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Messages - BEEF

Pages: [1] 2 3
1
Angel of Jujitsu: why attack the bad guys yourself, when they'll do it to each other for you? You throw away all of your weapons at the start of each level, and refuse to throw punches. Don't think about counting on weapons you find on the floor, because there aren't any. You're going to have to fight tooth and nail just to get a weapon.

To keep things remotely fair, you get to keep your weapons when you go to level 25, because otherwise it would be impossible to win.

2
Requests For Features / New level style: warehouse
« on: July 10, 2010, 22:19 »
Just something to shake things up on your way down to the Cyberdemon. Between 5-10 wall segments with one door each are generated in fixed locations, dividing the level into as many as 8 rooms. If all the walls generate, the level looks like this:
Code: [Select]
#########
#.#.#.#.#
#########
The rooms are loosely filled with stacks of crates, which are 1x1, 2x2, and 2x3 pillars.

With the crates here and there but so few doors, you'll have lots of cover and lots of mobility, but you won't have much control over the monsters. Ambushes would be common.

3
Discussion / Re: Screenshots: ASCII and Graphics
« on: April 21, 2010, 18:25 »
That's the only lever on the floor, a lever that damages enemies in the room. A bit redudant.

4
City of Skulls and Spider's Lair didn't show up, and obviously Hell Fortress, but everything else did. I think it might have something to do with clearing the Vaults, because I didn't get any special message when I killed the last monster there.

5
Ok, it looks like this is a bug with conqueror not being granted, because I just got this:

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

  Medal of Prejudice
  Explorer Badge
  Hell Champion Medal
  Scavenger Gold Badge

I was messing around on ITYTD to get Scavenger Gold, so no Mortuary or Unholy Cathedral was generated.

6
In the other thread somebody suggested that guns consume ammo like normal, but reloading Ammochain guns requires no ammo from your backpack. Suppose on top of that, chainfiring draws ammo out of your backpack when the gun itself runs out. To prevent exploiting it for BFG ammo among other things, trying to unload a rapid-fire weapon yields a message like "You can't unload the gun without destroying it, it's belt-fed! Unload anyway? (y/n)"

You'd still have unlimited ammo, but you'd have a moment of weakness while you stop to reload. If you can't spare that moment, you can start chainfiring and dip into your ammo reserve. Magazine size becomes a consideration again, so bulk mods and miniguns are at a premium. Finally, it keeps Juggler and the chaingun from being completely obsolete, by letting you switch to a new source renewable ammo before reloading.

7
Discussion / Re: Screenshots: ASCII and Graphics
« on: April 11, 2010, 14:21 »
The smell of a massacre!


You picked up a technical mod pack.                                           
 You open the door.                                                             
 ################################################################ #############
 #............#..................=..............................# #===#.......#
 #............###########/####.#=#=##########/###############+### #===#.......#
 #............#................==.......................#....==.# #===@.......#
 #............#.....=.........==.=......................#..=.=..# #===#.......#
 #............#....=.==.........=......................==.=.==.=# +===#...0...#
 #............#.....===................................=#=.===.=# #===#.......#
 #............/....=...=..........%.....................#.....=.# #== #.......#
 #............#.....==........%..%%.....................#.......# #== #.......#
 #............#............>..%.....%...................#.......+ #=& #.......#
 #............#/#########################################.......# ###+#.......#
 #............#.........................................# ......+ #...#.......#
 #............#...........................0.............#   ....# #...#.......#
 #............#...........................0.........0...#     ..# #...#.......#
 #............#############################/##################### #...#.......#
 #............#........................%........................# #...#.......#
 #............#...................................0.............####/##+#/#####
 #............#................................................./.............#
 #............#.................................................#0............#
   ############################################################################
 Tree                       Armor : green armor [1/1] (99%)                     
 Health: 74%  Exp:  3/97%   Weapon: chainsaw (4d6)                             
 cautious                                                    Phobos Base  Lev6 


8
Cateye usefulness comes from two things: It allows you snipe enemies from outside their LOS, thus killing them without even being attacked. Second is the thing that due to enemies AI, they do not react properly to begin shot from outside LOS, making them easy targets.
For what it's worth, I like to play Cateye a lot and monsters seem to react just fine to being hit from out of LOS, and they even seem to start heading towards you when they enter your LOS without being shot at. So its main advantage is that you get extra shots while they approach you, not that you get unlimited extra shots at them. That's what inuition 2 is for.

Intuition 2 is probably more broken than Cateye. Knowing exactly where every enemy is lets you shoot into the dark until everybody is dead, and if anybody gets upset you can just run away until they get bored. At least with Cateye you generally have to get close enough that there's a danger of them noticing you and getting close enough to shoot at you.

