Chaosforge Forum

  • March 29, 2024, 02:24
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - 2birds1stone

Pages: 1 [2] 3 4 5
16
Post Mortem / [U|AoMs|95%|YAVP] Masochism full win
« on: March 10, 2015, 05:31 »
In some ways this is a really lame Mortem; only two awards and three special levels to my name, with no exceptional weapon drops. Having said that, bragging rights are bragging rights (or they would be if I didn't rely on the most broken trait combination available).

This run was really difficult when I first started alternating it with HMP AoHu (which I'm still a long way off achieving), but after a little dedication, it wasn't long before I had this to that point where the only thing stopping me was dumb Hell mistakes. In this instance of the run, I got lucky and found three invuln globes right near the the Hell 5 exit, and spawned right by the Hell 6 exit; after some internal arguing, I figured I'd lose the 100% kills in favour of a full win, used a homing device on Hell 7, and dropped a nuke on the Mastermind. Then I punched Carmack in the face.

Vampyre is busted, to put it bluntly. At one point, I spawned right by a few Mancubi and two 'Viles, and came out of it with slightly more health than I began.

Spider's Lair happened because, once again, the exit was near an invuln, I probably could have taken it damagelessly had I cleared it in a more systematic pattern.

Necroarmour seemed to be pretty great.

I lugged some rockets around all game, but never once found a rocket launcher. One of the interesting aspects of Masochism is that without the medpacks, you have a lot of room to lug around situational items that you couldn't usually justify taking.

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

 AAA, level 13 Hell Baron Lt. Colonel Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 945043 turns and scored 286506 points.
 He played for 23 hours, 39 minutes and 31 seconds.
 He was a man of Ultra-Violence!

 He killed 844 out of 882 hellspawn. (95%)
 He held his right to remain violent.
 He was an Angel of Masochism!

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

  Levels generated : 11
  Levels visited   : 3
  Levels completed : 3

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

  UAC Star (bronze cluster)
  Masochist Gold Badge

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

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

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

  Health 120/60   Experience 74363/13
  ToHit Ranged +0  ToHit Melee +10  ToDmg Ranged +0  ToDmg Melee +15

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

  Class : Marine

    Finesse          (Level 2)
    Brute            (Level 5)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Whizkid          (Level 1)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bad->Bad->Bru->Bru->Ber->MVm->Fin->Jug->Bru->Fin->WK->Bru->Bru->

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

    [a] [ Armor      ]   Necroarmor [6/6] (99%)
    [b] [ Weapon     ]   tactical shotgun (8d3) [5/5]
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   Azrael's Scythe (9d9)

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

    [a] rocket launcher (6d6) [1/1]
    [b] BFG 9000 (10d6) [100/100]
    [c] blue armor [4/4] (93%) (BP)
    [d] fireproof red armor [2/4] (45%)
    [e] shotgun shell (x50)
    [f] shotgun shell (x50)
    [g] shotgun shell (x50)
    [h] shotgun shell (x50)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] shotgun shell (x50)
    [l] rocket (x3)
    [m] phase device
    [n] phase device
    [o] phase device
    [p] homing phase device
    [q] homing phase device
    [r] envirosuit pack
    [s] shell box (x100)

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 60% 
    Fire       - internal 60%   torso 60%   feet 60% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    92 former humans
    79 former sergeants
    53 former captains
    147 imps
    84 demons
    160 lost souls
    67 cacodemons
    23 hell knights
    26 barons of hell
    30 arachnotrons
    15 former commandos
    9 pain elementals
    13 revenants
    22 mancubi
    18 arch-viles
    2 bruiser brothers
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

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

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 6 he assembled a tactical boots!
  On level 8 he encountered the Phobos Anomaly.
  On level 10 he assembled a tactical armor!
  On level 11 he assembled a tactical shotgun!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 15 he assembled a fireproof armor!
  On level 16 he found the Tower of Babel!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 20 he found the Necroarmor!
  He left level 22 as soon as possible.
  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 need to taste blood!
 Carmack raises his hands and summons hellspawn! You need to taste blood!
 You need to taste blood!
 You hit the cacodemon. The cacodemon dies. You dodge! The missile hits the
 cacodemon. The missile hits the cacodemon. The missile hits the cacodemon.
 The missile hits John Carmack. You need to taste blood!
 You need to taste blood!
 The cacodemon hits you. You dodge! The missile hits the cacodemon. The
 cacodemon dies. Carmack raises his hands and summons hellspawn! The missile
 hits the cacodemon. The cacodemon dies. You dodge! The missile hits John
 Carmack. The cacodemon dies. You need to taste blood!
 You hit John Carmack. You're going berserk! You are hit! You need to taste
 blood!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You feel relatively safe now.

