DoomRL > Discussion

Boots and you.

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WanderingNewbie:
So I'm slowly getting better and better at the game, but there are still a few topics I'm not really sure on.  One of those is boots, I never really know what kind of boots to make and when to make them.  I mean unless I'm playing a pistols build and I need the A mods for my speedloader, the first thing I always try to make are Tac boots, but after what do you guys aim for if you have a massive influx of mods?

LuckyDee:
Tac boots are always an excellent choice if you have A mods to spare. Besides those, I only tend to make cerberus boots, and these only when I'm playing Ao100.

Antigrav would be sweet, but I usually rather spend N mods elsewhere.

White Rider:
Tactical boots and fireproof plasteel boots.

Cerberus boots would be ok in a non-Ao100 setting if they didn't eat up 2 P mods.

LuckyDee:

--- Quote from: White Rider on October 23, 2013, 13:54 ---Cerberus boots would be ok in a non-Ao100 setting if they didn't eat up 2 P mods.
--- End quote ---

That, and I hardly ever go for WK2 on non-A100 games. Maybe on higher difficulties, but on HNTR, it's pretty much pointless.

Aki:

--- Quote from: LuckyDee on October 23, 2013, 14:51 ---That, and I hardly ever go for WK2 on non-A100 games. Maybe on higher difficulties, but on HNTR, it's pretty much pointless.

--- End quote ---

This.

It's better in my opinion to work out what assemblies you're going to need beforehand and focus on making them as opposed to randomly assembling things as you go (unless you have the mods and the situation arises that you could use a ballistic armor or something). It helps declutter your inventory, so if I see a random mod that I can't throw on a spare piece of armor/weapon or something, it's probably staying on the ground unless I have something I can ditch for space (like shotgun shell x9).

Whizkid just expands the amount of assemblies you can plan for. And even then, on regular games don't be expecting a whole lot out of it. For example, if you're going a shotgun Gunrunner build, you're going to have to wait until you're level 10 before you can think of making that Focused Double Shotgun (unless you want to critically compromise your build efficiency), and you'll be lugging around Double Shotty (P) + AT in your inventory. If you find them, that is.

Even on Ao100 this still holds true because you can still plan for WK 2 + cerberus boots and stuff like that.

Err, what I guess i'm trying to get at is that if there's mods that are outside what you're planning for and you can't use them it's not a huge loss to leave them on the ground if they're not exotics.

As for nano packs: With Whizkid 1, i'll stop at nothing to obtain Antigrav boots. I think it's worth giving up even a nanoshrapnel shotgun or a Nanoskin armor or something.

With Whizkid 2, I might opt for a Nanomanufacture instead simply because it helps with ammo management and means you don't have to reload in the middle of a fight. A Nanomanufacture Rocket Launcher is fun to play with but within the higher levels of Ao100 I didn't really use it much, instead going back to my Nanomanufacture Plasma rifle. Although if something presents itself to me like a chainsaw that I can make a ripper out of, that nano pack's headed straight for antigrav boots.

I don't think it's an exaggeration to say that Antigrav boots are awesome and very much worth the nanopack over most of the other assemblies.

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