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Messages - Sambojin

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226
Discussion / Re: A bit of a slump.
« on: October 06, 2010, 00:18 »
Start having a crack at ultra-violence games? The things you learn from ultra-violence are practical for any other game-type (and happen to be about my level of playable-ness right now). Also, getting 3 shotguns on level 1 is a blast for some builds.

Ammo-chain away if you need to. Once you get used to UV, try some other builds. It basically makes the other skill levels seem a lot easier (other than N! of course).

227
Discussion / Re: What are the most common abuses of DoomRL?
« on: September 24, 2010, 04:07 »
I have a few 2c and 1c coins. And strangely enough a couple of $2 notes (and some paper others, who knows what the economy will get up to, my superannuation went backwards in a huge time of prosperity, I may need my $2 to make a point some time).

In the sandbox that is my own little head I think I've realized Shottyman should be an "Ironman 2" trait, not 1. Saves it being the new "go-to" trait.

Another piece of non-existent copper.

Sambojin.

228
Discussion / Re: What are the most common abuses of DoomRL?
« on: September 24, 2010, 02:30 »
I guess this isn't really what's abusable, just what's a little too good in the game.

#1 Cut Ammo-chain down to 1/2 ammo consumption (on chainfire or for any fire of a "rapid-fire" weapon depending on what works). Makes ammo a LOT easier to conserve for plasma rifle/chaingun but still makes it worthwhile managing ammo/supplies (which is a big bit of the game). Plasma isn't just for the BFG.

#2 Make Juggler trait cost 0.20-0.30 seconds to switch weapons. Still very powerful and quick, just not instant. I've made too many stupid mistakes that Juggler has gotten me out of. I've based entire builds out of instant weapon switch. Its too good. Especially for two levels of experience.

#3 Make Juggler trait come off the Reloader trait. Reloader is under-used, very few master traits have a stop on it, and it lowers the "too-damn-synergystic-for-its-own-good" thing that an Ammochain build has going for it. (or two extra levels of schmuk to get it).

#4 Perhaps make Shottyman come off the Ironman trait. Makes a psuedo-shotty build possible with virtually any master-trait build (although it may make Army of the Dead a little to "tanky"). Shotguns are still crappy vs armour, but most people will take a level or two of Ironman near end-game. Just stops shotguns being "only early game" weapons without AotD.

If Juggler was "Reloader 2" and Shottyman an "Ironman 1" trait, and have AotD coming off Juggler (and Bad Ass), then with the above mentioned changes I think a lot of quirks and imbalances of the game would be ironed out. Perhaps. An alpha, beta, gamma or delta question I guess.


Just my thoughts. they might not be the best. We don't even have two cent coins in Australia. We round those kind of thoughts to the nearest five cents.

My 0c (nothing)

Sambojin.

229
Discussion / Re: Your favorite weapon?
« on: July 14, 2010, 22:29 »
For the normals, it has to be the humble combat shotgun. Scouting, pleb killing, cool sound, nice mechanics. Low ammo usage and knock-back with a power mod. I tend to carry one all the way to cybie, just as a beat stick for close range. So good, so under-valued.

For the exotics it has to be the missile launcher. Completely outclasses the weapon it replaces. Its safer, bulk mod-able and very accurate. And it even comes with a ton of XP and a backpack. Plus you can always get it (excepting challenge games). What more could you want? Maybe a bfg - although a quick-slotable weapon isn't that exotic in my opinion........

For the uniques it's probably the Hell-Staff. Free phase devices virtually. Or the Onyx Armour pack. Indestructable reds. Or The Anti-Freak Jackle. A six-shot mini-rocket-launcher with 100-size ammo slots. Or the Pancor Jackhammer. So much knock-back, so much fun to use, so hopeless without a shotty build......... It's a bit of a throw-up for the uniques. There's something there for everyone.

But overall my favourite weapon is the combat shotgun. No weapon has so many uses, or can be configured in so many ways.



230
Discussion / Re: Most versatile weaponry and trait build?
« on: July 14, 2010, 21:58 »
The easiest/most versatile build is probably the ammo-chain with juggler build.

Fin/Jug/Fin/WizK/SoaB/SoaB/TH/MAch/(then either iron man until the end or another triggerhappy to up the plasma/chain-gun damage).

It get's you off the mark quickly, with juggler offering massive versatility. Carrying two combat shotties, you can also switch out instantly to a single/double for up to four shotgun blasts without a reload. The more "normal" quick-slotable weapons you carry, the more versatile it is. Just carry 2 exotic/uniques (or shotties for scouting) and quickslot to whatever you need at the moment. A walking arsenal of death. Change from shotguns to something else as they lose their edge.

Whizkid comes online at about the exact same time you do the chained arena (letting you do something nice with the agility mods there). A nice, accurate chaingun/plasma early on is very helpful. Plus you can start packing bulk/power mods onto armour/bfgs/shotties so you don't have to have them wasting backpack space. Tech/agility mods are for your plasma rifle.

Then you slowly up your damage with your weapons, get better with your chaingun/plasma and then finally need no ammo for them. None. You can happily fire off a plasma all day without caring about cells, letting you carry a nicely bulk-modded bfg9k that's always fully loaded.

A really easy build. Early, easy shotgun/chaingun usage that moves into better chaingun/plasma usage as the game gets harder. Plasma ammo isn't a problem (so you can wing off rifle shots for small guys/bfgs for big) which helps a lot. Then it just makes you tougher to kill (with maybe one more shot from your plasma rifle if you want it).

