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Author Topic: Whizkid, Modpack Rarity, and Assemblies  (Read 13336 times)

Aki

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Re: Whizkid, Modpack Rarity, and Assemblies
« Reply #30 on: October 03, 2013, 20:35 »

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.

From the wiki:



This is what I was basing my assessment off - if you could turn mods into other mods with the trait then it would become a lot better. Are you sure this is the case?
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White Rider

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Re: Whizkid, Modpack Rarity, and Assemblies
« Reply #31 on: October 03, 2013, 20:43 »

*"Ghetto Inquisitor Armor" (Tac Armor + P)
*"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

My favorites on that list. Ultimate Antigrav Boots and the Mother-in-law are fun too.
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thelaptop

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Re: Whizkid, Modpack Rarity, and Assemblies
« Reply #32 on: October 03, 2013, 20:44 »

Mother-in-Law gets a boost in 0.9.9.8.

Just sayin'.
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Sambojin

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Re: Whizkid, Modpack Rarity, and Assemblies
« Reply #33 on: October 03, 2013, 20:44 »

Nope. Could have sworn I've gotten an A mod off of my tech modded shotty at one point though. But I'm kind of stupid and forgetful, so it might not have happened. I have this love/hate thing going with DoomRL where it gives me more stuff than I could ever use to complete the game, or it gives me nothing. It might have been on one of those "oodles of stuff" runs. I'll test it this arvo.

That would make a lot more sense though. Otherwise it'd be the most abuseable and amazing mastertrait in the game.

Everyone can completely disregard my previous post until then.
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Aki

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Re: Whizkid, Modpack Rarity, and Assemblies
« Reply #34 on: October 03, 2013, 20:56 »

Nope. Could have sworn I've gotten an A mod off of my tech modded shotty at one point though. But I'm kind of stupid and forgetful, so it might not have happened. I have this love/hate thing going with DoomRL where it gives me more stuff than I could ever use to complete the game, or it gives me nothing. It might have been on one of those "oodles of stuff" runs. I'll test it this arvo.

As someone else recently told me, that's part of the fun of a Rougelike.

Like when you're on AoB and you get a combat pistol and GCB in the same run. Fun fun.

Quote
That would make a lot more sense though. Otherwise it'd be the most abuseable and amazing mastertrait in the game.

Yeah, it would be totally amazing. Abusable? I don't really think it'd be as abusable as say, old gun kata or ammochain. I can't quite remember old Gun Kata but I think it was something like 0 energy shots after dodges and free reloads as well as a free shot after a kill. And of course, old ammochain was *zero* ammo used.

But it'd still be up there.

Yeah,
Mother-in-Law gets a boost in 0.9.9.8.

Just sayin'.

Does it become a unique or assembly or something cool like that?

Oh man, that'd be awesome. Imagine something like...

There is a Mother-In-Law (6d9) here. You pick up the Mother-In-Law. "Another monster to add to the family!"
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Eyro

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Re: Whizkid, Modpack Rarity, and Assemblies
« Reply #35 on: October 04, 2013, 11:39 »

"Old Ammochain was *zero* ammo used"


I hope everyone who used it had this face:

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