Chaosforge Forum

  • April 24, 2024, 17:40
  • Welcome, Guest
Please login or register.



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

Author Topic: [H|98%|10] My first Mancubus YASD  (Read 3656 times)

TFoN

  • Colonel
  • *
  • Offline Offline
  • Posts: 562
  • Gleefully antisocial!
    • View Profile
[H|98%|10] My first Mancubus YASD
« on: May 04, 2007, 14:46 »

This is my first game beside those to test that bug and a couple of others to access new traits and die. As you'll see, I decided to start fresh immediately, after all.

44% of my health lost in three shots fired on the same round. I wasn't aware of the amount of damage they can cause, so I can't say I'm too disappointed.

--------------------------------------------------------------
 DoomRL (v.0.9.8.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Bob, level 6 Human Soldier, killed by a mancubus
 on level 10 of the Phobos base.
 He survived 63585 turns and scored 34956 points.
 He wasn't afraid to be hurt plenty.

 He killed 206 out of 211 hellspawn. (98%)
 He held his right to remain violent.

 He stormed the Chained Court.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
-- Graveyard -------------------------------------------------

  ###########################################################
  ..........#.......%%.......;..X...%%.......................
  ............%....###########...#=..#.......############....
  .;........................[....===....%=...................
  ###+###.....#....######+#####..==.+=#.=.=##############....
  ......................#.......}};=====...=......#..........
  #########.............#.......}|.==......=......#...0......
  .....................0/..........==...=.==......+..........
  ......................#.....%..........=........#..........
  ..........#......%....#..........M.....O........#..........
  ..........#.........../.........................#........".
  ..^.......#.#.........#.........................#..........
  ..........#.#........0#.........................+.sO.......
  ..........#.#.........#.........................#..........
  ..........#.#.........+................0........#.>O.......
  ..........#.#.........#.....................0...#..........
  .........0#.#.........#...0........^............#.....0....
  ..........#.#.........#....................}....#..........
  ..........#.#.........#....0....................#..........
  ###########################################################

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

  Health -10/50   Experience 12097/6
  ToHit +6  ToDmg Ranged +0  ToDmg Melee +0

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

    Finesse        (Level 2)
    Tough as nails (Level 1)
    Eagle Eye      (Level 2)
    Juggler        (Level 1)

  EE->EE->Fin->Jug->Fin->TaN->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   chaingun (1d6)x5 [50/50]
    [c] [ Boots      ]   protective boots [4/4] (95%)
    [d] [ Prepared   ]   rocket launcher (4d4) [1/1]

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

    [a] blue armor [0/2] (24%)
    [b] double shotgun (6d3)x2 [2/2]
    [c] double shotgun (6d3)x2 [2/2]
    [d] plasma rifle (1d8)x8 [40/40]
    [e] 10mm ammo (x67)
    [f] 10mm ammo (x100)
    [g] 10mm ammo (x100)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] shotgun shell (x6)
    [k] rocket (x7)
    [l] rocket (x10)
    [m] large med-pack
    [n] weapon reload mod
    [o] weapon speed mod

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

    27 former humans
    20 former sergeants
    30 former captains
    11 imps
    28 demons
    27 lost souls
    13 cacodemons
    1 baron of hell
    10 hell knights
    2 arachnotrons
    2 former commandos
    2 pain elementals

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 10 he finally was killed by a mancubus.

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

 There is a rocket launcher (4d4) [0/1] lying here.
 Fire -- Choose target... The missile hits the arachnotron. The missile hits
 the arachnotron. The missile hits the arachnotron. The missile hits
 the arachnotron. The missile hits the arachnotron. The arachnotron hits
 you. The mancubus fires! Boom! The arachnotron dies. Boom! Boom!
 Argh!!! Acid!
 Fire -- Choose target...
 Fire -- Choose target...
 You instantly swap your weapon!
 You instantly swap your weapon!
 You instantly swap your weapon!
 You prepare the rocket launcher!
 You instantly swap your weapon!
 You reload the chaingun with 10mm ammo.
 You are hit! Boom! Boom! You die!...

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

  He's the first brave soul to have ventured into Hell...

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

Just before that damn 'M' took me out (though I must thank it for finishing one Arach off for me), I had overpowered 2 Arachs, a Pain Elemental, several Lost Souls (which I successfully engineered to block line of fire for the rest of the bastards by maneuvering them into the hallway to my left), a Baron, a few Hell Knights, at least one captain and maybe a couple of others, attacking me in two groups - one team just as I had entered the level, and the other as I was dealing with the first. If not for Juggler, it wouldn't have lasted half as long - once that baron blasted me into that room on the bottom left, surrounding me with Lost Souls and 1-2 of those Arachs which had previously been conveniently locked away, the only thing that saved me was an immediate rocket blast, taking out Lost Souls and knocking back everything else, including myself who was thrown back out of that room. The turn it would have taken me to switch without having Juggler would have ment certain death by nibble - a sad end for any marine...

