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Author Topic: Long time, no see, DoomRL fans. Lots of questions :D  (Read 16175 times)

bolt_thundara

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #15 on: May 31, 2016, 13:25 »

I'm mostly doing standard runs, so I do use a shotgun until around the end of Arena, when I pick up SoG3. After that I mostly use the pistol unless I need the knockback or AoE waveclear.

So using my initial T mod on the starting pistol is the smart move? Should I go ahead and mod it into a speedloader once I get the chance? Or is it better to save my first A mod to make a set of Tactical Boots?

Also, is there any reason to lug around the Chainsaw found in CC? I've been toting it with the thought that maybe I can clear UC with it, but I realize that with no melee traits and no Hatred skulls this is extremely unfeasable
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Evilpotatoe

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #16 on: May 31, 2016, 14:12 »

As long as you don't play AoMr, you can complete the arena AND cc+.  Btw, if you're not confident foing that, feel free to skip what you want.

A shotgun and a shell box should be enough to clear city of skulls.  Maybe you need a second shell box, since you have a pistol build, but it should not be that hard.  I'd say... try it, and if you get your hatred skulls, you may consider going for UC.

About speedloaders, I think I'd put my 1st A on boots (I'd wait WK to assemble anyway), then... depending of what I need the most.


Oh, and don't be afraid to set your maxRun higher.  I chose 10000, it looks like a good number to me :p
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ZicherCZ

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #17 on: May 31, 2016, 16:23 »

Oh, and don't be afraid to set your maxRun higher.  I chose 10000, it looks like a good number to me :p
Well, when I ran my ArchAo666 game, I set MaxWait to 666. Just because I could :).
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ZicherCZ

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #18 on: May 31, 2016, 16:45 »

Well, if you do most of your runs in standard, then most of my comments regarding AoMr are quite moot :). With extra weapons, you can attempt to clear pretty much any special level you wish to clear. Even UC could be done, if you have some proper armor and medpacks to burn (don't forget - you can drown the demons in lava, if you have the movespeed to do so).

Off-topic: If you're a Scout with Finesse 2 and Hellrunner 2, you can clear UC even with no melee traits and no melee weapons at all. You will, however, need a boatload of patience.

I stand behind the initial T-mod being slapped on your starting pistol, at least if you intend to go the Sharpshooter way. 1.00s vs. 0.64s firing speed right off the bat is a huge difference, at least for the first levels. Even more so at higher difficulties.

Speedloaders ... Well, I'm not too much of a fan. It's nice to be able to reload half faster while mid-combat, but IMHO not having to reload mid-combat is a better way. As such, I only see a speedloader pistol as a very early weapon, which very quickly falls into the prepared slot behind your main damage dealer.
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bolt_thundara

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #19 on: June 01, 2016, 00:02 »

Having my best Sharpshooter run yet. I actually cleared both Phobos and Deimos Labs, which actually got me high enough level to get my master trait AND I was able to assembly a HP pistol. Now I found enough mods to make a Stormbolter once I find another pistol xD. I actually cleared The Wall without taking a single hit due to the high knockback. I equipped an Ammo Chain to reduce my reload speeds and the Hell Barons only got a single shot off.

Currently packing an Assault Shotgun (I got a S mod from Deimos Lab and intend to make a plasmatic shrapnel assault shotgun as my secondary weapon) and am considering taking on City Of Skuils... I have some nice A and T modded reds, as well as the T needed to finish a Ballistic red... But if I do that, idk if I'll get another T mod for my Stormbolter. Not sure how much I care about skulls either, if I can get the PS assault shotty to gib corpses with in Mortuary.

Oh hell, dying's half the fun right? ONWARD TO GREATNESS (and loads of XP)
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bolt_thundara

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #20 on: June 01, 2016, 02:12 »

Holy crap, I think this was the craziest run I ever had O_O

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

 Skye, level 13 Cacodemon Sergeant Technician,
 nuked the Mastermind at the Hell Fortress.
 He survived 459200 turns and scored 142466 points.
 He played for 5 hours and 14 minutes.
 He didn't like it too rough.

 He killed 784 out of 794 hellspawn. (98%)
 He held his right to remain violent.

