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Author Topic: Shottyman Challenge  (Read 13576 times)

Styro

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Shottyman Challenge
« on: February 06, 2007, 15:13 »

I have been trying to play a Shottyman challenge. I drop the pistol as soon as I find the first shotgun and only use shotguns after that. It is a pretty brutal game - I end up getting the crap beat out of me as I try to get close to the enemy.

In any case, I have found that it is curently not easily doable because of the ammo issue. No matter how much shotgun ammo I hoard, I run out. Perhaps that would be part of the challenge - forcing you to get as close as possible to an enemy before you begin firing so that you conserve ammo. But I don't think you would ever have enough to finish off the CD.

So, the bottom line is, if an official Shottyman challenge is implemented in the future, something may need to be done about the shotgun ammo shortage.

Mostly, this was on Med difficulty, because I never got too far on UV since Barons of Hell start showing up so early.

An official challenge could be made to include rocket launchers (making it a demolitionists challenge or something), but I think that would not help the ammo problems any because you would be blowing up even more ammo.

Any other thoughts or suggestions? Has anyone else tried this?
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Kornel Kisielewicz

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Re: Shottyman Challenge
« Reply #1 on: February 06, 2007, 15:19 »

Hmm, the official challenge could give you a normal shotty at the beginning, and increase the shell spawn rate.
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Kornel Kisielewicz

Styro

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Re: Shottyman Challenge
« Reply #2 on: February 06, 2007, 19:25 »

That would probably be good enough. It is amazing how quickly you burn through shells with a double shotgun. :)

It is a pretty fun challenge game. It requires very different tactics from how I usually play.
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Kornel Kisielewicz

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Re: Shottyman Challenge
« Reply #3 on: February 06, 2007, 19:41 »

So maybe it'll make into the next beta xD

Anyone else want it?
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Kornel Kisielewicz

Fingerzam

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Re: Shottyman Challenge
« Reply #4 on: February 07, 2007, 03:24 »

The problem I have had with shotgun ammo is caused by the fact that there won't be much ammo after lvl ~15 and hellish caves eat up many shells while I get only a few back.

While this might be an issue with chainguns, you at least get 24 ammo stacks of bullets randomly and 150 from former captains and also additional ammo from former humans at hellish cities while you only get 8 shells as random stacks and 31 from sergeants. And there aren't that many sergeants. I usually spend my last shells at level 23 or 24, and after that I use my rockets for enemies and BFG for Cybie.

1 ammunition vault randomly on the way would help (from rooms thread), though the game is finishable as is if you remember to hoard enough shells at the beginning. Placing some stacks of shotgun shells at either Spiders' Lair or City of Skulls would probably do.
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Styro

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Re: Shottyman Challenge
« Reply #5 on: February 07, 2007, 13:53 »

Upping the shell spawn rate would probably be enough, although I wouldn't complain about having extra shells stashed here and there.

There is already one special level loaded with 10mm ammo (armory I think) and one filled with shells (halls I believe). But that alone is not enough. Even after filling up your inventory with shells you run out after 2 or 3 levels so you pretty much need a constant supply. In my last game I had 4 "twisty caves" levels filled with Arachs in a row and I only found a total of 1 stack of 8 shells. :( I had to use my chainsaw as a backup to get me through the last level and a half, and then the next two levels after that until I found some more ammo. That's hard to do when you haven't been taking any melee perks like Brute.

The higher spawn rate needs to be high enough to let you refill your supply every few levels. It may take some play testing to get it so that you will be able to have enough to take down the CD at the end without resorting to your fists, but not so much that ammo is never a concern (a little worry is good).
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RepoRipper

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Re: Shottyman Challenge
« Reply #6 on: March 02, 2007, 00:27 »

hey cool i had idea for a Demolition Challenge with the Mega Launcher. its a standard rocket launcher, but infinite ammo! still reloads, but that solves the blew up all ammo problem, and makes it playable on early levels, where there are no rockets! also, the Angel of Carnage Challenge. (wont unlock anything) you can use only chainguns. but u start with an advanced chaingun, and remember dualgunner trait? new trait called Ripper! 1 level, requires dualgunners, reloader, and yhe firing speed trait to get, it lets u, with two chainguns in inventory, to fire alternately, ie at once. meaning 10 shots per turn for 10 turns. 100 shots before reload!!! note it fires the shots alternately, so if they do different damage (advanced) then damage is different, note it fires all 10 within just as much time as normal, so technically 200% firing speed, and 150% reload speed!!! it would make the chaingun acceptable as a late-game weapon. but each trait it requires must be at 2, and Dualgunner requires 2 Son of a gun! so minumum lvl 9 to have this trait!!!!!!!!! that makes it equal. seeing as how u arent likely to get that many levels without intuition, which takes 5 levels to max out! ie total lvl 14!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Supernaut

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Re: Shottyman Challenge
« Reply #7 on: March 07, 2007, 13:31 »

hey cool i had idea for a Demolition Challenge with the Mega Launcher. its a standard rocket launcher, but infinite ammo! still reloads, but that solves the blew up all ammo problem, and makes it playable on early levels, where there are no rockets!
And it does 10d10 damage and has huge knockback, doesnt destroy items and doesnt damage you. It also destroy indestructable walls and kills JC in 2 shots. We could also have a trait which reloads Rocketlauncher whenever you move, also increasing your dodge chance by 50 %.

