low unless you have enough rockets to shape the walls a little more comfortably.

I'm not gonna up and say this works on higher difficulties, but I'm satisfied.  Thanks folks.

About modules: I'd mod boots, but I never find them this early.  And there was a problem with my last WK(2) mAC that got me deeply irritated with Whizkid -- I couldn't make any decent items, even when I got the mods for them, the item would reject the mods.  I don't know what's going on there.

Matt_S:

--- Quote from: Klear on May 03, 2012, 03:50 ---Also, if the wall (or any special level for that matter) gives you trouble, feel free to skip it.

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What is this heresy?! >:O

I used to not bother carrying a double shotgun, but lately I've been using it more, and it's really nice when corner shooting at the Wall.  If something gets too close, just knock it back several squares and go back to the regular shotgun (or lucky combat shotgun).  Corner-shooting with the chaingun can also kill the hell knights decently if you have some trigger happy or eagle eye levels, but the barons aren't so easy.

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