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61
Post Mortem / Re: [0.9.8a|N!|AoC|Te|YAVP] We have ways of blowing things up (Rocket Diamond)
« on: April 22, 2021, 16:58 »Seems like we all love the AV3 rocket launcher from Calsec Central.
Heheh. :) Not sure if you know this, but (as far as I can tell) the rewards in Calsec Central and Valhalla Command include an AV3 variant of whatever weapon you've been using the most up 'til that point. (ie if you have mostly melee kills, it'll give you an AV3 machete, or if you mostly have pistol kills, it'll give you an AV3 combat pistol, and so on) Basically, it rewards you for specializing.
62
Post Mortem / Re: [0.9.8a|M|AoSh|Ma|YAAM] U MAD BRO?
« on: April 20, 2021, 13:42 »
Hey, congrats on the win! :D
You were lucky to find the amp that provides that benefit. You can also get it from a bulk mod, if you have Whizkid trait.
You and me both. :P
I was just confused that there was no Shottyman trait anymore -- I was scared about what would happen in late game when I couldn't reload while moving.
You were lucky to find the amp that provides that benefit. You can also get it from a bulk mod, if you have Whizkid trait.
I don't know what to do with the frozen heart.
You and me both. :P
63
Discussion / Re: How Dead is this Game?
« on: April 16, 2021, 14:40 »
Yeah, I've been periodically asking TheLaptop to re-open auto-closed threads when I wanted to post something, so it'll be nice that that stops being an issue. :)
64
Post Mortem / [0.9.8a|N!|AoC|Te|YAVP] We have ways of blowing things up (Rocket Diamond)
« on: April 16, 2021, 02:50 »
So just for a change of pace, I thought I'd give Angel of Carnage another try. :) (Last time I tried this challenge, Nightmare difficulty didn't exist yet) :P
Basically, the early game was spent maximizing my efficiency with rockets, while maximizing my inventory size, so I could carry forward as many rockets as possible for the mid to late game, where, as I correctly predicted, I was using rockets faster than I was getting them back. By Beyond 1, I was down to 14 rockets, so it was fortunate that there was an ammo station there that I could pump multitools into to get like 50 more rockets to carry me to the endgame.
The AV3 rocket launcher you see in slot 1 is the one I got in Calsec Central, and carried me through the whole game. The haze effect was good for making sure enemies didn't get the chance to fire back, and the vampiric effect reduced my need for healing sources, hence the big pile of first aid kits and stimpacks at the end. :P Giving it the "focused" buff was a risky move, since it reduced the area of the fog effect, which meant my enemies spent less time lost in the fog, but in late game, I was thankful for it, because of the frequency of fast-moving melee enemies that I needed to be able to shoot at closer range.
I got my first plasma launcher (the one in slot 3) from the Mk3 crafting station in Tyre Outpost, which was a nice complement to my arsenal, and helped me make more efficient use of cells. (I got the second one in Limbo) Since 10 cells count as a rocket for that weapon, and it converts ammo to your chosen weapon at a 15 to 1 ratio, any stacks of less than 10 cells were more efficient to turn into a rocket for the rocket launcher, whereas any stacks greater than 10 were more efficient to leave as cells. (Stacks of exactly 10 could be used either way, since they're the equivalent of one shot of either weapon)
I didn't figure out how to open the right-most door in Infernal Lock. I have a feeling maybe the switches need to be turned on/off in a particular sequence? With six switches, that makes 64 possible combinations. I would've gladly spent the time trying to figure it out if I had known that the way back was going to seal shut behind me when I moved on to fight the robots. As it was, I didn't get the chance to experiment with it. :(
Curiously, I didn't get the Conqueror medal; it seems that it didn't count one of the special levels to be finished? There's no "cleared" message for Tyre Outpost; is that because an enemy revived or something? Do they all have to be dead when you leave for it to be considered "cleared?" But no, that can't be it, because there were definitely plenty of revived reavers when I left Limbo. Hmm...
Basically, the early game was spent maximizing my efficiency with rockets, while maximizing my inventory size, so I could carry forward as many rockets as possible for the mid to late game, where, as I correctly predicted, I was using rockets faster than I was getting them back. By Beyond 1, I was down to 14 rockets, so it was fortunate that there was an ammo station there that I could pump multitools into to get like 50 more rockets to carry me to the endgame.