 
Quote
also, the Angel of Carnage Challenge. (wont unlock anything) you can use only chainguns. but u start with an advanced chaingun, and remember dualgunner trait? new trait called Ripper! 1 level, requires dualgunners, reloader, and yhe firing speed trait to get, it lets u, with two chainguns in inventory, to fire alternately, ie at once. meaning 10 shots per turn for 10 turns. 100 shots before reload!!! note it fires the shots alternately, so if they do different damage (advanced) then damage is different, note it fires all 10 within just as much time as normal, so technically 200% firing speed, and 150% reload speed!!! it would make the chaingun acceptable as a late-game weapon. but each trait it requires must be at 2, and Dualgunner requires 2 Son of a gun! so minumum lvl 9 to have this trait!!!!!!!!! that makes it equal. seeing as how u arent likely to get that many levels without intuition, which takes 5 levels to max out! ie total lvl 14!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The idea of the challenge sounds fun. The idea of the trait sounds crap.
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Silencexy

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Re: Shottyman Challenge
« Reply #8 on: March 08, 2007, 09:41 »

hey cool i had idea for a Demolition Challenge with the Mega Launcher. its a standard rocket launcher, but infinite ammo! still reloads, but that solves the blew up all ammo problem, and makes it playable on early levels, where there are no rockets! also, the Angel of Carnage Challenge. (wont unlock anything) you can use only chainguns. but u start with an advanced chaingun, and remember dualgunner trait? new trait called Ripper! 1 level, requires dualgunners, reloader, and yhe firing speed trait to get, it lets u, with two chainguns in inventory, to fire alternately, ie at once. meaning 10 shots per turn for 10 turns. 100 shots before reload!!! note it fires the shots alternately, so if they do different damage (advanced) then damage is different, note it fires all 10 within just as much time as normal, so technically 200% firing speed, and 150% reload speed!!! it would make the chaingun acceptable as a late-game weapon. but each trait it requires must be at 2, and Dualgunner requires 2 Son of a gun! so minumum lvl 9 to have this trait!!!!!!!!! that makes it equal. seeing as how u arent likely to get that many levels without intuition, which takes 5 levels to max out! ie total lvl 14!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

you know, the problem with these challenges is that there is no challenge - I have a faint suspicion that supernaut got the same idea  :-P
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TFoN

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Re: Shottyman Challenge
« Reply #9 on: March 08, 2007, 13:24 »

An RL challenge can actually be very nice, once AI's improved to the point where they'll certainly come after you once they're hit out of LOS. But make ammo finite - you just start with alot. Not too much, though. Part of the challenge will be the strategic herding and placement of your enemies, to conserve ammo through multikills.

BDR

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Re: Shottyman Challenge
« Reply #10 on: March 08, 2007, 13:48 »

That really does sound neat, but I think that might in the end be the hardest of all possible weapon challenges: Unless you simply blast your way to the stairs down all the way to Cybie (which would, I imagine, use a lot of rockets, possibly negating the benefit of not needing to worry about all the baddies punching giant holes in you on the way), you'll have to deal with a lot of enemies in sight and firing at you while you're trying to get as many next to each other as possible all the time, which means you're either risking the loss of a buttload of health or you're risking the destruction of crucial items every time you engage an enemy.  Add to this things that can withstand more than one rocket and you have a recipe for lots of pain.

Not that I wouldn't try it out; I'd just say that it'd need to be rated either Hard or Very Hard, and I wouldn't expect to beat it. ;)
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TFoN

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Re: Shottyman Challenge
« Reply #11 on: March 08, 2007, 14:02 »

Hey, dude, Blade did N!, I did AoMs on UV. "Very Hard" is a good thing to have :)

BDR

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Re: Shottyman Challenge
« Reply #12 on: March 08, 2007, 14:32 »

I know this, I'm just saying normal people will have issues!  (No, I'm not going to define normal)

Sheesh...
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RepoRipper

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Re: Shottyman Challenge
« Reply #13 on: March 08, 2007, 17:47 »

sorry i havent replied sooner ive been busy on other threads.
supernaut, its not crap. it just deserves to be a Master Trait with multiple requirements. (Kornel talked about his idea for Master Traits in one of the feature request traits threads, look there to understand)
as for the demolition challenge, how about calling the weapon the Sonic Missle Launcher? the only dif between it and a normal RL is that it doesnt destroy items. it does blow up barrels though, and those can destroy items! it uses normal Rockets to fire, but u dont have to use it alone. u cannot unequip it, but u can swap it, but only for a RL. and yes, it DOES damage you, but (being the now-dead squads Demolition specialist) u carry industrial earplugs at all times. (you have become skilled at hearing sharp sounds [not big booms, like an explosion] through said earplugs) i mean, it's a Sonic Missle, for cryin out loud!
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Supernaut

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Re: Shottyman Challenge
« Reply #14 on: March 08, 2007, 18:02 »

sorry i havent replied sooner ive been busy on other threads.
supernaut, its not crap. it just deserves to be a Master Trait with multiple requirements. (Kornel talked about his idea for Master Traits in one of the feature request traits threads, look there to understand)
It's not this. I just think that you shouldn't be able to dual wield more than 2 guns, or 2 knives, or a gun and a knife.  Dual wielding those weapons:
Chainsaw
Fists
Longinus Spears
Shotguns
Chainguns
Rocket Launchers
Plasma Rifles
BFGXXXX and Advanced BFGXXXX

seems like a bad idea for me.
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