My quick fix for intuition 2: Have it only show the general locations of monsters, sticking their dots randomly in a 3x3 (or 5x5) square centered on the monster. You'll still know what corners have monsters lurking behind them, but you can't reliably snipe them to death without having a really good idea of where they are already. Alternately or additionally, it can fail for weaker monsters; your spidey sense doesn't tingle for imps when it's being throttled by arachnotrons.


As for Ammochain, my big complaint is that it's boring. You're running around with a plasma rifle 95% of the time because there's no reason to use anything else, and that "bloink!" sound gets irritating pretty fast.

9
0.9.9.1 / [U|100%|YAAM] Moving up in the world
« on: April 09, 2010, 19:34 »
--------------------------------------------------------------
 DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------

 Cucumber, level 15 Hell Baron 1st Lieutenant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 161373 turns and scored 329810 points.
 He played for 3 hours, 2 minutes and 11 seconds.
 He was a man of Ultra-Violence!

 He killed 967 out of 967 hellspawn. (100%)
 This ass-kicking marine killed all of them!


 He saved himself once.

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

  Grammaton Cleric Cross
  Medal of Prejudice
  UAC Star (silver cluster)
  Hell Champion Medal
  UAC Gold Badge
  Veteran Gold Badge

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

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

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

  Health 70/70   Experience 102504/15
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +3  ToDmg Melee +3

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

    Ironman          (Level 2)
    Finesse          (Level 1)
    Son of a bitch   (Level 3)
    Son of a gun     (Level 2)
    Eagle Eye        (Level 2)
    Juggler          (Level 1)
    Intuition        (Level 2)
    Triggerhappy     (Level 1)
    Cateye           (Level 1)

  Fin->Jug->EE->SoB->SoB->TH->EE->Int->MCe->Int->SoB->SoG->Iro->SoG->Iro->

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

    [a] [ Armor      ]   modified red armor [3/6] (39%) (P)
    [b] [ Weapon     ]   Grammaton Cleric Beretta (1d8)x3 [0/18]
    [c] [ Boots      ]   modified protective boots [2/2] (100%) (A)
    [d] [ Prepared   ]   modified missile launcher (6d7) [4/4] (P1)

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

    [a] modified chaingun (1d6)x4 [40/40] (T1)
    [b] modified plasma rifle (1d7)x6 [40/40] (T1)
    [c] BFG 9000 (10d8) [100/100]
    [d] blue armor [2/2] (100%)
    [e] modified red armor [4/4] (191%) (B)
    [f] modified red armor [4/4] (200%) (B)
    [g] 10mm ammo (x48)
    [h] 10mm ammo (x140)
    [i] 10mm ammo (x140)
    [j] 10mm ammo (x140)
    [k] rocket (x14)
    [l] rocket (x14)
    [m] power cell (x30)
    [n] power cell (x70)
    [o] power cell (x70)
    [p] power cell (x70)
    [q] large med-pack
    [r] large med-pack
    [s] thermonuclear bomb

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

    124 former humans
    135 former sergeants
    79 former captains
    150 imps
    62 demons
    113 lost souls
    45 cacodemons
    78 barons of hell
    1 Cyberdemon
    26 hell knights
    17 arachnotrons
    21 former commandos
    8 pain elementals
    33 arch-viles
    41 mancubi
    30 revenants
    2 nightmare imps
    2 bruiser brothers

-- 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 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 13 he ventured into the Halls of Carnage.
  On level 15 he encoutered the Phobos Hellgate.
  On level 17 he found the Grammaton Cleric Beretta!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 You use a large med-pack. You feel fully healed. The Cyberdemon reloads his
 rocket launcher.
 You start running!
 The Cyberdemon fires! You dodge! Boom!
 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon.
 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon.
 Fire -- Choose target...   The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The Cyberdemon dies. You feel relatively safe

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

 Before him 208 brave souls have ventured into Phobos:
 162 of those were killed.
 6 of those were killed by something unknown.
 5 didn't read the thermonuclear bomb manual.
 And 16 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 19 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 15 killed the bastard and survived.
 3 showed that it can outsmart hell itself.

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

My first win on UV, and a few other shiny trinkets picked up along the way.

Juggler was a huge help throughout, especially at the Wall. When things finally starting to get sticky, running out of medpacks and rockets while running into the arch-viles, Ding! level 9! The rest of the Wall was a piece of cake with Cateye, along with everything up through the Hellgate.

