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Author Topic: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival  (Read 13031 times)

Moonshine Fox

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[H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 29, 2013, 19:51 »

I knew I could do it! AoMC+Ao100 is a rather amusing once you get past the first 30 or so levels and get all your traits and gear sorted. Turns out a Burst Plasma Rifle with Ammochain is all you need to turn a Ao100 into an idle stroll in the park. Provided you keep yourself from walking into crossfires, because god do those hurt.

I didn't know the Nanofiber skin armor was cursed, so after having crafted it, I was ludicrously stuck with it for the remainder of run, leaving my awesome Tactical Armor behind, getting trolled by Malek's and just generally crying over how terrible the nanofiber wasn't. It turns out a 4 def armor with 25% resistances to EVERYTHING except fire which was 50% that can't be destroyed and regenerates on its own is fricking amazing when one wrong step can melt your armor in an instant due to HELLO MANCUBI!

After a few days of this run I started to realize that "This isn't even difficult, I should just finish this!" So from around 80-ish somewhere and straight to the end it was just a mad dash for the end, skipping as much as I could and only stopping to fight when I absolutely had to. Also I was quite terrified when a nightmare Arch-Vile saw fit to raise a Shambler in front of me two times. That was really scary.

I feel rather pleased having managed this, and I must say that if you are playing AoMC, speed is everything. You absolutely MUST shoot before the enemy, and often you must fire fast because there are more enemies in your LoS that are just waiting to rip you a new one. So my movement and fire speeds were kept as low as possible (Hence Hellrunner and Finesse 3). Also Badass 2 and Ironman 4 was hilarious. I could take SO MUCH PUNISHMENT and then a Megasphere or Soulsphere took me right back up again. From 50 and down I barely used a single medpak at all.

Also, I'm quite aware that the last level was a big cheese, but hey I've heard of people dying on the last level of Ao666. I didn't want to repeat there here on my first run. :D

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Linuxusers Buy Games,
 level 21 Hell Knight Warrant Officer Marine,
 completed 100 levels of torture on level 100 of Hell.
 He survived 158392 turns and scored 982563 points.
 He played for 3 hours, 57 minutes and 23 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 1977 out of 2356 hellspawn. (83%)
 He was an Angel of Max Carnage!
 He was also an Angel of 100!

 He saved himself 7 times.

-- Special levels --------------------------------------------

  Levels generated : 0
  Levels visited   : 0
  Levels completed : 0

-- Awards ----------------------------------------------------

  UAC Star (gold cluster)
  Experience Medal
  Centurial Silver Badge
  Centurial Gold Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  .+...=...#.#|..^...+.......#.#.......+.........#.......####
  .#+..==..#\#.#######.......#.#.#######.........#.....}.####
  .#...===.+.+^#.....#.......+.+.#.....#.........+.......####
  .###=====#+#=#=O...#########+#.#.....#.........#.......####
  .+.=."==...===...0.+.........#.+.....+.........#.....0.####
  #####+####+=##=+#=#####+####+####+#######+####+####+#######
  .+.|..#.......#==..+.#..........0..#.+.......#.........####
  .#..."#.......#....#.#.....V.......#.#....0..#..0RV..M.####
  .#....+.+...+.+....#.#....RVR......#.#.......+..RVR....####
  .#..0.#.0.....#....#.#######+#######.#.......#...RR.==.####
  .+....#.......#...;+.................+...X...#......==.####
  #####+####+####+#######+####+####+#######+####+####+===####
  V+.................+....#.......#....+.......#.....=..=####
  .#.................#....#0......#....#.......+....=....####
  .#.............;...#....+...B..}+....#########...MM....####
  .#...^.............#....#.......#....#......|+....V....####
  .+.....^.......0..0+.c..#...^...#....+.......#...VM....####
  ###########################################################
  ###########################################################

-- Statistics ------------------------------------------------

  Health 200/100   Experience 407718/21
  ToHit Ranged +12  ToHit Melee +12  ToDmg Ranged +2  ToDmg Melee +2

-- Traits ----------------------------------------------------

  Class : Marine

    Ironman          (Level 4)
    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Son of a bitch   (Level 2)
    Reloader         (Level 2)
    Dodgemaster      (Level 1)
    Whizkid          (Level 1)
    Badass           (Level 2)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->TH->TH->Rel->Rel->MAc->Fin->Fin->WK->HR->HR->DM->HR->Bad->Bad->Fin->Iro->Iro->Iro->Iro->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nanoskin red armor [4/4] (97%)
    [b] [ Weapon     ]   burst plasma rifle (1d9)x8 [56/80]
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   power battery (x82)

