DoomRL > Discussion

Whizkid, Modpack Rarity, and Assemblies

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White Rider:

--- Quote from: Aki on October 02, 2013, 20:51 ---And yeah, I didn't know that he shouted that either. Did he teleport next to you or anything like that?

--- End quote ---

You know the Hell Knight/Baron SURPRISE at Containment Area? It was like that, instead of JC summoning a ring of HK/HBs around him.
Seems like JC summons the same turn you try to hit him like that. He didn't teleport next to me, he teleported like he normally does.

IronBeer:
Trouble figuring out what to build with Scavenger?

"Basic" (no Nano/Onyx mods, no exotic bases):
*"Enhanced Hyperblaster" (+ P/T)
*"Mauler Shotgun" (+ P/T)
*"Enhanced Tac Launcher" (+ P/B)
*"Phase Knife" (Piercing Combat Knife + P/B)
*"Enhanced Gatling Gun" (+ P/T/B or maybe A)
*"Hardened Nanofiber Armor" (NF Red + P)
*"Ghetto Inquisitor Armor" (Tac Armor + P)
*"Dash Boots" (Tac Boots + A)
*"Hellwalker Boots" (Cerb Boots + A)

Comments: Really, a full set of "Basic" weapons and your choice of armors should cover pretty much all your bases. The "Mauler Shotgun" will fall off after about Floor 25, but your more powerful weapons (read: Hyperblaster/Tac Launcher) should come online well before then."Hardened Nanofiber" is pretty much a requirement for an Ao100 run, and you can get creative with the base item. The "Enhanced Gatling Gun" doesn't really need an A mod, since you'll have 2xEE as part of your Scavenger pre-reqs.

"Advanced" (advanced mods available, exotic bases available)
Generally, shit gets nuts here. Your imagination is pretty much the limit, but here are some ideas to get you started.
*"Nuclear Cannon" (Burst Nuclear Plasma Rifle + P/B/T) -Nuclear Plasrifles are surprisingly common on Ao100, unfortunately Nuclear Hyperblasters aren't a thing
*"Hellfire Rocket Launcher" (Nanomac. Napalm Launcher + P/T/F) -Pair with Inquisitor Set or Lava Armor for maximum lulz
*"Apocalypse Cannon" (Nuclear Biggest F.G. + P/B/F) -Can sub for standard BFG or VBFG assembly. But why not go for the best?
*"Disintegration Rifle" (Nanomac. Plasma Rifle + P/F/T) -Most Scavengers strive for something like this
*"The Mother-in-Law" (Nanomac. Rocket Launcher + P/T/F) -A timeless classic!
*"Reaper Shotgun" (Nanoshrap. Super Shotgun + P) -Hey, you can be part of the army of the dead too!
*"Ultimate Antigrav Boots" (Phaseshift Antigrav Boots + A) -Pretty much the ultimate boots
*"Hellward Skin" (Nanoskin Energy-Shielded Vest + P, possibly A) -Makes you all but immune to "energy" attacks; still decent against "ballistic" attacks too
*"Cybertitan Suit" (Cybernano Gothic/Cybernetic Armor + P) -I'd say the previous assembly is better, but if you like having just a stupid number or armor points, this is for you
*And tons more!

Addressing the trait at large, I think it's generally best for long-haul games, but it's plenty viable for normal games too. IMO, smartest thing to do is push for an extra point on Int as a matter of course, and defer the master trait by 1 level. Once you have Int2, you'll need to rely on a Combat/Tactical Shotgun around corners, and a Gatling Gun in the open (2x EE subs for per-shot damage). Like most other Technician masters, Scavenger isn't very strong until you actually have the master, but it really shines over time.

Aki:
Yup. Yup, I lost it when I saw the mother in law. I remember seeing that mortem the other day and boy, that was hilarious. If you can reliably make the mother in law then you're good to go. Time to try an Ao100 MSc run.

Sambojin:
I'd have to agree that going straight for Int(2) would be the best option. EE(2) makes chainguns fairly useable as a backup weapon early on. You've also got that handy little tech mod that you start with. A T1-shotgun (or chaingun) is actually a pretty useable weapon. As soon as your mastertrait comes online, dis-assemble it to get another random mod.

It's not as though it's a horrible mastertrait. Even unmodded plasma rifles become useful killers with their high EE enhanced accuracy, but your's will definately be modded. SoB(2) still works wonders, so I'm not sure why you think that you can't rapid-fire with the trait. Shotguns, RLs, MLs, plasma rifles and even BFGs all get a lot better with high accuracy and the wonders of Int(2). Admittedly, they'd be that good without the mastertrait, but the Scavenger ability is just a nice little bonus on top of everything. You can un-mod your start-off weapons and you'll usually get around 2-3 extra mods throughout the game by destroying exotics/uniques. It's not uber-powerful, but it's not bad either. It does give you a chance at getting those normally completely unrealistic assemblies and mod combos in a normal game, which is pretty good in my opinion. I'll have to put up some mortems with really dumb/good mod-combos at some point.

Could it use a boost? Probably. Is it bad? Not really.

Sambojin:
Another small point on the mastertrait:

That starting tech mod and the two from CC+ are golden. EE enhanced chaingun fire will get you through the arena (or tech modded shotty cornershots), and accurate rockets destroy the AM in CC+. It doesn't really matter what mods you get from it, as soon as you get Scavenger, you can definately get what you need. It may not be from the rare mods selection, but you can always end up with the basic or advanced assembly of your choice (that doesn't use a rare mod) as soon as you get Scavenger.

Mod a weapon, destroy a weapon, get a new random mod-pack. If it's not the one you want, repeat the process.

To me that's pretty damn powerful.
 
(was this changed in 0.9.9.7 to only have a percentage chance of a mod-pack return? I'll have to do a couple of runs on HNTR to check).

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