Level 17 had a tricky start, sticking me in an alcove completely blocked off by lava, and staring down a big pack of arch-viles, revenants, and barons, but juggling some rockets their way took care of most of them before they noticed me. I was rewarded for my trouble with the Grammaton Cleric Beretta, which was basically the win button for this game. Single shot mode was enough to take care of most baddies before they could see me, and if I needed more firepower fast, I could unload the whole clip and toss it aside for the chaingun or plasma rifle. All I had to do to get two gold badges was to stay out of sight and out of the special levels.

I passed up a couple chances to nuke the level because I was afraid of destroying exotics, but I shouldn't have worried. The only one that came up was an assault shotgun on level 24. :\

10
Discussion / Re: Some Ammochain thoughts
« on: April 08, 2010, 20:50 »
Yeah, I've seen all sorts of suggestions about Ammochain, some more useful than others. On one end, rapid-fires draw ammo from your inventory only when you're chainfiring; then rapid-fires draw ammo from your inventory at all times; rapid-fires consume 1 ammo for every 2 shots they fire; ammo is not consumed during chainfiring; and finally Shadrak's idea here, which seems more powerful than the status quo.

Honestly, the reload time isn't a huge issue for rapid-fire weapons. Gun Kata has to do more than just give free reloads, and a plasma rifle does thrice as much damage from one clip as pistols do. Any version of Ammochain that only deals with reloading would be nearly useless as a master trait.

The big problem with Shadrak's solution is that it lets you carry around nearly unlimited BFG ammo. The other problem is that ammo often comes in great windfalls, and if you could take it all with you, it would be effectively unlimited, not to mention that it would encourage scumming archviles for former commandos. Which is a shame, because it's the best thematically. Reducing without eliminating ammo consumption is pretty unappealing thematically, but it's probably the best-balanced idea I've seen so far.


And for what it's worth, it shouldn't be too hard to make nearly unlimited stacks, if you allow for two stacks for each type of ammo. Treat the first stack like normal, but the second stack would look something like "57 stacks of 100 x 10 mm ammo."

11
Discussion / Re: The 2nd most dangerous non boss enemy?
« on: April 08, 2010, 07:58 »
Damn losers can't aim
For some reason they can when you're in a corridor. Which means you can't sidestep their missiles, and all three connect.

Anyway, a single revenant is more dangerous than a single mancubus if there's no walls nearby, and vice versa. If there's lots of either, you're dead either way if you can't get far enough out of the way that you only face one at a time. A BFG shot should take out some revenants in one hit, though.

12
Requests For Features / Re: New unique items
« on: April 06, 2010, 14:55 »
Thinking about it some more, the flechette gun has enough going for it that it doesn't have to be better than a plasma rifle. If it did (1d4x3)x3 shrapnel damage, it would do a respectable 26.25 damage to a monster with 2 armor, and a floor of 15 damage isn't too shabby either. On the other hand, unarmored monsters have few enough hp that they'd die in one hit. With 1 armor, it would average 52.5 damage, enough to take down a hell knight in one volley, or up to two demons if you're lucky.

13
Requests For Features / Re: New unique items
« on: April 06, 2010, 07:53 »
Well yeah, it's an exotic, so it's supposed to be better than the standard weapons. Otherwise, why would an Ammochainer use that, ever? Plus, you'll still get a nasty surprise when it turns out a baron was wearing red armor.

Also, on second thought it probably should fire three shots that hit three times each, if only for the sake of sanity when watching the animations.

14
Requests For Features / Re: New unique items
« on: April 06, 2010, 07:21 »
Nah, using that notation it would be (1d3x3)x3, but I thought that implied it fires only 3 shots, each of which does damage three times, like some kind of double-Jackhammer or something.

It uses 3 ammo, but fires 9 shots, each doing damage once.

15
Requests For Features / Re: New unique items
« on: April 06, 2010, 07:06 »
Thought there should be a second chaingun-based weapon, so harrup:

Flechette Gun
Exotic weapon
Description: Death by a thousand needles.
Damage: 1d3x9 (1d3x3)x3
Damage type: Physical
Accuracy: +3
Clip: 30 x 10 mm ammo
Firetime: 1 second
Reload time: 2.0 seconds
Alt-Fire: Chainfire
Special: Fires 3 shots for every bullet consumed. Each level of Triggerhappy increases the number of shots fired by 3, Firestorm mod by 6. Each bullet does damage three times, as indicated in Damage.

Pretty weak without Son of a Bitch, and even with that maxed out revenants and the Cyberdemon will be tough to crack. On the other hand, enemies with less than 4 armor will take wicked amounts of damage, especially if you power mod it.

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