The standard "easy" build. Quick start-up, mod-able weapons/armour, good end-game. Works well even in hard mode (where one shotty blast isn't enough, but two does fine). It's the best, for every non-challenge game(IMHO).

231
0.9.9.1 / Re: Angel Of Shotty, first one, HNTR
« on: June 29, 2010, 18:32 »
Does trigger-happy increase the amount of shots though? Say to (8d3) x5 with two levels of it? I've heard it does do good things to the gamatron clerical beretta on auto-fire. Which has a strange "F" fire thing going though......

It's a little bit pointless though. That weapon is the first, last and only thing required to be an absolute destroyer as a shotgun build. With an assault/combat shotgun backup to save a little ammo you're laughing.

232
Was a strange game for me. Started off with the pillared base map (no-medi-kits), got pasted a little at the start(lv2-5), then it turned into a cakewalk. I've always had a bit of trouble with shotty builds, but this one ended up a little too easy. Standard army-of-the-dead build BTW. Fair enough though, it was on easy, so no-problem I guess.

Found the assault shotty on 6th level (and kind of figured I'd have it in the bag from then on). After that the game kind of went crazy with the amount of power-ups, nice weapons and armour it threw at me. Found the Pancor Jackhammer on lv9. End of game. The hardest part was restraining my ammo-usage. Think I used about two large medi-kits from about lv14 onwards. Took out the spider lair, next 2 levels were spider caverns. Two blasts and they disappeared in a puff of spider-gribbly-bits. 2 arch-vile/4-5 mancubus rooms were't a problem. Cyber-daemon required no-tactics. I might have been able to punch him to death with the amount of armour and health I was carrying. Still, my first shotty win. Onto med/hard I guess.

I know my girlfriend doesn't read this forum, so I can say this. If she ever ditches me, I think my next gf with be a Pancor Jackhammer (jokes).

As an aside, does the Jackhammer work on ammo-chain builds?. ie: Triggerhappy and Ammo-chain. Would be a little too easy, but fun to watch the knockback.

--------------------------------------------------------------
 DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------

 Sam, level 10 Cacodemon Sergeant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 121610 turns and scored 89833 points.
 He played for 2 hours, 50 minutes and 41 seconds.
 He didn't like it too rough.

 He killed 462 out of 497 hellspawn. (92%)
 He held his right to remain violent.
 He was an Angel of Shotgunnery!


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

  UAC Star (bronze cluster)
  Hell Champion Medal
  Shottyman Silver Badge

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

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #.................................###......................
  #.................................###......................
  #...................X........|....###..........###.........
  #.......................###...|................###.........
  #.......................###...}|...............###.........
  #.......................###......###.......................
  #................................###.......................
  #..............###...............###.......................
  #.........###..###......................###................
  #.........###..###.......###............###.....###........
  #.........###............#>#............###.....###........
  #........................###....................###........
  #..........................................................
  #..........................................................
  #..........................................................
  ###########################################################

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

  Health 43/80   Experience 42856/10
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Ironman          (Level 3)
    Tough as nails   (Level 2)
    Reloader         (Level 2)
    Badass           (Level 1)
    Shottyman        (Level 1)
    Army of the Dead (Level 1)

  Rel->Rel->SM->TaN->TaN->Bad->MAD->Iro->Iro->Iro->

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

    [a] [ Armor      ]   modified red armor [3/6] (28%) (P)
    [b] [ Weapon     ]   Jackhammer (8d3)x3 [6/9]
    [c] [ Boots      ]   modified plasteel boots [4/4] (100%) (T)
    [d] [ Prepared   ]   modified assault shotgun (7d3) [6/6] (T1)

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

    [a] modified red armor [4/4] (137%) (B)
    [b] modified red armor [4/4] (158%) (B)
    [c] modified red armor [6/6] (100%) (P)
    [d] shotgun shell (x17)
    [e] shotgun shell (x50)
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] phase device
    [q] phase device
    [r] phase device
    [s] phase device
    [t] envirosuit pack
    [u] thermonuclear bomb

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

    72 former humans
    61 former sergeants
    19 former captains
    93 imps
    65 demons
    58 lost souls
    25 cacodemons
    8 barons of hell
    1 Cyberdemon
    8 hell knights
    29 arachnotrons
    4 former commandos
    2 pain elementals
    2 arch-viles
    11 mancubi
    2 revenants
    2 bruiser brothers

-- 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 9 he found Hell's Armory.
  On level 9 he found the Jackhammer!
  On level 11 he found the Butcher's Cleaver!
  On level 12 he ventured into the Halls of Carnage.
  On level 15 he encoutered the Phobos Hellgate.
  On level 19 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 23 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 footsteps...
 Fire -- Choose target...   The Cyberdemon fires! You are hit!
 Fire -- Choose target...   The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target...   The Cyberdemon fires! You are hit!
 The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target... 
 Fire -- Choose target...   You are hit!
 Fire -- Choose target... 
 The Cyberdemon fires! You are hit! Your red armor is damaged!
 Fire -- Choose target...   The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target... 
 Fire -- Choose target...   The Cyberdemon fires! You are hit!
 The Cyberdemon reloads his rocket launcher.
 Fire -- Choose target...   You hear the scream of a freed soul! You feel
 relatively safe now. Congratulations! You defeated the Cyberdemon!

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

 Before him 38 brave souls have ventured into Phobos:
 33 of those were killed.
 And 3 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 2 killed the bastard and survived.

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


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