The AV3 rocket launcher you see in slot 1 is the one I got in Calsec Central, and carried me through the whole game. The haze effect was good for making sure enemies didn't get the chance to fire back, and the vampiric effect reduced my need for healing sources, hence the big pile of first aid kits and stimpacks at the end. :P Giving it the "focused" buff was a risky move, since it reduced the area of the fog effect, which meant my enemies spent less time lost in the fog, but in late game, I was thankful for it, because of the frequency of fast-moving melee enemies that I needed to be able to shoot at closer range.
I got my first plasma launcher (the one in slot 3) from the Mk3 crafting station in Tyre Outpost, which was a nice complement to my arsenal, and helped me make more efficient use of cells. (I got the second one in Limbo) Since 10 cells count as a rocket for that weapon, and it converts ammo to your chosen weapon at a 15 to 1 ratio, any stacks of less than 10 cells were more efficient to turn into a rocket for the rocket launcher, whereas any stacks greater than 10 were more efficient to leave as cells. (Stacks of exactly 10 could be used either way, since they're the equivalent of one shot of either weapon)
I didn't figure out how to open the right-most door in Infernal Lock. I have a feeling maybe the switches need to be turned on/off in a particular sequence? With six switches, that makes 64 possible combinations. I would've gladly spent the time trying to figure it out if I had known that the way back was going to seal shut behind me when I moved on to fight the robots. As it was, I didn't get the chance to experiment with it. :(
Curiously, I didn't get the Conqueror medal; it seems that it didn't count one of the special levels to be finished? There's no "cleared" message for Tyre Outpost; is that because an enemy revived or something? Do they all have to be dead when you leave for it to be considered "cleared?" But no, that can't be it, because there were definitely plenty of revived reavers when I left Limbo. Hmm...
Tormuse, level 18 Technician, defeated
The Summoner against all odds.
He survived for 12744 turns.
The run time was 5h 45m 26s.
He scored 9182 points.
He opposed the NIGHTMARE!
He was an Angel of Carnage!
CALLISTO L3 - Secure Vault
Callisto Hub -> Mimir Habitat L1
Mimir Habitat L2 - Low Power
Mimir Habitat L2 -> CalSec Central
CalSec Central - cleared
EUROPA L2 -> Europa Dig Zone L1
Europa Dig Zone L2 - Low Power
Europa Dig Zone L3 -> Tyre Outpost
Io Nexus - Exalted Summons
IO L5 -> Infernal Lock
Infernal Lock - cleared
BEYOND L2 - The Hunt
BEYOND L2 -> Limbo
Limbo - cleared
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
CRI Star (silver cluster) (+50)
* 50+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Rocket Platinum Badge
* Complete AoC on Nightmare!
Rocket Diamond Badge
* Complete AoC on N! master-less
He killed 766 out of 861 enemies.
3 corrupted commandos
20 reavers
1 Summoner
24 ice fiends
2 hellish sergeants
30 fiends
27 cryoreavers
5 security drones
4 military sentrys
16 exalted ravagers
7 toxibeross
12 armored ravagers
9 hellish soldiers
3 corrupted grunts
45 former grunts
85 exalted reavers
3 corrupted heavys
4 combat drones
24 exalted kerbeross
2 kerbeross
7 hellish commandos
9 military bots
7 CRI bots
5 guardian bots
17 plasma ravagers
7 former CRI sergeants
19 former guards
7 former sergeants
2 corrupted guards
19 CRI marines
20 ravagers
2 corrupted sergeants
7 fire fiends
1 former CRI grunt
2 siege ravagers
23 turrets
3 former heavys
12 cryobeross
4 former commandos
7 CalSec bots
4 security bots
4 former CRI commandos
30 toxic reavers
55 archreavers
41 exalted soldiers
44 exalted fiends
8 security sentrys
26 rocket turrets
20 CalSec sentrys
6 corrupted soldiers
14 former soldiers
3 hellish heavys
9 former CRI soldiers
11 toxic fiends
Traits
Skilled L1
Whizkid L3
Cover Master L2
Juggler L2
Hacker L2
Hoarder L3
Remote Hack L1
Sysop L3
Trait order
Whk->Sys->Hor->Hor->Sys->Hor->Whk->Whk->
Sys->Hak->Hun->Jug->Hak->Skl->RHa->Hun->
Jug
Equipment
Slot #1 : AV3 rocket launcher PBA2
* Critical 25
* Focused
* Calibrated 1
* Autoloader
* Haze