-- Inventory -------------------------------------------------

    [a] nuclear plasma rifle (1d7)x6 [24/24]
    [b] power cell (x48)
    [c] power cell (x50)
    [d] power cell (x50)
    [e] power cell (x50)
    [f] power cell (x50)
    [g] power cell (x50)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] homing phase device
    [r] Hellwave Pack
    [s] Enviroboots [0]

-- Resistances -----------------------------------------------

    Bullet     - internal 0%    torso 25%   feet 0%   
    Melee      - internal 0%    torso 25%   feet 0%   
    Shrapnel   - internal 0%    torso 25%   feet 0%   
    Acid       - internal 0%    torso 25%   feet 0%   
    Fire       - internal 0%    torso 50%   feet 0%   
    Plasma     - internal 0%    torso 25%   feet 0%   

-- Kills -----------------------------------------------------

    111 former humans
    180 former sergeants
    232 former captains
    114 imps
    59 demons
    135 lost souls
    36 cacodemons
    87 hell knights
    214 barons of hell
    96 arachnotrons
    8 former commandos
    16 pain elementals
    122 revenants
    154 mancubi
    165 arch-viles
    27 nightmare imps
    41 nightmare cacodemons
    100 nightmare demons
    26 nightmare arachnotrons
    1 nightmare arch-vile
    4 elite former humans
    5 elite former sergeants
    4 elite former captains
    2 elite former commandos
    30 bruiser brothers
    3 shamblers
    2 lava elemental
    1 agony elemental
    2 Cyberdemons

-- History ---------------------------------------------------

  On level 9 he assembled a tactical armor!
  On level 13 he found the Acid Spitter!
  Level 14 was a hard nut to crack!
  On level 15 he assembled a tactical boots!
  On level 24 he assembled a burst cannon!
  He sounded the alarm on level 26!
  On level 26 he assembled a environmental boots!
  Level 29 blasted him with an unholy atmosphere!
  On level 33 he stumbled into a complex full of revenants!
  On level 35, hell froze over!
  On level 35 he assembled a nanofiber skin armor!
  On level 36 he found the Necroarmor!
  He sounded the alarm on level 40!
  On level 41 he found the Malek's Armor!
  On level 43 he was targeted for extermination!
  On level 44 he stumbled into a nightmare arachnotron cave!
  On level 47 he was targeted for extermination!
  On level 48 he was targeted for extermination!
  On level 52 he stumbled into a nightmare demon cave!
  On level 53 he was bombarded!
  On level 58 he stumbled into a nightmare demon cave!
  On level 59 he stumbled into a nightmare cacodemon cave!
  On level 60 he ran for his life from lava!
  On level 62 he stumbled into a nightmare demon cave!
  On level 63 he ran for his life from lava!
  On level 64 he found the Enviroboots!
  On level 65 he found the Lava Armor!
  He nuked level 70!
  On level 71 he stumbled into a nightmare cacodemon cave!
  Level 73 was a hard nut to crack!
  On level 73 he found the Grammaton Cleric Beretta!
  Level 79 blasted him with an unholy atmosphere!
  On level 82 he stumbled into a complex full of mancubi!
  On level 84 he found the Jackhammer!
  On level 87 he encountered an armed nuke!
  On level 87 he found the Hellwave Pack!
  On level 88 he encountered an armed nuke!
  On level 91 he stumbled into a nightmare demon cave!
  On level 92 he stumbled into a nightmare arachnotron cave!
  On level 94 he ran for his life from lava!
  He left level 94 as soon as possible.
  Level 97 was a hard nut to crack!
  He left level 97 as soon as possible.
  He nuked level 98!
  Level 99 blasted him with an unholy atmosphere!
  He left level 100 as soon as possible.
  On level 100 he finally completed 100 levels of torture.

-- Messages --------------------------------------------------

 You feel invincible!
 You start running!
 There is a Supercharge Globe lying here.
 SuperCharge!
 You start running!
 There are stairs leading downward here.
 Just one more! Just one more! Will you die here? Press <Enter>...
 You enter Hell, level 100.
 You use a homing phase device. You feel yanked in a non-existing direction!
 There are stairs leading downward here.
 You did it! You completed 100 levels of DoomRL! You're the champion! Press
 <Enter>...

-- General ---------------------------------------------------

 143 brave souls have ventured into Phobos:
 122 of those were killed.
 1 of those was killed by something unknown.
 3 didn't read the thermonuclear bomb manual.
 And 9 couldn't handle the stress and committed a stupid suicide.

 8 souls destroyed the Mastermind...
 5 killed the bitch and survived.
 3 showed that it can outsmart Hell itself.

