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Messages - 2birds1stone

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31
Bug Reports / Re: Gun Kata - enemies don't cause an auto reload
« on: October 12, 2013, 22:20 »
Assuming I understand how kill attribution currently works, this is so that you don't get free reloads every time an off-screen Demon decides to take a lava bath.

32
Bug Reports / Enemies don't respawn if killed on edge of map
« on: October 10, 2013, 01:35 »
On Phobos Base Entry, N! AoMC, I killed an enemy on the edge of the map like so:



After quite a lot of combat, I noticed he hadn't respawned yet, and found it odd. After waiting around the door so I could kill them all in it, I went outside to take their ammo, and noticed he was still dead. I experimentally waited for something like 20 000 turns, and he still hadn't respawned. I asked the sacred Google, and found no mention of this.

33
Discussion / Re: A stack of questions.
« on: September 30, 2013, 02:06 »
I would think that N! AoMr would be completable with MGK and MBD, though I haven't managed N! AoMr myself. MSs is probably the best of the pistol traits (at the cost of a difficult early game), but I can't see why MGK wouldn't be viable, especially given that respawning formers and imps become free reloads. I've got no experience with MBD, but it'd certainly deal with tanky enemies if they're a problem for you (holy shit, can you empty an entire GCB clip in one burst with extra shots coming from both Triggerhappy and MBD?)

The Anomoly requires lucky phasing or enough movespeed that you can get to safety before making your shots. As for Halls of Carnage, I think your best bet is a shotgun; I wouldn't be going there in N! AoMr (that's not to say it's impossible, just that it's meant to be difficult).

34
Discussion / Re: A stack of questions.
« on: September 29, 2013, 17:52 »
A lot of challenges tie you to a trait, and if they don't, there's generally still a small number of options which are clearly better than the rest. Angel of Shotgunnery, while probably quite doable without Reloader, is going to be substantially harder (sure, you can take SoB3 for guaranteed knockback, and Finesse to offset your reload time, but this simply does not come close to the ability to move-reload).

Angel of Marksmanship ties you to SoG, because when you can only use pistols, SoG becomes Finesse and SoB rolled into the one trait; it is two traits for the price of one. All three pistol masteries seem too good to ignore, but I suppose that if you went the Dualgunner route, you could exclusively buy SoG, SoB, and Fin for masterless.

35
Discussion / Re: A stack of questions.
« on: September 29, 2013, 00:00 »
The best answer I've found for AoB is to not deal with them at all; just run for exits. AoMr's not so hopeless; while it does take nine shots average to kill HKs, you can take those nine shots in a relatively short period of time (SoG2 with technical mod). Also, you'll oftentimes (typically?) get Dualgunner midway through the arena (unless you're playing tech), which makes things quite manageable. Having said that, Angel games aren't always fair (AoB spawn near demon pack).

Demons in AoB are a case of more running, as far as I can tell.

Chokepoints are the best way to reliably stack corpses. Also, against weaker enemies, you can aggro them with one shot, then step behind a doorway to kill them with a second. I've recently taken to carrying a shotty and a single stack of shells on all my Nightmare! runs so I can golf enemies around the map when their corpses are in those locations from which you can't seem to dispose of them.

Quote
I recall the arena spawning on floor 3 during one game of 0.9.9.7. I believe that it's fixed on 2 now because that's what the wiki says and I recall all the other levels being fixed, so is my memory simply failing me? Just checking.
Failing you, most likely.

No-one ever said you have to do your speed-abuse inside the cathedral proper.

EDIT: Questions stack now? How many per stack? Does the backpack increase this number?

36
Nightmare! / Re: [N!|AoMr|43%|YASD] I suck at this game.
« on: September 27, 2013, 06:07 »
Nightmare!'s hard, but you actually sound like you're on the right track. Corpse disposal, as you've probably figured out, is the key, as is systematically fleeing until you're in a better position to fight.

Really though, it just takes time to get a feel for the level lay-outs and the safe zones and the AI habits. I've only got two (maybe three? Pretty sure it's just two) Nightmare! wins myself, but my continued playing makes subsequent games slightly easier.

Have you tried N! AoMC?

37
Post Mortem / Re: [UV|100%|YAAM/FW] Finally.
« on: September 18, 2013, 23:45 »
Good work.

If you've moved up to UV 100% after a few weeks of getting back to the game, then Nightmare! should probably come to you eventually, though it is a bit of a cliff difficulty-wise. AoMC is generally regarded as being easier than the standard game (Arch/AoLT too to a lesser extent), so you can use those to get used to dealing with respawns.