 He saved himself 2 times.

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

  Levels generated : 11
  Levels visited   : 10
  Levels completed : 7

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

  UAC Star (bronze cluster)
  Aurora Medallion
  Grim Reaper's Badge
  Hell Armorer Badge
  Armorer Silver Badge
  Heroic Bronze Badge

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

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ...............................................%..........#
  ..........................................................#
  ................................................|.........#
  ...........................................X....}.%%......#
  ...............................................|.|........#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..............................................|..|..|.....#
  ..........................................................#
  ...............................................|||||......#
  ###########################################################

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

  Health 42/60   Experience 74406/13
  ToHit Ranged +6  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Technician

    Ironman          (Level 1)
    Finesse          (Level 2)
    Son of a gun     (Level 5)
    Eagle Eye        (Level 3)
    Whizkid          (Level 1)
    Sharpshooter     (Level 1)

  SoG->SoG->SoG->EE->EE->EE->MSs->WK->Iro->Fin->Fin->SoG->SoG->

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

    [a] [ Armor      ]   Angelic Armor [3/7] (42%)
    [b] [ Weapon     ]   missile launcher (6d6) [1/4]
    [c] [ Boots      ]   phaseshift boots [4/4] (100%)
    [d] [ Prepared   ]   nothing

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

    [a] high power pistol (2d6) [0/4]
    [b] plasmatic assault shotgun (7d3) [0/6]
    [c] red armor [4/4] (100%)
    [d] red armor [2/4] (26%)
    [e] phaseshift armor [2/2] (100%)
    [f] Malek's Armor [3/3] (100%)
    [g] rocket (x12)
    [h] large med-pack
    [i] envirosuit pack
    [j] technical mod pack
    [k] agility mod pack
    [l] bulk mod pack
    [m] bulk mod pack
    [n] bulk mod pack
    [o] Enviroboots [0]

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

    Bullet     - internal 0%    torso 25%   feet 0%   
    Melee      - internal 0%    torso 25%   feet 0%   
    Shrapnel   - internal 0%    torso 25%   feet 0%   

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

    101 former humans
    70 former sergeants
    7 former captains
    109 imps
    51 demons
    241 lost souls
    25 cacodemons
    33 hell knights
    32 barons of hell
    37 arachnotrons
    4 former commandos
    11 pain elementals
    19 revenants
    20 mancubi
    13 arch-viles
    2 nightmare demons
    2 bruiser brothers
    2 shamblers
    1 lava elemental
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena before it got too hot.
  On level 5 he stormed the Chained Court.
  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 9 he entered Deimos Lab.
  On level 9 he assembled a high power weapon!
  On level 9 he assembled a tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 14 he assembled a plasmatic shrapnel!
  On level 14 he ventured into the Halls of Carnage.
  On level 16 he found the Tower of Babel!
  On level 17 he assembled a fireproof armor!
  On level 18 he found the Enviroboots!
  On level 19 he entered the Vaults.
  On level 19 he found the Acid Spitter!
  He managed to scavenge a part of the Vaults treasures.
  On level 20 he was foolish enough to enter Limbo!
  On level 20 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  On level 22, hell froze over!
  On level 22 he arrived at Mt. Erebus.
  On level 22 he found the Malek's Armor!
  He managed to raise Mt. Erebus completely!
  Then at last he found Dis!
  He nuked level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You dodge! The missile hits the hell knight. The hell knight dies.
 Fire -- Choose target...
 You see : John Carmack (almost dead) | floor | [ m ]ore
 The missile hits the revenant. The lost soul hits you.
 You reload the missile launcher. You dodge! The missile hits the lost soul.
 The lost soul dies. You dodge! The missile hits the hell knight. The hell
 knight dies. The missile hits the hell knight. You feel vulnerable again.
 Fire -- Choose target...
 You see : John Carmack (almost dead) | hell knight corpse | [ m ]ore
 The missile hits John Carmack. Your Angelic Armor is damaged!
 Unknown command. Press "?" for help.
 Your weapon is empty.
 You reload the missile launcher. You dodge! The missile hits John Carmack.
 John Carmack dies. Congratulations! You defeated John Carmack! Press
 <Enter>...
 You feel relatively safe now.