--------------------------------------------------------------
Logged
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Aki

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #1 on: September 29, 2013, 21:19 »

The only thing more amazing then a Nanoskin armor is the Cybernano armor.

That said, the Cybernano doesn't gain any extra resistances, but that is offset by the +4 protection...might need a buff.

Great run! I wouldn't have the balls to do Ao100 + anything, so you're better then me :3
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ZicherCZ

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #2 on: September 29, 2013, 23:38 »

Try then a Cybernetic Cybernano then. 11 protection and indestructible. Fun times.
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IronBeer

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #3 on: September 30, 2013, 00:05 »

That said, the Cybernano doesn't gain any extra resistances, but that is offset by the +4 protection...might need a buff.
Possibly. Nanoskin is probably the better all-around armor assembly on paper since the resistances are much more powerful than armor points, but Nanoskin armor will fall apart under heavy sustained fire. Cybernano's infinite durability is a significant plus, though I personally don't think the assembly really measures up to the needed modpacks.

Try then a Cybernetic Cybernano then. 11 protection and indestructible. Fun times.
Funny you should mention that. I would counter-propose that the OP try a Nanoskin Energy-Shielded Vest. That assembly, when P-modded after construction, will vastly outperform Cybernano Cybernetic against acid, plasma, and fire. 75% resist against those damages is RIDICULOUS, and the assembly will perform adequately against bullets, shrapnel, and melee too.
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ZicherCZ

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #4 on: September 30, 2013, 00:29 »

Funny you should mention that. I would counter-propose that the OP try a Nanoskin Energy-Shielded Vest. That assembly, when P-modded after construction, will vastly outperform Cybernano Cybernetic against acid, plasma, and fire. 75% resist against those damages is RIDICULOUS, and the assembly will perform adequately against bullets, shrapnel, and melee too.
Wow. Such an armor would really rock to no end, good idea.
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Aki

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #5 on: September 30, 2013, 00:54 »

Possibly. Nanoskin is probably the better all-around armor assembly on paper since the resistances are much more powerful than armor points, but Nanoskin armor will fall apart under heavy sustained fire. Cybernano's infinite durability is a significant plus, though I personally don't think the assembly really measures up to the needed modpacks.

Cybernano armor is better in practice against everything that's not a/an (nightmare) arch-vile or a cyberdemon/JC. Nothing else has the dakka to make percentage based resistance better then the 4 protection.

That said, I agree with your assessment and believe that the Cybernano armor should have a buff, or at least a change.

Quote
Funny you should mention that. I would counter-propose that the OP try a Nanoskin Energy-Shielded Vest. That assembly, when P-modded after construction, will vastly outperform Cybernano Cybernetic against acid, plasma, and fire. 75% resist against those damages is RIDICULOUS, and the assembly will perform adequately against bullets, shrapnel, and melee too.

The assembly for Nanoskin is PPN, meaning that you can't put another P mod onto the armor after it's been completed.
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thelaptop

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #6 on: September 30, 2013, 01:44 »


Unknown command. Press "?" for help.                                           
 
Unknown command. Press "?" for help.                                           
                                   
Hint : use numpad or arrows to move around!
                                                                         
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T......
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Aki is Wrong               Armor : nanoskin red armor [6/6] (100%) (P)       
 
Health: 100% Exp:  3/70%   Weapon: pistol (2d4) [6/6]                         
  cautious                                                   
Phobos Base Entry

That's not true.  But you will require 2xWK.
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Aki

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #7 on: September 30, 2013, 02:02 »

LOL, I love the love-hate relationship between me and thelaptop. He hates my guts and I love his sense of humor. C:

That said, why can't a Nanofibre Armor, Hyperblaster, or Burst Rifle be modded even with WK 2? I tried to P mod a Nanofibre armor on my previous game (with WK 2) and it wouldn't let me, and in my Ao100 run that I did a while ago I couldn't mod neither the hyperblaster nor the burst plasma rifle - and as you can see from the mortem, I had an agility pack in my inventory and WK 2.
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ZicherCZ

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #8 on: September 30, 2013, 02:12 »

LOL, I love the love-hate relationship between me and thelaptop. He hates my guts and I love his sense of humor. C:

That said, why can't a Nanofibre Armor, Hyperblaster, or Burst Rifle be modded even with WK 2? I tried to P mod a Nanofibre armor on my previous game (with WK 2) and it wouldn't let me, and in my Ao100 run that I did a while ago I couldn't mod neither the hyperblaster nor the burst plasma rifle - and as you can see from the mortem, I had an agility pack in my inventory and WK 2.
You can only further mod an assembly if you had WK2 _before creating_ the assembly. And some assemblies can't be "post-modded" at all.
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thelaptop

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #9 on: September 30, 2013, 02:46 »

You can only further mod an assembly if you had WK2 _before creating_ the assembly. And some assemblies can't be "post-modded" at all.
IIRC, all assemblies can be post modded iff the assembly was created after having 2xWK.