38
Bug Reports / Re: Armorer Platinum overconfidence exploit
« on: September 17, 2013, 21:31 »
If starting equipment counts as already picked up (which it probably should), shouldn't it still count towards the Armourer Platinum badge? It'd just remove the need to drop equipment at the start of the level?

Regardless, the problem's with Armourer, not with AoOC.

39
Discussion / Re: I have a Piercing Chainsaw, but no melee traits.
« on: September 16, 2013, 20:16 »
With HR2 and Fin2, this is easily manageable.

As far as I can tell, what Aki's said is entirely correct, but difficult (who wants to take note of energy gain each turn?)

To ensure you get your free actions without pencil-and-paper calculations every turn, run away from the Angel of Death; eventually, you will open the gap between the two of you to two squares wide. When this happens, wait on the spot; sometimes, the Angel of Death will move two squares at this point, which indicates that you can get a free attack in.

EDIT: Without Finesse, I don't think your attack speed will be high enough for this.

40
Discussion / Re: Master trait discussion 1: Gunrunner
« on: September 16, 2013, 20:10 »
That's odd, I was under the impression that Gunrunner meant no accuracy penalties while running, but neither the wiki nor the game actually state this. I don't recall an embarrassing miss-rate with rocket launchers, but memory's fallible.

Small health globes are the single most likely item to spawn in the game; there are enough other healing items (including invulnerability globes) that I'd be very surprised if you couldn't enter sprint at least twice a level. The idea of Gunrunner isn't to spend entire levels rampaging, it's to pick your rampage times well; in this way, it's a very skill-based mastery. It's useful for those awkward moments when you don't have any cover and just need to dodge around a little while you shoot yourself an escape route. It's useful for moving from a terrible spawn to an easily defendable position. It's fantastic for the Mortuary, and most of the boss fights. It makes absolute mincemeat of Arch-Viles (which Gun Kata can't do so well, seeing as Arch-Vile attacks aren't dodged).

Gunrunner, a bit like an invulnerability globe, allows you to get yourself pretty much anywhere on the map in complete safety. Assuming you have an eye for positioning, this is going to guarantee map clear almost every time.

41
Discussion / Re: Master trait discussion 1: Gunrunner
« on: September 16, 2013, 06:00 »
Yes, Gunrunner is primarily shotgun-specific, and yes, Shottyhead could probably do with a re-tooling/buff, but I don't think making Gunrunner the shotgun mastery is a good idea.

For one thing, I'm not sure that you're correct in writing off pistols as non-synergistic. I've never tried DG/MGr, but free shot every move is better than free shot every dodge; the question is whether it's worth losing the free reloads over this advantage.

To be completely honest, I've always seen Gunrunner as borderline overpowered (specifically, the combination of Gunrunner and Shottyman). 45 turns of bottomless clip blitzkrieg action is kinda silly, the only significant drawback being that it's EXP-intensive. However, if Gunrunner must be buffed, just have it work in conjunction with rapid-fire weapons (which a general trait arguably should).

Finally, a single mortem really doesn't mean anything with regards to a trait or a build. If someone posts a successful fists-only N! run, that doesn't make fists-only a good strategy, it means that the player who did it is exceptionally good at the game (and knows how kill attribution works). In this particular instance, you've essentially said "I struggled using a HMP Explorer build in UV Conqueror, therefore Gunrunner is underpowered". Even if you did really well with that build and beat the game, that wouldn't show that the build was good, it would show that you're good.

W/r/t the tangent, you can ask the wiki about knockback mechanics rather than speculating. Shotguns deal knockback if they deal at least seven points of damage.

42
Post Mortem / Re: [H|AoB+AoOc|59%|4|YASD] Overconfidence indeed!
« on: September 16, 2013, 05:30 »
The Mortuary claims another game-winning character.

43
Discussion / Re: You've just gained some free publicity
« on: August 25, 2013, 02:02 »
Having played a game just to check only to find that you are in fact right, I feel kinda stupid.

44
Discussion / Re: You've just gained some free publicity
« on: August 25, 2013, 00:15 »
Actually it's for dual-wielding knives.
Blades.

Pretty sure the chainsaw counts as a blade, though I'll admit I've not tested it. Dragonslayer and the Butcher's Cleaver are though, it'd seem pretty weird if it wasn't.

45
Discussion / Re: You've just gained some free publicity
« on: August 25, 2013, 00:08 »
"Infinite game?"  "Dual-wielding chainsaws?"

Are these upcoming new features or just wishful thinking?  :)
Uh, what is Malicious Blades for if it's not for dual-wielding chainsaws?

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