* Vampiric 2
Slot #2 : AV3 plasma launcher BA2
* Calibrated 1
* Critical 25
* Autoloader
* Hunter 12
* Deadly 20
Slot #3 : CRI plasma launcher B2A2
* Second chamber
* Critical 25
* Swap Harness
* Calibrated 1
Slot #4 : AV2 rocket launcher PB3
* Frenzy 8
* Barbed 3
* Autoloader
* Second chamber
* Focused
* Swap Harness
Body : AV3 combat armor PA2
* Critical 10
* Carrier
* Metabolic boost
* Loading feed
* Powered
Head : AV3 combat helmet P2B
* Crit Enhancer 25
* Danger Monitor
* Tech Monitor
* Auto-repair
* Nightvision
Utility : AV3 utility AMP
* Carrier
* Smoke-gen
Inventory
energy cell (x100)
energy cell (x8)
rocket (x10)
rocket (x10)
rocket (x3)
CRI phase kit (x2)
multitool (x4)
military stimpack
stimpack (x3)
stimpack (x1)
small medkit (x3)
small medkit (x1)
large medkit
large medkit
large medkit
65
Post Mortem / [0.9.7c|UV|AoLT|Sc|YAVP] I'm an assassin. Shh! (Lightfoot Platinum)
« on: April 07, 2021, 19:39 »
I've been playing so many Nightmare games lately that I feel like I rarely get to see the late game, so I wanted to try something a little easier, while also seeing if I could get a Platinum badge, so Angel of Light Travel it was! :) (I gotta say... this game is sooo much easier when enemies don't come back as Exalted variants all the time) :P
The game sort of started as a range/melee hybrid build, but settled into melee more and more as the game went on, with an Assassinate build. Assassinate gets pretty strong once you hit late game, and have three levels of Executioner and three levels of Energy Leech. You still have to be careful about teleporting up to seemingly individual enemies that had a whole hoard of enemies next to them just off-screen. That got me into trouble a few times. :P
I primarily used my combat knife at the beginning, then switched to the advanced machete I found in Valhalla Command, then the advanced katana you see in my inventory there, which I got from the Mark 3 manufacturing terminal in Tyre Outpost. (I actually brought a stack of multitools with me, so I could make three katanas, and pick out the best one) That advanced amp you see is one I found right near the end, in Limbo. (I'm still disappointed that the "silent" ability doesn't stack with Skilled 2; no, I won't stop complaining about that) :P
The game sort of started as a range/melee hybrid build, but settled into melee more and more as the game went on, with an Assassinate build. Assassinate gets pretty strong once you hit late game, and have three levels of Executioner and three levels of Energy Leech. You still have to be careful about teleporting up to seemingly individual enemies that had a whole hoard of enemies next to them just off-screen. That got me into trouble a few times. :P
I primarily used my combat knife at the beginning, then switched to the advanced machete I found in Valhalla Command, then the advanced katana you see in my inventory there, which I got from the Mark 3 manufacturing terminal in Tyre Outpost. (I actually brought a stack of multitools with me, so I could make three katanas, and pick out the best one) That advanced amp you see is one I found right near the end, in Limbo. (I'm still disappointed that the "silent" ability doesn't stack with Skilled 2; no, I won't stop complaining about that) :P
Tormuse, level 17 Scout, defeated
The Summoner against all odds.
He survived for 14816 turns.
The run time was 6h 49m 8s.
He scored 7398 points.
He was ULTRAVIOLENT!
He was an Angel of Light Travel!
CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L1 - Low Power
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - cleared
EUROPA L3 - Lockdown
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 - Exalted Summons
Europa Dig Zone L3 -> Tyre Outpost
Tyre Outpost - cleared
IO L2 -> Io Black Site L1
Io Black Site L1 - Low Power
Io Black Site L3 -> Black Site Vaults
Black Site Vaults - cleared
The Shattered Abyss - cleared
BEYOND L2 -> Limbo
Limbo - cleared
BEYOND L3 - The Hunt
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Conqueror Ribbon (+100)
* Completed all encountered special levels
Lightfoot Platinum Badge
* Complete AoLT on UV with 100% kills
He killed 657 out of 657 enemies.