This includes Master Assemblies.  The only ones that might not work are if you managed to assemble using uniques as base material -- I've not tested this to confirm it.

What I said is true for stuff in repo.  I've not really assembled Master Assemblies yet for 0.9.9.7, and the last time I was testing those was too damn long ago to make any more sense.
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Aki

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #10 on: September 30, 2013, 04:43 »

...That seems quite redundant, is that an intended feature or...?

It makes WK even more situational. x.x
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Moonshine Fox

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #11 on: September 30, 2013, 05:27 »

Funny you should mention that. I would counter-propose that the OP try a Nanoskin Energy-Shielded Vest. That assembly, when P-modded after construction, will vastly outperform Cybernano Cybernetic against acid, plasma, and fire. 75% resist against those damages is RIDICULOUS, and the assembly will perform adequately against bullets, shrapnel, and melee too.
Oh god, that sounds absolutely AWESOME. O_o
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thelaptop

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #12 on: September 30, 2013, 07:00 »

Aki, almost all traits are situational, so I've no idea what you are talking about.

The history of the additional mod on assemblies when completing an assembly with 2xWK comes from the first time the assemblies were implemented.  It was possible to assemble a high-powered high-powered high-powered minigun; I'll stop for a while for that to sink in.

The bug was fixed, but it was decided that the ability to add an additional mod gave a little more flavour to the assemblies, and can be seen in a way as rewarding late-game for reaching 2xWK, kind of like how you can add more points to basic traits once you are past a certain cLev.
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Aki

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #13 on: September 30, 2013, 07:38 »

Aki, almost all traits are situational, so I've no idea what you are talking about.

Sorry if my explanation was unclear, i'll rephrase it - it makes it unnecessarily worse when it's already highly reliant on the RNG for non Ao100/Ao666 games.

Quote
The history of the additional mod on assemblies when completing an assembly with 2xWK comes from the first time the assemblies were implemented.  It was possible to assemble a high-powered high-powered high-powered minigun; I'll stop for a while for that to sink in.

Woah, that's kinda scary. That'd be what, 1d12x8? Gee.

Quote
The bug was fixed, but it was decided that the ability to add an additional mod gave a little more flavour to the assemblies, and can be seen in a way as rewarding late-game for reaching 2xWK, kind of like how you can add more points to basic traits once you are past a certain cLev.

I don't really see how it's rewarding you late game for reaching 2xWK. I don't also really understand your analogy, because that adds a bit more diversity and strength to a high level character - whereas the reward for Whizkid should be to add the mod to any assembly - again, considering that Whizkid is reliant heavily on the RNG. I would think of it like this:

Base trait (Gain benefits) - Obtain high clevel from killing more mobs - Reward is more benefits from base traits.
Whizkid 1 (Gain benefits) - Obtain Whizkid 2 by spending the trait point where it could be spent elsewhere - Reward is more benefits to assemblies.

I don't see how it would be gamebreaking and it's contrary to the description - there's a few times where I wouldn't have taken that second level of whizkid had I known that, so it's also kind of misleading.
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ZicherCZ

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #14 on: September 30, 2013, 07:48 »

Woah, that's kinda scary. That'd be what, 1d12x8? Gee.
... at the cost of magazine size down to 200 * 0.65 * 0.65 * 0.65 = 55.
Hmmm ... Not exactly a bad tradeoff, I'd happily take that one.
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Aki

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #15 on: September 30, 2013, 08:00 »

... at the cost of magazine size down to 200 * 0.65 * 0.65 * 0.65 = 55.
Hmmm ... Not exactly a bad tradeoff, I'd happily take that one.

Wouldn't even be relevant on an ammochain game.

On a non ammochain game you'd even kill a red-armored Baron on average with 3 bursts (6 armour vs 1d12*8 + some misses). Yeah, that's worth it.
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thelaptop

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #16 on: September 30, 2013, 08:49 »

Behold the bug in question:

It is, obviously, no longer possible to pull this off today.
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Aki

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #17 on: September 30, 2013, 09:25 »

Behold the bug in question:
-snip-
It is, obviously, no longer possible to pull this off today.

1d14x8 woah. That's making me blush.