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

 135 brave souls have ventured into Phobos:
 116 of those were killed.
 2 of those were killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 4 couldn't handle the stress and committed a stupid suicide.

 11 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 7 killed the bitch and survived.
 3 showed that it can outsmart Hell itself.

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

Interesting fact I learned just then: Linux mortems' linebreaks don't display properly in Windows (at least not in Notepad).

17
Discussion / Re: Analysis on weapons
« on: November 19, 2014, 21:02 »
Interesting analysis, but appears to ignore the knockback effects of multi-shot shotguns and average damage drop-off.

18
Post Mortem / [H|Stnd|100%|YAFW] First game back, first full win
« on: November 10, 2014, 00:33 »
Took a break from this game about a year-and-a-half ago, and on buying a new laptop, decided I'd fire it up again. My original plan was to replicate my old Running Shottyman UV Conq run, but I'd forgotten that you don't start with Ultra-Violence unlocked.

I figured I may as well use the lowered difficulty to practice melee, seeing as I never really took to the build despite it being obviously powerful. This worked out... quite nicely.

My memory of the run is already pretty blurry (melee runs all feel much the same), but there were a few memorable moments.

I almost took the Cyberdemon damageless, but he got a lucky shot through my high dodge chance (whatever, I was relying on luck anyway), at which point I just charged him down to finish it off quickly.

I got careless in The Vaults and had my fireproof armour destroyed by a Revenant, which forced me back into fairly conservative play. Sometime post-UC I started underestimating HMP enemies, and was also starting to lose concentration, despite having taken breaks for Doctor Who and dinner.

The Mortuary was actually surprisingly easy this time around; I'm not sure if this is a side effect of HMP or of melee being OP (or maybe I just had a good spawn), but I killed two 'Viles within the first few turns, popped a few blood skulls, hit things and killed more 'Viles then won. The real problem this run was actually the Lava Pits (which, funnily enough, I've never actually taken before). I kinda fucked up a little and totally forgot to use my enviro suit, so I burnt a lot of health packs, then towards the end of the level decided to take the Lava Elemental with my Missile Launcher, rather than in melee. Given how large these two screw-ups were, I'm not totally sure how hard the level actually is, but it definitely strikes me as being harder than Mt. Erebus, given the total lack of cover.

JC was actually blind luck. I'd made a lot of bad plays at this point in the run, and was totally out of medkits. I emptied a lot of missiles into him early on, but his spawns were starting to get too much for me, and I was unable to close the gap to use my Scythe; I was about to accept my defeat when he kindly teleported right next to me. Silly JC. (Also, nuking SM while invuln apparently doesn't earn you brain? Huh, makes sense I suppose.)

Vampyre is brilliant, though, I came out of the Abyssal Plains with more health than I entered thanks to the Lost Soul chamber. 10/10 would suck blood again. I figure I'm going to devote the next few days to gaining my old badges back (looking forward to UV ArchAoLT, favourite challenge), then start working my way towards getting a Nightmare! standard win (which I never did manage, despite a few N! challenge wins).

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

 AAA, level 14 Human Private Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 948657 turns and scored 243572 points.
 He played for 6 hours, 8 minutes and 30 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 981 out of 981 hellspawn. (100%)
 This ass-kicking marine killed all of them!

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

  Levels generated : 11
  Levels visited   : 11
  Levels completed : 11

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

  Medal of Prejudice
  UAC Star (bronze cluster)
  UAC Star (silver cluster)
  Aurora Medallion
  Explorer Badge
  Conqueror Badge
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal
  Technician Bronze Badge
  Armorer Bronze Badge
  Heroic Bronze Badge
  Gatekeeper Bronze Badge
  UAC Bronze Badge
  UAC Silver Badge
  Veteran Bronze Badge
  Veteran Silver Badge
  Lava Bronze Badge
  Reaper Bronze Badge
  Reaper Silver Badge
  Reaper Gold Badge
  Brick Bronze Badge
  Skull Bronze Badge
  Arena Bronze Badge
  Longinus Gold Badge
  Arachno Bronze Badge
  Scavenger Bronze Badge
  Scavenger Silver Badge
  Scavenger Gold Badge