1 corrupted commando
52 reavers
26 ice fiends
10 cybeross
5 hellish sergeants
2 former CRI guards
26 fiends
24 cryoreavers
8 security drones
4 military sentrys
9 exalted ravagers
9 toxibeross
15 armored ravagers
17 hellish soldiers
6 corrupted grunts
4 exalted reavers
42 former grunts
2 corrupted heavys
4 combat drones
9 exalted kerbeross
3 kerbeross
18 hellish commandos
5 CRI bots
2 guardian bots
12 plasma ravagers
5 former CRI sergeants
23 former guards
4 former sergeants
12 CRI marines
19 ravagers
3 corrupted sergeants
15 fire fiends
1 former CRI grunt
1 Summoner
10 siege ravagers
2 former CRI heavys
48 turrets
7 cryobeross
3 former commandos
19 CalSec bots
1 security bot
8 former CRI commandos
31 toxic reavers
61 archreavers
19 exalted soldiers
25 exalted fiends
3 security sentrys
14 rocket turrets
8 CalSec sentrys
1 Swordmaster
18 corrupted soldiers
9 former soldiers
3 hellish heavys
1 former CRI soldier
22 toxic fiends
Traits
Skilled L2
Dash L3
Hellrunner L2
Executioner L3
Energy leech L3
ASSASSINATE L3
Trait order
Exe->Exe->Exe->Skl->EnL->Das->MAS->EnL->
EnL->MAS->Skl->Das->MAS->Das->Hr->Hr->
Equipment
Slot #1 : demonic sword
* Frenzy 10
* Vampiric 5
Slot #2 : AV3 katana PBA
* Retaliate
* Vampiric 1
* Surrounded
* Critical 10
* Guarded 10
* Resilient
Slot #3 : AV1 7.62 assault rifle C
* Freezing 2
* Speed-loader
Body : AV2 combat armor PBA
* Durable
* Meshed
* Painkiller
* Swift
* Loading feed
Head : combat helmet PB
* Durable
* Danger Monitor
Utility : AV3 utility AMP
* Silent
* Carrier
* Auto-med 10
Inventory
krak grenade (x2)
CRI phase kit (x1)
small medkit (x1)
large medkit
66
Post Mortem / Re: [M|AoB|68%|YAVP] Brick Silver, the Final Silver
« on: March 13, 2021, 11:22 »
Nice one! :) I think Brick Silver is one of the most, if not the most, challenging Silver badges to get. No matter how you do it, you have to count on some amount of luck.
I think doing it with AoMr is slightly less luck dependent, since you only need to find one power mod, since you start with a tech mod, and you get a guaranteed power mod as a reward in Hell's Arena, so there's your makings of the energy pistol for tunneling through the wall. (And you get some guaranteed energy cells in Chained Court)
In AoB, you get a guaranteed homing phase device as a reward for Hell's Arena, which probably would have helped you here, but you're still at the mercy of the RNG for if your phase devices take you to the correct side of the wall. (Or if they put you in a survivable position) :P But hey... looks like you pulled it off anyway, so congrats! :)
I don't know about that... I think having Hellrunner/Dodgemaster would be a big help in dodging the Baron's acid balls, which would help you with tunneling through the wall without taking damage. That's a benefit you wouldn't get with Vampyre, since it blocks HR.
I think doing it with AoMr is slightly less luck dependent, since you only need to find one power mod, since you start with a tech mod, and you get a guaranteed power mod as a reward in Hell's Arena, so there's your makings of the energy pistol for tunneling through the wall. (And you get some guaranteed energy cells in Chained Court)
In AoB, you get a guaranteed homing phase device as a reward for Hell's Arena, which probably would have helped you here, but you're still at the mercy of the RNG for if your phase devices take you to the correct side of the wall. (Or if they put you in a survivable position) :P But hey... looks like you pulled it off anyway, so congrats! :)
...and MVm seems like the ideal build if you're going to have a master because MBm isn't going to help much against high-health Wall enemies (and the wall is likely to be the major challenge of a Brick Silver dedicated attempt).
I don't know about that... I think having Hellrunner/Dodgemaster would be a big help in dodging the Baron's acid balls, which would help you with tunneling through the wall without taking damage. That's a benefit you wouldn't get with Vampyre, since it blocks HR.