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

 77 brave souls have ventured into Phobos:
 67 of those were killed.
 And 7 couldn't handle the stress and committed a stupid suicide.

 3 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 2 showed that it can outsmart Hell itself.

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

Everything was fine thru City of Skulls, and as you can see from the mortem, I actually managed to clear most of the special levels. I found a ton of great loot, including Malek's, both pieces of the Phaseshift, the Enviroboots (which straight up saved my ass, would not have won without them), and I don't even remember what all else... But the game quit giving me ammo. ENTIRELY. Well, except for energy cells and rockets xD

If I hadn't been toting a shell box and an ammo chain the entire game, I wouldn't have made it. Every special level I got was the variety with no formers (like Limbo rather than Mortuary) so I couldn't resupply. I finished the game with the mods to make a Stormbolter but no pistol to put them in. I had more armor than I knew what to do with (legit ditched two energy shielded vests, a balistic vest, and an energy shield in addition to what I was still carrying) but not much in the way of firepower xD

I actually had to switch to my missile launcher to finish off JC. Fortunately, I was lucky enough to find an invulnerablity orb just before Dis, so I could save my Lava Element for the final fight. Went down there with no shotty ammo, an Ammo chain with 30 bullets in in, and 18 rockets. Holy crap
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ZicherCZ

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #21 on: June 01, 2016, 02:18 »

Good job - congratulations!
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bolt_thundara

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #22 on: June 01, 2016, 12:47 »

I kinda want to do another Sharpshooter run after how that turned out. I feel a little jipped by running out of ammo and never building a solid weapon (my own fault in both cases obviously). Using giftdropping and run wait definitely made it much easier. I think I'm ready to try a few UV runs, but I expect to get destroyed xD

Tbh, the idea that appeals the most to me right now is trying Angel Of 100. I'd like to see what a true late game Sharpshooter build looks like and I know I'm unlikely to hit a full build in a standard run. Maybe I'll just do a few Angel Of Marksmanship instead xD
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Tormuse

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #23 on: June 01, 2016, 22:55 »

Hi all!  I see I'm a bit late to this party, but I still want to join in.  :D  Looks like most of your questions are pretty well answered, but I'll put in a few additions here and there.  :)  (Not even sure where to start, so this will probably be all over the place)  :P

Regarding trait selection, as a general rule, I always recommend to beginners of DoomRL to try getting lots of Tough as Nails and/or Ironman until you learn how to avoid damage and then get Son of a Bitch instead.  You look like you're pretty experienced at this point, so I would suggest you lean toward getting SoB at the beginning of the game and get TaN/Iro for late game when there are more instadeath type enemies.

For MAD build, I recommend SoB.  8d3+1 doesn't sound like much, but I find it adds up more quickly than you might expect.  Obviously, you get more bang for your buck with rapid-fire weapons, but it's still not to be underestimated for shotguns.

As for MSS, I recommend hiding a lot!  :)  The big drawback of pistol builds is that you can only take on one enemy at a time, so you want to isolate enemies as much as possible and take cover as much as possible.  (A prudent strategy in any game, really, but extra so for pistols)  Personally, I'm a big fan of Speedloader pistols, because they take away the pistol's other big drawback, more frequent reloading, but as you can see, others here disagree.  Different strokes for different folks; just get whatever suits your playstyle.  :)

Unless you're doing a weapon-restrictive challenge like AoMr or AoSh, I recommend taking the Chainsaw with you.  Any time you get a Berserk or Invulnerability sphere, it's a good way to deal massive damage while saving ammo.  same goes if you find armour with high melee protection, like ballistic vest/shield, or Shielded Armor.

Regarding run-waiting, there are actually three lines in the Config.LUA file that might interest you:  MaxRun, MaxWait, and RunDelay.  MaxRun affects how far you'll run in a given direction when using the "," run command, MaxWait affects how long you'll wait on the spot when you're using the "." wait command, and RunDelay affects how much realtime passes in between each individual move/wait action within the run.  I think the default value for RunDelay is 20, so if you're planning to do a lot of giftdropping, I recommend turning that down to one or even zero.  If it's set to zero, then as soon as you push the wait key, all of the wait actions happen instantly, which saves a lot of time.  Personally, I have mine set to one, mostly because I'm paranoid and don't like that much time passing without me being able to interrupt it, but you can set it to whatever suits your playstyle.