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

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

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

  Health 81/80   Experience 89601/14
  ToHit Ranged +0  ToHit Melee +10  ToDmg Ranged +0  ToDmg Melee +15

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

  Class : Marine

    Ironman          (Level 2)
    Finesse          (Level 2)
    Brute            (Level 5)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Ber->Bru->Bad->MVm->Bad->Fin->Fin->Jug->Iro->Bru->Bru->Iro->

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

    [a] [ Armor      ]   blue armor [2] (O)
    [b] [ Weapon     ]   missile launcher (6d7) [3/4] (P1)
    [c] [ Boots      ]   Enviroboots [0]
    [d] [ Prepared   ]   Azrael's Scythe (9d9)

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

    [a] assault shotgun (7d3) [6/6]
    [b] nuclear BFG 9000 (9d6) [1/40] (P1)
    [c] Angelic Armor [3/7] (43%)
    [d] shotgun shell (x70)
    [e] shotgun shell (x33)
    [f] rocket (x14)
    [g] rocket (x14)
    [h] rocket (x3)
    [i] homing phase device
    [j] homing phase device
    [k] power mod pack

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 100%
    Fire       - internal 60%   torso 60%   feet 100%
    Plasma     - internal 60%   torso 80%   feet 60% 

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

    84 former humans
    74 former sergeants
    38 former captains
    104 imps
    103 demons
    294 lost souls
    39 cacodemons
    50 hell knights
    54 barons of hell
    42 arachnotrons
    9 former commandos
    20 pain elementals
    15 revenants
    26 mancubi
    19 arch-viles
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    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 6 he assembled a tactical boots!
  On level 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a fireproof armor!
  On level 9 he assembled a tactical shotgun!
  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 romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 13 he assembled a tactical armor!
  On level 14 he found the Trigun!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  Level 15 was a hard nut to crack!
  On level 16 he found the Tower of Babel!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 19 he entered the Vaults.
  On level 19 he found the Frag Shotgun!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he found the Angelic Armor!
  On level 20 he assembled a fireproof armor!
  He managed to clear the Mortuary from evil!
  On level 22 he entered the Lava Pits.
  On level 22 he found the Enviroboots!
  He managed to clear the Lava Pits 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 see : a hell knight (mortally wounded) | pool of blood | [ m ]ore
 The missile hits the hell knight. You hear the scream of a freed soul! You
 hear the scream of a freed soul! You hear the scream of a freed soul! You
 hear the scream of a freed soul! You hear the scream of a freed soul!
 Unknown command. Press "?" for help.
 You reload the missile launcher.
 You reload the missile launcher. You dodge! You hear the scream of a freed
 soul! You hear the scream of a freed soul! You hear the scream of a freed
 soul! You hear the scream of a freed soul!
 You reload the missile launcher. John Carmack reloads his rocket launcher.
 You hit John Carmack. You are hit! You dodge! The missile hits the baron of
 hell.
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You feel relatively safe now. You feel like a killing machine! You're going
 berserk!

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

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

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

19
Bug Reports / Re: [0997G WinXP] Phaseshift Set [WARNING: SPOILERS]
« on: November 12, 2013, 17:20 »
I thought it actually increased resistance; I recall reading somewhere that Onyx-modded phaseshift armour in conjunction with boots renders you permanently immune to Barons'/Hell-Knights' acid attacks, though I can't immediately track down source, nor is it something I've tested.

20
Discussion / Re: Nightmare Anomaly
« on: November 09, 2013, 17:49 »
A running scout, even with only one point in Hellrunner, should match a nightmare demon's speed. Without tactical gear, you will need to sprint, but you shouldn't need that many turns of sprinting to get you out of that really nasty bit.

21
Discussion / Re: Nightmare Anomaly
« on: November 09, 2013, 16:09 »
My advice is usually #GottaGoFaster.

If you're not playing scout, I don't have much of a clue as to how you're meant to do it either, though if you're building slightly tanky, you can use the starting room globes' overheal to help you tank your way to safety.

There's actually a non-terrible chance of getting an invuln dlvl7, so look around for that if you can.

As for your rocket launcher blues, I think it's expected of a player capable beating N! that they can beat the N! arena reliably; I can't recall ever reading a non-challenge victory Mortem which skipped the arena.

Just wanna disclaimer this by saying that my only Nightmare! victories were grinding AoB and getting lucky with int on AoOC; there's a lot of room for error here.