67
Post Mortem / Re: [0.9.7b|M|AoMr|Te|YASD] Great Sharpshooter game ended by running out of heals :(
« on: March 12, 2021, 09:48 »
Shadow Halls? Dark Cathedral? Huh... I need to get back to this game. Apparently, there are a bunch of new levels I haven't seen before.
Anyway, sorry for your loss; that does sound disappointing to have lost when you had such nice equipment. :|
Anyway, sorry for your loss; that does sound disappointing to have lost when you had such nice equipment. :|
68
Post Mortem / Re: [M|AoRA|YAAM] Slightly harder than I though (Quartermaster Gold)
« on: March 12, 2021, 09:44 »
This build is a lot of fun once you can combine Gunrunner with Shottyman. Glad you got to taste a bit of that, even if it was only right at the end. :) Congrats! :D
Oof, good luck with those. I don't think anybody likes playing AoP... and I still have nightmares about my AoHu games. :P
Now, I only need two more gold badges - but Inquisitor and Everyman are probably among the nastiest golds around, and I'm not entirely sure how I'll be going about those.
Oof, good luck with those. I don't think anybody likes playing AoP... and I still have nightmares about my AoHu games. :P
69
Post Mortem / Re: [0.9.7b|M|AoLT|Te|YAAM] First non-Marine win, first time with 100% kills!
« on: March 12, 2021, 09:37 »
Nice win! :)
I've found that Vampyre hasn't been as strong a contender as it was back in DRL, though it's possible I'm just not using it right or something. (This game has some very different strategizing to it) One thing I think is a must in these latest versions for melee games is some kind of bleeding protection, since the late game melee enemies' bleeding attacks hurt a lot. Looks like you made do without it, though. Did the Reavers and Kerberos's give you trouble?
I've found that Vampyre hasn't been as strong a contender as it was back in DRL, though it's possible I'm just not using it right or something. (This game has some very different strategizing to it) One thing I think is a must in these latest versions for melee games is some kind of bleeding protection, since the late game melee enemies' bleeding attacks hurt a lot. Looks like you made do without it, though. Did the Reavers and Kerberos's give you trouble?
70
Bug Reports / Re: Typos and grammatical errors
« on: February 17, 2021, 23:33 »I'm assuming that much of the game-specific stuff is in Lua, which means that all the in-game [flavour] text are likely to be there.
If you're saying that there's something in the local game files with that information, then I'm not seeing it... though I'm no expert in these matters, so there could be something I'm missing.
Edit: But all these fixes may be a bit pre-mature if there are more changes to core mechanics/items at play.
Yeah, that's why I was hesitating about posting more. :P
EDIT: Well, I can at least post about stuff I found in the help menus, since those shouldn't change substantially. :)
Accuracy...
"If it's not present it means the weapon has 100% accuracy, otherwise there's a modifier to the 100%." (should be a comma after "present" and "otherwise" and there should be a period instead of the comma after "accuracy")
Range...
"Further out it falls off..." (comma after "out")
Cover...
"The number of lines indicates how much does that cover affect the to-hit chance" (reads better if you take out the word "does" and "affects" instead of "affect")
Pain...
"The modifier fades away (but not fully if high), so often it's better to retreat..." (This sentence is misleading, since it sounds like pain stays forever if it's high, and also I'd switch the words "it's" and "often"; I would reword it to "The modifier fades away over time, so it's often better to retreat...")
Dodge...
"...the value seems twice higher for a moment..." (should be "twice as high" instead of "twice higher")
71
Bug Reports / Re: Typos and grammatical errors
« on: February 17, 2021, 17:54 »Fixed the ones noted, will be included in 0.9.7 RC6 and 0.9.7.
Cool, maybe I'll go proofread the rest of them, then. :)
...to proof-read all the in-game text via reading whatever sources that contain them.
Ooh, are there some convenient text file type sources I could read from? It would make my proofreading easier.
72
Bug Reports / Typos and grammatical errors
« on: February 16, 2021, 12:49 »
I've been meaning to make a post about this for a while, since I've been making a note of typos for the last... ten versions or so. :P I have no idea if this is a good time to be making this, but I just don't want to put it off any longer. This is gonna be a weird mix of old and new stuff; some of it may have been fixed already, and now that all the descriptions have been re-done for the new Beta, I should really go over everything anew, but at least this will help the Devteam get started correcting it, so here goes. :)
...
