Chaosforge Forum

  • April 26, 2024, 02:04
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: [E|99%|24|YAVP] First Post and First Win  (Read 2186 times)

Bonedaddy

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 31
  • Devil Slayer
    • View Profile
[E|99%|24|YAVP] First Post and First Win
« on: May 26, 2014, 15:15 »

So I got my hands on DoomRL fairly recently. I learned the ropes of the game one YASD at a time, and up until now, the farthest that I've gotten in the game was the Tower of Babel on one other character, a Marine on a Survivalist build going for Army of the Dead, who just couldn't stand up to Ol' Cyber Head and got his ass smeared all over the pavement (those rockets hurt like a bastard, especially with precious few health packs). This time around, I went with a Scout with two ranks in Intuition and a shotgun build, and to my surprise, not only did I take down the Cyberdemon, but I also took things all the way to the final showdown with Ol' Spidey and kicked her ass.

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

 Bonedaddy, level 10 Demon Corporal Scout,
 defeated the Mastermind at the City of Dis.
 He survived 115521 turns and scored 48280 points.
 He played for 2 hours, 35 minutes and 20 seconds.
 He was too young to die!

 He killed 432 out of 434 hellspawn. (99%)
 He was a real killing machine...

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

  Levels generated : 7
  Levels visited   : 7
  Levels completed : 6

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

  UAC Star (bronze cluster)
  Explorer Badge
  Hell Champion Medal
  UAC Bronze Badge
  Lava Bronze Badge

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

  ###########################################################
  #>#####################................................####
  ######################...............####...............###
  #####################.......####.....####................##
  ####################........####.....####.......##........#
  ###################.........####.....#.##.....####.........
  ##################..........####..............####.........
  #################..........................................
  #################....####............................####..
  #################....####............................####..
  #################....####............................####..
  #################....####.%..........................####..
  #################..........................................
  ##################..........####..............#............
  ###################.X.......####.....####.....##...........
  ####################........####.....####.....###.........#
  #####################.......####.....####.....####.......##
  ######################...............####...............###
  #>#####################................................####
  ###########################################################

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

  Health 50/50   Experience 48954/10
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Finesse          (Level 1)
    Hellrunner       (Level 2)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Intuition        (Level 2)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  Int->Int->Rel->Rel->SM->Fin->Jug->HR->MSh->HR->

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

    [a] [ Armor      ]   nanofiber red armor [2]
    [b] [ Weapon     ]   missile launcher (6d6) [4/5] (B1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   nothing

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

    [a] double shotgun (9d3)x2 [0/2]
    [b] tactical shotgun (8d3) [0/5]
    [c] plasma rifle (1d7)x6 [0/40] (A1)
    [d] BFG 9000 (10d6) [0/100]
    [e] Jackhammer (8d3)x3 [7/9]
    [f] blue armor [2/2] (100%)
    [g] red armor [4/4] (50%)
    [h] chainsaw (4d6)
    [i] Butcher's Cleaver (5d6)
    [j] shotgun shell
    [k] rocket (x7)
    [l] large med-pack
    [m] large med-pack
    [n] homing phase device
    [o] envirosuit pack
    [p] technical mod pack
    [q] agility mod pack
    [r] agility mod pack
    [s] bulk mod pack
    [t] lava element
    [u] Arena Master's Staff

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

    Fire       - internal 0%    torso 13%   feet 0%   

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

    94 former humans
    42 former sergeants
    6 former captains
    42 imps
    60 demons
    113 lost souls
    18 cacodemons
    25 hell knights
    6 barons of hell
    2 arachnotrons
    1 former commando
    2 pain elementals
    4 revenants
    6 mancubi
    5 arch-viles
    2 bruiser brothers
    1 lava elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he assembled a tactical boots!
  On level 7 he sneaked into the Phobos Lab.
  On level 7 he assembled a tactical shotgun!
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 10 he assembled a nanofiber armor!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 12 he found the Jackhammer!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 14 he ventured into the Halls of Carnage.
  Level 15 was a hard nut to crack!
  On level 16 he found the Tower of Babel!
  Level 22 was a hard nut to crack!
  On level 22 he arrived at Mt. Erebus.
  He managed to raise Mt. Erebus completely!
  On level 23 he found the Butcher's Cleaver!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 You see : a Spider Mastermind (severely wounded) | floor | [ m ]ore
 The missile hits the Spider Mastermind. You are hit! Boom! Boom! You are hit!
 Boom! Boom! Boom! You dodge! Boom!
 Fire -- Choose target...
 You see : a Spider Mastermind (mortally wounded) | floor | [ m ]ore
 The missile hits the Spider Mastermind. Boom! You are hit! You are hit!
 Fire -- Choose target...
 You see : a Spider Mastermind (mortally wounded) | floor | [ m ]ore
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 There is a lever (woah!) here.
 You pull the lever...
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
 The missile hits the Spider Mastermind. The Spider Mastermind dies.
 Congratulations! You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now.

