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Messages - Fingerzam

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106
Discussion / Re: Shottyman
« on: December 08, 2006, 09:29 »
Well, third level in Reloader does help with a rocket launcher, and rocket launcher goes well together with double shotty. Also, with Reloader(3) reloading a double shotty is faster than moving so there are some benefits, but you might want to just take something else first.

107
Discussion / Re: Discussion on Angel of Marksmanship
« on: December 07, 2006, 13:17 »
Now that we have info about DRL's speedsystem available, here are some calculations. A normal turn takes 1000 energy (shooting with a normal weapon or moving in cautious.)

First, SoaG(3) vs SoaG(2) & Dualgunner(1):

With SoaG(3), shooting with a single pistol will take 400 energy and you will have +6 dmg, so your avarage damage with an advanced pistol will be 12 (2*3+6), so you will have 30 damage per 1000 energy.

With SoaG(2) & Dualgunner(1), shooting both pistols will take 840 energy, and only one of those pistols is likely an advanced one, so your avarage damage for shooting an advanced and a normal pistol will be 10(2*3+4 (you only have SoaG(2), so the dmg is lover))+9(2*2,5+4)=19, resulting in 22,6 dmg per 1000 energy.

Though there is something else to take into account here. With a single pistol you will have to reload every 6 shots, while you can shoot a total of 12 bullets with Dualgunner. Shooting 12 bullets with Dualgunner(1) and SoaG(2) takes 5040 energy, and you will have an avarage damage of 6*19=114. In that time you can shoot a total of 9,6 bullets with SoaG(3), taking reloading into account, resulting in 9,6*12=115,2 dmg.

So it seems that SoaG(3) actually wins SoaG(2) & Dualgunner(1) even in Dualgunners best scenario.


Additional levels in Dualgunner vs Finesse:

Now, with SoaG(3) & Dualgunner(1) shooting 2 bullets will take 560 energy.

With SoaG(3) & Dualgunner(2) it will take 480 energy and with SoaG(3) & Dualgunner(3) it will take 400.

Now if you take Finesse(1) instead of Dualgunner(2), resulting in having SoaG(3), Dualgunner(1) & Finesse(1) it will take only 420 energy. And with Finesse(2) it will be reduced to 280 energy. Finesse's max level is 2, so no more speed bonuses here.

Conclusion: take Finesse instead of additional levels of Dulagunner.

For those interested in speed drops for taking more Dualgunner after Finesse(2):

SoaG(3), Dualgunner(2) & Finesse(2) = 240 energy.

SoaG(3), Dualgunner(3) & Finesse(2) = 200 energy.

These levels will give an additional 0,8 shots per 1000 energy, so it's not totally useless, but you might want to take something else in addition to just speed traits. (I had an AoM with all speed traits die agains Cybie yesterday with 7 large med-packs, because Cybie killed me from 72% health while I reloaded.)

Rapid pistol:

Now with this it gets interesting, though right now you can't get the rapid bonus in AoM, since you can't switch your main pistol and you only get rapid bonus from main pistol.

With a rapid pistol, SoaG(3), Dualgunner(1) and Finesse(2) shooting both guns would take only 56(!) energy. As Dualgunner is applied last, it won't have a significant effect, but an additional (impossible) level in either SoaG or Finesse would make it have a negative energy cost, which, according to Kornel, would crash the game.

If you wan't to do some calculations yourself, take a look at the wiki thread.

108
Discussion / Re: The Official Angel of Death thread
« on: December 06, 2006, 04:17 »
No, i wasnt playing AoB, if i was - i wouldnt have gotten where i did. Basically shotgunned everything on the way.

Berserker is fine and dandy, but if i get Berserker - i wont have TaN 3, and 4% is looking to me like hanging over chasm on a thin thread.

As for AoB, i believe large med-kits berserk effect is much, much, much shorter than that of berserk pack.

Why do you think that there would only be one level of Berserker?

109
Forum / Re: Avatars
« on: December 06, 2006, 04:13 »
Thank you. Now I have a really cool avatar.

110
Forum / Re: Avatars
« on: December 05, 2006, 16:16 »
Here are some Doom-related avs I made for fun.  They're up for grabs if anyone wants 'em! :)



I have to say that I really like this one. Can I have it?

111
Discussion / Re: The Official Angel of Death thread
« on: December 05, 2006, 16:11 »
Well, there's a certain trait you can choose after brute(2)...

112
Bug Reports / Knocking Enemies Into Teleporters
« on: December 05, 2006, 15:56 »
In a recent AoM game I knocked an enemy into a teleporter, but the enemy didn't teleport anywhere. I'm not sure if this is intended or a bug, so I decided to post it here.

113
Discussion / Re: The official Arch-Vile thread
« on: December 05, 2006, 14:04 »
So if I move to Sweden, Arch-Viles will go lighter on me?

114
Discussion / Re: Rank
« on: December 05, 2006, 14:01 »
(offtopic)

I believe that the spoiler font color is black so that you will also need to highlight it before being able to read it.

115
Discussion / Re: Message Coloring
« on: December 05, 2006, 13:56 »
This is a thing a have been thinking once in a while, but for some reason never mentioned. Having played all of my ADoM in ADoM Sage, I think this would be great.

I second all of Malek's suggestions, but I think "you feel safe" should also require the player to press space/enter in addition to colouring (perhaps have this as an option in the .ini file?)

Also, perhaps highlight weapon ammunition when on low ammo, as Adral mentioned before. Perhaps flash hitpoints when an enemy deals over x% (25%?) damage in a single turn?

116
Discussion / Re: Angel of Berserk Help
« on: December 03, 2006, 13:52 »
Chainsaw would be great, if not for the fact that it f..king MISSES like HALF of the time !
Now, i can understand how you can miss someone with a fist or a knife...but missing a slow, unflexible zombie with a chainsaw ?!!

What tactic setting are you using?

117
Discussion / Re: Angel of Berserk Help
« on: December 03, 2006, 11:21 »
Captains will miss you most of the time while you run on coward, so you just need to run next to them while cowarding.

118
Discussion / Re: Angel of Berserk Help
« on: December 03, 2006, 10:06 »
Well, if possible, do not take 'em. You might want to seek if there is another route to 'em that exposes you to less shotgunfire. If there are multiple former humans, you can always try to get 'em kill each other.

119
Pre-0.9.9 / Re: YASD - First Time Post
« on: December 03, 2006, 10:00 »
Didn't find any double shotguns? Also, you might like to take some levels of reloader if you like shotguns, helps with rockets too.

120
Requests For Features / Re: Shell
« on: December 03, 2006, 07:12 »
Well, there's no room to actually merge inventory with equipment. As for dumping you outside 'e' screen, I'm not sure, but does un-equiping stuff take time? If so, it's useful to know if something's happening. But well, I have nothing against fast item swapping from equipment screen.

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