Firstblood

  • Backer
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 87
    • View Profile
Re: [H|98%|10] My first Mancubus YASD
« Reply #1 on: May 04, 2007, 16:13 »

Yeah Mancubi seem to have a lot of firepower, I wasn't sure of their firepower when I encountered my first one and used a Large medpack. It missed, but the first Mancubi that I fought that didn't miss, hit me hard and fast. Looks like a good game though.
Logged

Blade

  • Tester
  • Elder Chaos Guard
  • Brigadier General
  • *
  • *
  • Offline Offline
  • Posts: 691
    • View Profile
    • Upyachka
Re: [H|98%|10] My first Mancubus YASD
« Reply #2 on: May 04, 2007, 17:24 »

I love Mancubi, they are slow and not very tough, so they are very good target for RL to hold them on LOS range. Arch-Viles are better now, but imho they are still firing too fast. With not weak damage they deal and always hitting they are really pain even if you have RL. They have a little chance to be knocked back(if it is not 0), so it's still very hard to kill 2 AVs with support of other monsters without powerups and without firing outside of your LOS.
Logged
Low orbit ion cannon damaged my brain!!1
Now i'm an idiot!1 Kill me, somebody!!11

DaEezT

  • Greater Elder
  • Colonel
  • *
  • *
  • Offline Offline
  • Posts: 565
    • View Profile
Re: [H|98%|10] My first Mancubus YASD
« Reply #3 on: May 04, 2007, 17:37 »

I use the same tactic against mancubi that I use against arachs: melee.
Their melee attacks seem much weaker than their ranged attacks and also don't destroy stuff :p
Logged
"Morality is merely a convention with which men mutually agree to delude themselves. There are no moral facts, just preferences, and one is no better than any other."

Firstblood

  • Backer
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 87
    • View Profile
Re: [H|98%|10] My first Mancubus YASD
« Reply #4 on: May 04, 2007, 17:42 »

Same here, I haven't had much time to play, so I've only encountered 5 Mancubi so far. I also have 5 Mancubus melee kills.
Logged

TFoN

  • Colonel
  • *
  • Offline Offline
  • Posts: 562
  • Gleefully antisocial!
    • View Profile
Re: [H|98%|10] My first Mancubus YASD
« Reply #5 on: May 05, 2007, 10:09 »

On my last game I was taking them out with my Super Advanced RL (TM - thoroughly moded. 4d10 damage, fast reload and fast shot 8) ). Same for AVs. I'll post the mortem later - dlvl16, death by Baron-held RL, which was sad and way too early.

Anyway, Mancubi give TaN another consideration now, as it can be applied as many as three times per Manc-attack.

Firstblood

  • Backer
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 87
    • View Profile
Re: [H|98%|10] My first Mancubus YASD
« Reply #6 on: May 05, 2007, 10:18 »

Quick question. You mentioned no Magazine mods on your RL. Are they useless when applied to RL?
I realise that +1 ammo per mag mod on a RL would be unbalancing, but wondered if RL was a special case where multiple mag mods can stack to add +1 ammo?
Logged

Blade

  • Tester
  • Elder Chaos Guard
  • Brigadier General
  • *
  • *
  • Offline Offline
  • Posts: 691
    • View Profile
    • Upyachka
Re: [H|98%|10] My first Mancubus YASD
« Reply #7 on: May 05, 2007, 11:43 »

Magazine mods doesn't works on RL. Game says that this mod is maxed for this weapon and refuses to apply it.
Logged
Low orbit ion cannon damaged my brain!!1
Now i'm an idiot!1 Kill me, somebody!!11

Firstblood

  • Backer
  • Sergeant
  • *
  • *
  • Offline Offline
  • Posts: 87
    • View Profile
Re: [H|98%|10] My first Mancubus YASD
« Reply #8 on: May 05, 2007, 12:03 »

Thanks :)

I've yet to use a modded weapon in 0.987 (not really possible with AoB). I'm playing AoMr, finding so far I need some luck or different traits to be a Champion of Hell's Arena, but its forcing me to find ways to make it more likely which is good.
Logged

TFoN

  • Colonel
  • *
  • Offline Offline
  • Posts: 562
  • Gleefully antisocial!
    • View Profile
Re: [H|98%|10] My first Mancubus YASD
« Reply #9 on: May 05, 2007, 12:37 »

Quick question. You mentioned no Magazine mods on your RL. Are they useless when applied to RL?
I realise that +1 ammo per mag mod on a RL would be unbalancing, but wondered if RL was a special case where multiple mag mods can stack to add +1 ammo?

I actually never had a chance to find out. Seems like I won't be needing to, either :)
I think allowing multiple mods to increase RL capacity to 2 makes some sense, but how many magmods per additional rocket would keep this balanced? Still, by using a good blend of speed and reload mods this isn't really necessary in the first place.

Unless of course, extended RLs'll start working like the Unreal RL, i.e. the entire mag's fired simultaneously. 'R'eload fully / 'r'eload single, almost like with a DblSG, with each rocket loaded costing time separately, will make the extension mostly good for the RL's first shot in a battle, or if you can take cover you'll be able to fire more rockets each time you reveal yourself, spending less time out in the open. That can't be achieved with speed and reload mods without changing the strategy considerably.
Pages: [1]