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

 34 brave souls have ventured into Phobos:
 31 of those were killed.
 And 2 couldn't handle the stress and committed a stupid suicide.

 1 souls destroyed the Mastermind...
 1 killed the bitch and survived.

--------------------------------------------------------------

My two starting levels of Intuition proved to be a lifesaver many times over, and among other things allowed me to clear both Hell's Arena and the Chained Court with little problem. My weapon throughout the early parts of the game was the old reliable boomstick, though the rocket launcher did see use against the Arena Master, and level 6 saw me adding the Double Shotgun to my arsenal. Level 7 saw me assembling a pair of tactical boots and going into the Phobos Lab. I did come damned close to dying when three demons got in my face with my back to the acid, and I used up most if not all of my early health packs. Once I assembled the Tactical Shotgun, it became my workhorse weapon along with the Double Shotgun through most of the major game, and among other things allowed me to blow through the two Barons of Hell at the Phobos Anomaly with little trouble.

Episode 2 saw me creating my Nanofiber red armor, which I had done before on other characters. It's kinda nice to have armor that won't get destroyed on you, even if it does cut down on your speed a bit. When I got my hands on Shottyman, things became a lot smoother. For some reason, I thought that the Arena Master's Staff was meant for the Wall and not the Vaults, resulting in me getting tired out with no effect. I had to use my rockets in order to bust through the Wall, and then use my combo of rockets and my Tactical Shotgun to wipe out the Hellknights within and snag up the Backpack.

The very next level saw me finding the Jackhammer, and I actually had to do some careful work with targeting in order to clear out the bad guys near it so that I could actually get my hands on the puppy because it was right next to a goddamn lava barrel, and I could have lost it quite easily. The Jackhammer became my other main weapon, which I first pulled out against an Arachnotron (because FUCK THOSE THINGS). The Jackhammer is damned fun to use, but as I found out soon enough, it eats shells for breakfast. Between the tactical shotgun and the double shotgun, the City of Skulls was a breeze, and I took the time to upgrade to the Missile Launcher. The Halls of Carnage are the reason this isn't a YAAM run, as I didn't feel like sticking around and trying to kill everything with the lava closing in. By the time I got my hands on the BFG and got the hell out of there, I was running low on shells, which made level 15 a nightmare to navigate -- I had dumped my pistol, my chaingun and my 10mm ammo early on in favor of the boomsticks, and so I had to use the missile launcher and plasma gun in conjunction with what shells I could salvage in order to get through it. The Missile Launcher and the BFG were my main weapons against the Cyberdemon, and though I came damned close to dying again, I managed to win out and proceed to the final chapter.

I was very low on shells following my Halls of Carnage run, and the RNG wasn't doing me very many favors. It was a very careful picking through the levels to get myself back in shape, and there was a lot of lava and acid, which I mainly got past by using missiles on walls so I could get through -- I was damned if I was going to sacrifice any more health than I needed to. I did end up using the Jackhammer on the very first Archvile I encountered, mainly because I wanted to take it down quickly, and lots of radar-shooting was had against mancubi, hell-knights and barons alike. And then Mt. Erebus came along.

I had gotten my hands on Invincibility just before heading down to Mt. Erebus, so crossing the expanse of lava wasn't too bad, being a matter of shooting down Lost Souls and making my way to the mountain proper. The main opposition was a mess of Hell Knights, which I primarily used my rockets and shells on. Once all of them were dead, I wanted to head back, but knew the return trip would require at least one envirosuit. Then the Lava Elemental showed up -- quite easily the toughest opponent I have ever faced. Nothing was working against him -- my shells weren't doing jack to him, and neither were my rockets. The only thing in my arsenal that actually succeeded in stopping him was the BFG, which yielded me the Lava Element. I never did figure out what the hell I'm supposed to use the thing for.

After Mt. Erebus, my supply of shells was pretty much near gone, and after using up all of the shells of both the Tactical and Double Shotguns, I had to use my Missile Launcher with the Bulk Mod against the rest of the monsters, including an Archvile that I did some radar-shooting on from far off. I got my hands on the Butcher's Cleaver, but being as I'm not a melee character, I didn't see the point in using it. Since I couldn't find a nuke in pretty much any level I went through, it was down to me and my Missile Launcher against Spidey. I actually led her across the arena because I was certain there was a nuclear BFG or something else that I could use against her. As it turned out, not so much.