Bloodhound description, "...once you seen an enemy it's position is always revealed..." (Should be "you've" instead of "you;" also, there should be a comma after "enemy;" also, also, no apostrophe in "its")
(vampiric mod description) "A sophisticate device..." (should be "sophisticated")
Healing orb description: "What could you ask for more!" (Would read better as "what more could you ask for?" with that word order and a question mark)
Basic helmet description: "...protects agains critical hits..." (typo, should be "against" instead of "agains")
At the beginning of the game, "Something went wrong" probably reads better as "something is wrong."
Marine helmet description: "...and a bit additional protection..." (missing word "of" as in "and a bit of additional protection")
"You hear the shreaking of reavers." (Should be "shrieking")
Furious trait description: "Additionally if you gib an enemy you have generate 1 additional point of Fury." (Commas after "Additionally" and "enemy" and take out the word "have")
Tough as Nails description: "...skin is so though..." (Should be "tough" instead of "though")
Long revolver description: "...slightly less stoping power..." (should be "stopping" two p's)
Loading holster description: "auto-reload the weapon when swaping to it." (should be "swapping" two p's; actually, I notice that "swapping" is misspelled in a lot of places; you're probably going to want to do a general search for each instance of that word)
Resilient description: "reduces pain effect on accuacy by half." (should be "accuracy")
Marine description: "...convert one a quarter..." (take out "a")
...
I hope this is helpful. Is it worth it for me to go over all the new descriptions right now? Or is this something that should wait 'til later?
...
Bloodhound description, "...once you seen an enemy it's position is always revealed..." (Should be "you've" instead of "you;" also, there should be a comma after "enemy;" also, also, no apostrophe in "its")
(vampiric mod description) "A sophisticate device..." (should be "sophisticated")
Healing orb description: "What could you ask for more!" (Would read better as "what more could you ask for?" with that word order and a question mark)
Basic helmet description: "...protects agains critical hits..." (typo, should be "against" instead of "agains")
At the beginning of the game, "Something went wrong" probably reads better as "something is wrong."
Marine helmet description: "...and a bit additional protection..." (missing word "of" as in "and a bit of additional protection")
"You hear the shreaking of reavers." (Should be "shrieking")
Furious trait description: "Additionally if you gib an enemy you have generate 1 additional point of Fury." (Commas after "Additionally" and "enemy" and take out the word "have")
Tough as Nails description: "...skin is so though..." (Should be "tough" instead of "though")
Long revolver description: "...slightly less stoping power..." (should be "stopping" two p's)
Loading holster description: "auto-reload the weapon when swaping to it." (should be "swapping" two p's; actually, I notice that "swapping" is misspelled in a lot of places; you're probably going to want to do a general search for each instance of that word)
Resilient description: "reduces pain effect on accuacy by half." (should be "accuracy")
Marine description: "...convert one a quarter..." (take out "a")
...
I hope this is helpful. Is it worth it for me to go over all the new descriptions right now? Or is this something that should wait 'til later?
73
Discussion / Re: Quick questions thread!
« on: February 12, 2021, 10:17 »Here's are my quick question: what's a good approach to complete Ao100/666 with a melee build?
All the melee builds except Blademaster block Eagle Eye, so you'll probably be relying pretty heavily on your shotgun for the early game until you can level yourself up enough and get enough equipment to switch over to using melee exclusively. Armour gets shredded a lot in melee, so you'll probably want something indestructible. Nanofiber red armour will do, which only takes a power mod and a bulk mod, so it's very doable, but something that protects against melee damage like the ballistic vest, duelist armour, or phaseshift suit are even better. (I suppose gothic armour works too, but that slows you down, which can be deadly in a melee game, where you have to close distance quickly)
For Red Alert, I was definitely thinking a Master that would mesh with Hellrunner, like Blademaster, Gun Kata, Fireangel or so on.
A while back, I got Quartermaster Angelic badge with a Gunrunner build, combined with Shottyman. Obviously, it took a long time to get going, but basically, I was able to move, fire, and reload at the same time, which was a real time-saver. :)
For Pacifist, definitely going Masterless, Hellrunner/Dodgermaster, Tough as Nails and Ironman seeming to be solid choices for obvious reasons (plus probably still Intuition.