22
I came across this/a similar bug in my UV AoMr run, and I too assumed juggler shenannigans (I was juggling a knife between pistols to act as instant reload).

I solved it by switching weapons through the inventory screen after I'd cleared the level.

23
Discussion / Re: Another melee base?
« on: October 17, 2013, 19:01 »
What kind of initial damage are you thinking then?
I wasn't really thinking at that level of specificicity, but here are my quick thoughts:

3d5 damage is enough to kill a former a little under half the time (42%). This is a low enough chance that you can't use it and expect to not be burdened in the thick of combat, but the average damage of nine means that you should brutalise individual formers. With Bru2, this would now be true of Imps. Demons would still fuck you up, and anything tankier would require a melee specialist character to take on.

if it dealt less damage than that, it probably wouldn't be very useful without mechanics like bleed damage, or the ability to quickly ungrapple and weapon-switch (which would probably be overpowered given the double shotgun).

EDIT: I really like the idea of a new basic pistol too, but I'm not convinced it's feasible. I don't feel there are enough alternate mechanics to explore in the pistol family for a new basic pistol to not be either a treat to balance or just worse than existing pistols, unless anyone has any thoughts to the contrary.

24
Discussion / Re: Another melee base?
« on: October 17, 2013, 16:48 »
If knuckledusters have such low damage and don't count for Iron Fist relatives, then what's the point in them?

The only possibilities I see is either changing a Strongman badge to knuckledusters-only (not sure I like that), or to have knuckledusters not take up an equipment slot (which could actually make some degree of sense, though it would also mean that there'd be no reason not to equip them).

Not bad ideas, the hook-chain might be hard to impliment, but how would you balance it?
Once you've used it, you would be chained to the enemy; movement would be heavily slowed, and you'd be subject to melee attacks from them until they were killed. You probably couldn't use it against knockback-immune enemies; also, the speed at which the enemy is dragged towards you should be fast but finite (so hitting an enemy at edge of LOS could actually subject you a round of attacks or two)

25
Discussion / Re: Another melee base?
« on: October 17, 2013, 03:19 »
I would be very happy and laugh very hard if swords were introduced as an exotic.

Would chainsword then change to a sword assembly, and would a knife assembly/knives get buffed?

What about, I dunno, a hook-chain-type-weapon which pulls enemies in from a distance? High initial damage but you're then restricted to using fists until you kill them?

26
Answering as a relative newbie to the game and the board:

DoomRL's strongest feature is the way the game punishes every mistake and rewards good play. I realized, after my nth bad spawn, that bad spawns don't (or very rarely) kill players; it's a lack of preparation for them which does it. Sufficiently bad screw-ups can kill the player immediately, or be punished by the RNG, but in the vanilla game, the RNG almost never hands out anything a skillfully prepared player can't deal with.

Every other innovative and cool feature (challenge games, sound cues) really pale in comparison to the degree the game is balanced to, mechanically speaking.

27
Discussion / Re: Quick questions thread!
« on: October 13, 2013, 19:13 »
Edited in a solution that just came to me then, not sure how workable it actually is though

28
Discussion / Re: Quick questions thread!
« on: October 13, 2013, 19:07 »
Phase devices are very much your friend, and they're not that rare a spawn; between them and invuln/zerk, your odds of surviving that initial ambush are actually not terrible.

Outside of that? I'm sure it's possible, but I have no idea how. Maybe I've been unusually lucky, but I've found that phases and powerups have made the Bruiser's respawns the real challenge of the Anomoly.

EDIT: I suppose that, if worst comes to worst, you can grab the two large health globes pre-ambush and try to overheal-tank your way to cover.

29
Discussion / Re: Quick questions thread!
« on: October 13, 2013, 16:36 »
Anomaly in N!. Went there during AoSh. Full of death.

Assistance please. I managed to scrape through after using all my healthpacks, run, and a lucky few turns of berserk I had. The N! enemies in it are just too fast.
#GottaGoFaster

30
Announcements / Re: Announcing: Jupiter Hell!
« on: October 13, 2013, 04:51 »
I break to get ready for exams, come back, and then this.

I am so looking forward to this I don't even. This looks incredible.

Although, Thomas told me it was DBZRL so.... Nope, this is even better. I can't wait to learn more about this!
Please tell me that DBZRL is actually a possibility and not just a joke.

Jupiter Hell looks amazing though, may actually be my first kickstarter backing.

Pages: 1 [2] 3 4 5