I didn't get to fight Carmack this run, but as first wins go, I didn't do too bad at all.
Logged

LuckyDee

  • Sound Wizard
  • Grand Inquisitor
  • General
  • *
  • *
  • Offline Offline
  • Posts: 1516
  • High Caliber Consecrator
    • View Profile
    • LuckyDeeIndustries
Re: [E|99%|24|YAVP] First Post and First Win
« Reply #1 on: May 26, 2014, 15:26 »

Good stuff, good stuff. There's lotsa room for improvement, of course, but a very solid run overall. Least you're using your head when you should.

INT-INT is a golden start if you're still getting to know the game, I'm actually surprised you mentioned radar shooting at all beyond that point. With very few exceptions, you'll notice anything before it can even see you, rendering radar shooting obsolete.

The most significant bit of advice: manage your inventory and pack more ammo. If you're not playing a melee build, screw the chainsaw. Screw the Cleaver. That could have been 140 shells right there. Then there's a whole lot of mod packs and a plasma rifle taking up space. Seems you didn't even use your prepared weapon slot?

Keep at it, and you'll be pulling off crazy stuff before you know it :)
Logged
[0.9.9.7G] Current: Hell Knight 1st Lieutenant [20/12/4/0/0/0]
High: Arch-Vile Lt. Colonel [25/21/12/2/1/0]

Bonedaddy

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 31
  • Devil Slayer
    • View Profile
Re: [E|99%|24|YAVP] First Post and First Win
« Reply #2 on: May 26, 2014, 22:40 »

I mainly used my prepared weapon slot to switch between Double Shotgun and Tactical Shotgun early on, especially once I picked up Juggler, but when I first ran out of shells shortly after my big Jackhammer spree in the Halls of Carnage (which, hindsight-wise, was rather a dumb move -- the double shotgun uses less ammo and especially close-up, kills things faster), I used the slot in question for the shell box I picked up, which kept me in ammo long enough to restock a bit. The plasma gun, which I first grabbed off the Commando, did see use during my dry spells, but I didn't use it very often, mainly because I wanted to save power cells for the BFG, which is a notorious ammo hog power cell-wise. As for the mod packs, between the tactical shotgun, the tactical boots, the nanofiber armor and the bulk mod I used to add an extra rocket for the mag on the missile launcher, there wasn't a whole lot I could really use them for toward the end with what I had -- I did think about tactical armor with my two agility mods, but one, green armor is a bit tough to come by in Hell, and two, I was happy with my nanofiber armor.

There were precious few shells in Hell, particularly toward the end, which is why I was stuck using the missile launcher for the Spidey battle. Even without the shotguns, shotgun builds are excellent for those who use rocket launchers, as I did not have to worry about hitting R for anything but a full reload, which made the battle with Spidey a lot less of a hassle than it otherwise would have been. I doubt I would have survived my second battle with the Cyberdemon without it. I think on my next run, I'll take your advice about melee weapons as a shotgunner.
« Last Edit: May 26, 2014, 22:51 by Bonedaddy »
Logged

LuckyDee

  • Sound Wizard
  • Grand Inquisitor
  • General
  • *
  • *
  • Offline Offline
  • Posts: 1516
  • High Caliber Consecrator
    • View Profile
    • LuckyDeeIndustries
Re: [E|99%|24|YAVP] First Post and First Win
« Reply #3 on: May 26, 2014, 23:21 »

Due to the scarcity of shells (or bullets, and probably even cells) in Hell, stocking up early to mid-game is made all the more important. The Jackhammer as a primary weapon is indeed a no-no, but so is the double shotgun - especially when you have Juggler. Use the tactical to lure stuff in at longer range, and switch to the double at closer range to really start delivering.

It's also worth pointing out that MSh relies on a quantity of shots, allowing you a fast firetime without damage bonus, while MAD goes for quality - little to help your fire and move speed, but a very important damage bonus in the form of the negated armor penalty. In short, MSh is very ammo-inefficient.

Re: mods and armors: unless you have a really clear goal with a mod at the moment you pick it up, don't pick it up. And if you were so attached to your nanofiber, you didn't have to bother carrying the two back up armors either. With the melee weapons gone, too, that's 8 slots (=560 shells with the backpack) that could have been spent on ammo. With that many, you also wouldn't need the plasma rifle, giving you another 70 shots. And since you'd already figured out the connection between the Staff and the Vaults, the point in carrying it beyond that level is debatable as well. 700 shells. Read em and weep :)

I took part in a short discussion on inventory management recently, found here. Maybe there's some useful stuff for you in there as well.
Logged
[0.9.9.7G] Current: Hell Knight 1st Lieutenant [20/12/4/0/0/0]
High: Arch-Vile Lt. Colonel [25/21/12/2/1/0]
Pages: [1]