What are your thoughts on my post about WK 2? (Or should that be moved to another thread?)
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ZicherCZ

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #18 on: September 30, 2013, 11:17 »

Dunno, Aki. The way postmodding is implemented now makes me feel that assemblies created with WK2 are superior to those created with WK1 or WK0, even if the stats are the same - you're skilled enough to add another mod slot for those assembled items with WK2, whereas you can't make this happen before.
It also adds some tactical decisions - do I make that energy pistol to have a better weapon against the revs now, or can I wait to gain another level to be able to P-mod it afterwards? How many revs and lost souls will I run into before gaining that level?
IMHO, it's more interesting the current way, than if you would be able to slap an extra upon anything once you get WK2. Just my two Czech hellers :).
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Moonshine Fox

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #19 on: September 30, 2013, 13:54 »

For those interested, here's a video clip of the last levels of mad-dashing and you can also see how stupidly ridiculus that gun was in this setup. Youtube link.
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LuckyDee

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #20 on: September 30, 2013, 14:06 »

That's part fun to watch, part unbelievable. Your speeds are rediculous - been watching for 10 minutes now, and I don't believe you've actually been shot at even once :S

I'm tempted to start learning to play with the mouse, too...
« Last Edit: September 30, 2013, 14:08 by LuckyDee »
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Moonshine Fox

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #21 on: September 30, 2013, 17:36 »

That's part fun to watch, part unbelievable. Your speeds are rediculous - been watching for 10 minutes now, and I don't believe you've actually been shot at even once :S

I'm tempted to start learning to play with the mouse, too...
I did get shot at least once, when I switched out my boots in front of an Arachnotron. He got a full salvo on my face, but with my RIDICULUS amount of HP and resistances, it barely registered on my health.

Yes, this run was completely stupid :P AoMC and an ammochain plasma rifle melts everything. Heck, even Bruiser Brothers died in one salvo.
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White Rider

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #22 on: September 30, 2013, 17:48 »

Behold the bug in question:

It is, obviously, no longer possible to pull this off today.

Reminded me of this:

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Aki

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Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« Reply #23 on: September 30, 2013, 19:00 »

Dunno, Aki. The way postmodding is implemented now makes me feel that assemblies created with WK2 are superior to those created with WK1 or WK0, even if the stats are the same - you're skilled enough to add another mod slot for those assembled items with WK2, whereas you can't make this happen before.
It also adds some tactical decisions - do I make that energy pistol to have a better weapon against the revs now, or can I wait to gain another level to be able to P-mod it afterwards? How many revs and lost souls will I run into before gaining that level?
IMHO, it's more interesting the current way, than if you would be able to slap an extra upon anything once you get WK2. Just my two Czech hellers :).

Okay, i'm kinda distracted at the moment so i'll quickly sum up my thoughts. Might be time to make another thread.

Seeing as assemblies by nature are a "fixed recipe" thing, it would make more sense for WK2 to simply allow you to put another mod onto it because you're skilled enough to do the wiring and stuff like that, or however mod packs work.

Think of it like making a computer - having no experience with making a computer doesn't mean that your computer isn't able to be upgraded further - it's just that once you have more experience, you'll be able to put in multiple drives and additional features and stuff.

The tactical decisions in that case are kinda silly because of the RNG. Let's look at the list of levels that give guaranteed modpacks:

CC, Military base/Phobos Labs, Armory/Labs, Mortuary/Limbo?.

Out of those, Phobos/Deimos labs and the Mortuary/limbo are suicide on higher difficulties unless you're already armed to the teeth (in which case you'll want the assemblies that you have to be made even better as the reward), and you won't even have WK 2 without sacrificing a master trait or something necessary by the time you get to the labs - and early game, you're going to want to make those assemblies to help you get through things.

Which leaves you either carrying around tons of modpacks/half-assembled weapons not as good as your primary one or going without and hoping the RNG will throw you a ball. That's kinda silly in my opinion.

If say, every level gave a guaranteed modpack of every kind somewhere on it, THEN it would make tactical sense - Because in one or two levels you could scavenge the modpacks you needed to make and upgrade your assembly, and that would then throw in your tactical analysis. But as it stands, you could go the whole game without seeing even 1 modpack - which would make the tactical decisions you're making totally at the mercy of the RNG. It's kinda like saying "Well, i'm not going to upgrade my armor because i'll eventually get Malek's armor to drop in addition to my Nyarlaptotep's boots." That's really silly - especially when you have to spend a trait point to activate it in the first place.

In a regular game, you won't have enough modpacks to get the full benefit out of WK 2's more mod slots for weapons ability - and on Ao100, imagine if you make a burst rifle on like floor 40 and get a firepower modpack on like floor 80. Yeah.

It's needlessly silly.
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