Also, congrats on your recent victories!  :D  I'd be interested to see what you do next, regardless of which challenge you want to try.  :)
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Thomas

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #24 on: June 02, 2016, 00:07 »

For MAD build, I recommend SoB.  8d3+1 doesn't sound like much, but I find it adds up more quickly than you might expect.  Obviously, you get more bang for your buck with rapid-fire weapons, but it's still not to be underestimated for shotguns.

To add to this - SoB is added after the distance penalty, so you're getting a bit more relatively than just +1 on your 16 average. It can be fairly important when you're fighting at mid-range and it turns your 9 in to a 10, giving you knockback.
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bolt_thundara

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #25 on: June 02, 2016, 02:33 »

Lots of good information here and I'm putting it to good use. I'll definitely use this topic as a bit of an on-going playthru commentary as well, so stop on by from time to time to see what shenanigans I've gotten into xD

I keep the Assemblies page of the wiki pulled up in browser and I alt-tab alot, and I tend to post here if something truly unusual has happened. I'll keep doing that. Idk how many mortems I'll post unless something really weird happens OR I have a question about something in the mortem.

It's good to know that SoB applies AFTER range modifiers. That's actually pretty big. My last MAD run, I actually did invest heavy in SoB and TaN both. My natural inclination is to stand my ground to unload as much DpS as possible (if I'm not reloading with Shottyman), so TaN suits me right down to the ground.

Is 10 damage the breaking point for knockback? I'm honestly not sure how that mechanic works entirely. Like, I seem to knock back Formers quite a bit with a shotgun but they only have 10 HP so I'm missing something.

As for speedloaders... I carry an Ammo Chain for a reason. If I know a big fight is about to go down (or even if I am not expecting to need my shotgun), I'll simply equip that along with my HP pistol. Suddenly my reload problems are gone xD. I do the same thing with a shell box and tactical shotgun.

Tbh, I haven't really been having reload issues once I get HP and MSS. The knockback is so frequent I just reload until my current target moves back in range. Only time this didn't work recently was in Limbo, which is obviously a much different scenario.


... I always find myself struggling to have enough space and have trouble justifying keeping the Chainsaw. That's something I've actually been meaning to ask about. What should I realistically be holding on to? For instance, are consumables (other than large health kits) really worth taking up precious storage space? Like, I generally just pass phase packs on by. I'm usually carrying 3+ mods (too many I know, but I'm usually holding them for a Stormbolter or something once I hit WK1), a rocket launcher of some sort, a shotgun (unless it's prepared), an ammo chain (could be prepared), a shell box, a stack of rockets, a stack of shotgun shells, 3 stacks of 10 mm ammo, at least one enviro suit (prefer 2, just in case). The remaining slots are taken up with whatever oddities I've found. Stuff like 3+ pieces of armor (in various states of decay and/or exotics), as many med kits as I can justify room for, skulls if I have them (like to have them for Mortuary tbh), the BFG 9000 if I haven't been to Mortuary yet (at which point I dump it), a thermie, and occasionally the Arena Master's Staff. I always try to keep a thermie on me if I find one as well as getting the lava element.

Also, been toying with the idea of picking up a side-discipline in shotguns on my MSS runs. After I get MSS, grab one rank of WK and then two of Reload and Shottyman. My last run showed me how important having a backup weapon could be when the game completely quit giving me 10mm ammo. I was able to make it, and ranks in Finesse certainly helped, but having Shottyman would have meant me taking ALOT less damage. It was kind of a very specific unusual circumstance, though.

Anyway, questions for this round:

1) How exactly does knockback work?
2) HALP PLS with inventory management!?
3) Is it worth getting Shottyman on non-shotgun runs late game or is it better to focus on making the most out of your chosen discipline?

