DRL > Nightmare!
[N!|ArchAoHu|53%|10|YASD] Epic ending battle, AKA How am I not dead?
papilio:
I used my calculator (http://forum.chaosforge.org/index.php/topic,7295.0.html)
to figure out the "effective" weapon for Cyberdemon:
With Scout+HR+ArchAoHu setting (no SoB, EE, WK, ...)
Melee:
Chainsaw(B), Butcher's Cleaver : DPS 6.8 for non-berserk / 15.4 for berserk
Piercing chainsaw : DPS 8.0 for non-berserk / 16.0 for berserk
Ranged(distance 5, considering reloading time) :
Super shotgun(P1) : DPS 4.0 / 8.6 with shell box
Plasma shotgun(P1) : DPS 8.0 / 9.2 with power battery
Jackhammer : DPS 6.0 / 9.5 with shell box
Plasma rifle(P1) : DPS 9.1 (chainfire)
Laser rifle(P1) : DPS 14.0 (chainfire)
High power laser rifle : DPS 15.0 (chainfire)
So.. yes, if you can find plenty of berserk pack or inv globes, then meleeing can be a doable strategy, but it seems luck-based and dangerous.
I think preparing P-modded plasma rifle/laser rifle + env suits + fireproof red armor would be the "safest" way.
Having +80% fire resistance, the rocket blast would not knock you back more than 1~2 tiles.
You'll need at least 2 env suits and 3 large medpacks to do this.
Anyway.. good luck.
Thiebs:
I only saw a few minutes at the end, and was being rushed (no home internet), but in the last few moments you spent at cautious. Just an oversight, or intentional?
Tormuse:
--- Quote from: Thiebs on November 08, 2014, 22:17 ---I only saw a few minutes at the end, and was being rushed (no home internet), but in the last few moments you spent at cautious. Just an oversight, or intentional?
--- End quote ---
I was berserk up until the last few seconds. It always says "cautious" when you're berserk. After it wore off, I still didn't run because I was using the Chainsaw and running would have reduced my melee accuracy. If I had been using the shotgun, then yes, it would have been prudent for me to run and I did run for most of the game, but in this case, running would not have been to my advantage.
EDIT:
--- Quote from: papilio on November 08, 2014, 13:12 ---Having +80% fire resistance, the rocket blast would not knock you back more than 1~2 tiles.
--- End quote ---
I've heard people say a few times on this forum that fire resistance reduces knockback from rockets. I'm pretty sure that's untrue, so I decided to put it to the test. I just played an ITYTD speedrun in which I gathered the mods to make fireproof red armour, a power-modded rocket launcher, two envirosuits, and as many rockets as I could find.
Then, I rocket-jumped eighteen times without any armour or boots on, 0% fire resistance and 0% knockback reduction and counted how many squares I traveled. Here are the results:
15, 11, 9, 14, 8, 12, 12, 13, 16, 12, 12, 11, 10, 12, 8, 13, 12, 12; Average: 11.78
Then, I did the same with fireproof red armour on and envirosuit activated, 80% fire resistance and 0% knockback reduction and counted the squares for each rocket-jump again.
13, 12, 13, 12, 6, 15, 6, 10, 10, 10, 14, 11, 11, 15, 15, 13, 12, 16; Average: 11.89
The average numbers of squares traveled are very close. In fact, it was slightly higher when I had the higher fire resistance! (and certainly not 80% lower!) I think this test proves pretty conclusively that fire resistance does not reduce knockback from rocket explosions. I think it's safe to say that the game calculates knockback first and then damage reduction afterward. (Also, having the fire resistance made my rocket-jumps hurt a lot less; I was taking 1 or 2 points of damage at a time with the fire resistance, but without fire resistance, each jump knocked off about a third of my health!) I think it's also worth noting that on the occasions that I got knocked 16 squares, it activated berserk! (I was playing a melee build) Berserk got triggered whether I had resistances or not; this means it also calculates the "red screen flash" effect before taking damage reduction into account, which means you can get berserk triggered by getting hit without it doing much damage. (This has significant implications for melee games!)
Anyway, the point of all this is that using ranged weapons against Cybie still isn't a viable option for this challenge, because even though you aren't taking much damage from his rockets, the knockback will be throwing you around like a rag doll, and you won't get much of a chance to hit him back. I recognize that my chosen strategy of charging him with a Chainsaw is very luck dependant, but it's the only strategy that I can imagine working.
Bloax:
Wouldn't getting into a position where he can't fling you offscreen (i.e. ahead of a pillar so that the knockback will only knock you into it) be a solution to the knockback problem?
of course that implies getting there in the first place
Tormuse:
--- Quote from: Bloax on November 10, 2014, 03:19 ---Wouldn't getting into a position where he can't fling you offscreen (i.e. ahead of a pillar so that the knockback will only knock you into it) be a solution to the knockback problem?
of course that implies getting there in the first place
--- End quote ---
It would have to be one of the outer walls, since he'll just blow away any pillars you try to brace yourself against, but it's possible. A bigger problem is gathering enough ammo to kill him. In all my attempts at this challenge, it's been a mad scramble to get to the exit; if I stop to gather supplies, I die. Finding a shell box has proven to be an uncommon occurence and I don't think I've ever found a Super Shotun, Jackhammer, Plasma Shotgun, Laser Rifle, or Power Battery. The only weapon in Papilio's list that I have a decent chance of finding is the Plasma Rifle, (since they're dropped by Commandoes) but how the heck can I expect to gather enough cells to kill a Cyberdemon, which has 450 hitpoints? (I don't have to do the calculations to know that's a lot of cells!)
EDIT: Also, 9.1 DPS means that Cybie will get a chance to shoot you 20 times, (on average, but probably more since you need to spend time getting into position) and that's assuming you use your power mod on the Plasma Rifle instead of the red armour and the bulk mod on the red armour instead of the shotgun as I have been doing. With enough med packs, I suppose it's theoretically possible, but I tend to burn through med packs like crazy in this challenge. This strategy for dealing with the Cyberdemon significantly impairs what I've been trying to do for everything else leading up to the Cyberdemon and it's still quite luck-based; I don't think it's much less luck-based than hoping for invulnerability or berserk pack.
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