Another option you might want to consider (if you don't mind making do without Hellrunner) is a Survivalist build. It helps you tank a lot more damage while also getting more benefit from large med packs. I did it once in an ArchAngel of Pacifism game, but I would not recommend copying my technique there; that was an exceptionally lucky game. :P
74
Discussion / Re: How Dead is this Game?
« on: February 07, 2021, 21:57 »Yeah, I appreciate the response. The game's development is absolutely dead, I was more wondering about the community. I hope people like Tormuse prevail in their endless quest for 100%, It would be a damn shame otherwise.
Heh, I was never going to get 100%. I'm just not good enough to avoid taking damage 100% of the time to get the badges that require it. (I mean maybe, theoretically, I could, but it would take more time and patience than I have) Besides... not that I do this for the fame or anything, but the fact that there's less interest in the game than there used to does dampen my enthusiasm for it a bit. There just doesn't seem to be any demand for me to keep pushing on to get 100%, so it's hard to keep that motivation to keep going, especially after all these years. I'm pretty pleased with my Everyman Angelic game, (and especially pleased that I recorded it!) :) but even that didn't get a heck of a lot of attention by the time I accomplished it, so it's probably just as well that I leave off on that high note. :)
Anyway, like Thelaptop said, people have just moved on to other things. (Especially Jupiter Hell) I actually haven't played DRL in a while, but I've played a fair bit of JH. (And got a few of the Diamond badges!) :D
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Century Lounge / Re: [M|ArchAo666|29%|YAVP] Pop goes the Apostle!
« on: February 03, 2021, 07:28 »
Any slog through 666 levels deserves some congratulations, so... congrats! :D I suggest you spoiler-tag the part about the conditions for wielding Dragonslayer. I know this game doesn't get much attention any more, but Kornel did request that people do that after that information became public knowledge.
Once you've got DS and have a permanent 60% boost to all resistances, I'd say it kind of doesn't matter what armour you're using any more. :P (Though I suppose having 95% to all resistances could be an interesting novelty) :)
Nukes go off instantly without a countdown if you drop them in acid or lava. That must've been what happened.
This is really interesting to me. Uniques aren't supposed to appear again once you've picked them up, (which is why it's a good idea to always pick up Uniques, even if they're ones that are useless, since it increases the chances that the next Unique you find will be one you want) but what you're saying suggests that if you use the Hellwave Pack directly from the ground, that gets around that. Huh...
Yeah, it looks like the Devteam never actually tested the Apostle to make sure it works properly. :P It consistently gives an error message when you kill him. That's probably not going to be fixed for a long time, if at all, since they're all working on Jupiter Hell now.
It kind of disappointed me at first because I thought it was protecting less than my Cerberus Gothic, but I don't think the math holds up on that and not needing to worry about armor durability anymore was awesome! I will say I initially misunderstood the formula and the Protection worked the exact opposite way I thought it would.
Once you've got DS and have a permanent 60% boost to all resistances, I'd say it kind of doesn't matter what armour you're using any more. :P (Though I suppose having 95% to all resistances could be an interesting novelty) :)
(weirdly when I did that to Level 616 the nuke went off immediately without a timer. O.o Thankfully I was already invincible when it did. I wonder if there was some deliberate thing happening there since that's the fake "number of the beast".)
Nukes go off instantly without a countdown if you drop them in acid or lava. That must've been what happened.
I also think I ran into two Hellwave Packs (used the first off the ground, then came across another that I picked up) but I'm pretty sure I misunderstood something unless I ran into an odd bug there.
This is really interesting to me. Uniques aren't supposed to appear again once you've picked them up, (which is why it's a good idea to always pick up Uniques, even if they're ones that are useless, since it increases the chances that the next Unique you find will be one you want) but what you're saying suggests that if you use the Hellwave Pack directly from the ground, that gets around that. Huh...
When I got to Level 666 there was some kind of flash or explosion or something that killed the enemy I saw and blue-texted but I looked anyway and found the Apostle! ...And got an error message (preserved in my Mortem).
Yeah, it looks like the Devteam never actually tested the Apostle to make sure it works properly. :P It consistently gives an error message when you kill him. That's probably not going to be fixed for a long time, if at all, since they're all working on Jupiter Hell now.