A bit off topic: Started watching Markiplier play the new Doom game. It looks so fucking awesome. If it goes on sale during Steam's summer sale, I might have to pick it up AND I DON'T EVEN LIKE FPS GAMES
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ZicherCZ

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #26 on: June 02, 2016, 03:06 »

Well, to your questions:
1) The knockback threshold for one tile is 12 damage for pistols and rapid-fire and 7 damage for shotguns and most explosions (multiple-tile knockback is entirely possible). The calculation, whether a monster is knocked back, ignores its armor and resistances. Knockback resistance (from armor and boots) is then applied to the knockback distance.
3) If you carry a shotgun or rocket/missile launcher as a backup weapon, it is IMHO quite worthwhile. The prerequisite, Reloader 2 is useful for any build that can spare traits anyway, so you need only one more trait.
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Evilpotatoe

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #27 on: June 02, 2016, 04:01 »

I keep the chainsaw not only because it saves some ammo or can make zerk pack more useful.
You'll often find yourself in melee, and chainsaw has a great DPS (which is even better after UC :). Killing monsters faster reduces damages.
Also, you sometimes want to stay melee (like vs mancubus or spiders). I don't use my usual shotgun in such a case (your HP pistol would have the same issue), and I don't carry ammo for my plasma gun, so the answer is melee again.

About SOB w/shotguns, I think I stopped using 7d3 shotguns when I noticed the HUGE difference it makes for knockback to have 2 less average damages. I always use a 8d3 now (reloading from one of my 3 shellboxes doesn't take more time than pumping anyway, and my doomguy is most of the time already OP by the time he could craft a tac shotty)
I was quite sure the damage was added after distance reductions, so I'm not surprised that it works so well.  I thought the treshold was 12dmg, but anyway, what counts is that some levels in SOB make the difference.  I don't care about the numbers too much.

About inventory, I always keep a phase device when I can.  Sometimes more, up to 3, but ammo will usually be more useful.  It can get you out of *really* nasty situations. (tip : When you don't have one, think of using rocket jump.  It's ideal for situations like... anomaly ambush whel playing AoHu).
You're right to dump the BFG.  I always keep it because... it's fun, thematic, and nice, but barely ever actually use it (even in the mortuary, where I rush to the nuclear one instead --sometimes using rocket jumps--).
I usually keep 2 skulls for mortuary, but rarely use the 2nd.
I only carry one suit for the pits/Erebus.  Taking some damages when running through some titles of acid / lava is not a problem.
I take thermies "because they are cool", but use them as fast as I can.  I nuke spidey the guaranteed way, with the nuke BFG from mort.  Alternatively, you can try to keep one for Cybie, or UC... but it's highly unreliable.  From a pure "efficiency" pov, I think there's no real reason to use them. You rarely need them, and the can make you miss stuff.
I always carry the staff (I'm a YAAM/conqueror/JC guy)
I avoid carrying unused mods.  I know what I need most of the times anyway, and rush WK to max mods usage and save slots.  Once my shotty is already P2 or P3, I put P on armors. A are for tac boots, then armors, B for Tac RL / (nanomachic or unused) plasma gun, then (unused) BFG, and T are for decoration.
I also thought I avoid carrying useless weapons but when thinking about it... I use mostly shotty / Chainsaw and RL, but always carry a plasma gun and a BFG, and sometimes keeps the missile launcher until HoC.
I usually have one extra armor (and sometimes up to 6/7 unused ones in the end, when I find some shielded vests, phaseshifts, Malek, Necro, Shielded... well, that's for decoration too, since I know I won't need them at that point)

I don't use shottyman.  It's useless when cornershotting, so I'd prefer going for DM, which will help me reach a safe spot. But aside of that subjective pov, I'd advise you to have "side-disciplines".  That's one of the reasons why I stopped using masteries, and nearly always pick BER : it makes me more versatile.
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Tormuse

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #28 on: June 04, 2016, 04:13 »

Ah, the fact that it adds the SoB damage after calculating the range drop-off explains so much.  Good to know!  :)
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Apostle Chaos Lt. General (0.9.9.7)
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bolt_thundara

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Re: Long time, no see, DoomRL fans. Lots of questions :D
« Reply #29 on: June 04, 2016, 21:25 »

Note to self for tomorrow: Do not try to play this game while buzzed. Dying due to casually strolling through acid on an otherwise decent run is no ok.
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