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Messages - Sylph

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256
Discussion / Re: Doom Fanart
« on: December 11, 2009, 17:12 »
Awesome work. You should be extremely proud.

257
Discussion / Re: The little tips and tricks topic.
« on: December 11, 2009, 17:07 »
Oh, is it considered a but? I hate to feel like a promoter of bug exploitation...

258
Discussion / Re: The little tips and tricks topic.
« on: December 11, 2009, 15:27 »
I'll remember that spider's lair one! thanks!

In the guide I posted earlier today there's one that should probably be here:

shotguns around corners:

..#
..#
..h
..#
@#

Normally firing a shotgun at the enemy here will not hurt him. however, aiming one square to his left *will* kill him.

The guide I posted has a few more similar examples of shotguns getting around walls. i'll post a few more here (including how to do the wall on ultra volence without being hit) when I'm back at my desk. (posting from a mobile here)

259
Discussion / Re: New DoomRL guide...
« on: December 11, 2009, 08:04 »
Hehe, I did say
Quote
It's not bad, by any stretch

I do like army of the dead, I think it's a good trait, I simply think that shotgun characters can get by just fine on finesse and juggler. Sure, their shotgun is less powerful, but it's not like they're gonna run out of ammo, and the defense from a level 12 character using corners+knockback and spending 9 character points on defense (say ironman 3, hellrunner, dodgemaster, tough as nails 2, and badass) is perhaps, maybe, a little easier to win the game with, in my experience, than a character that has a powerful long-range shotgun attack.

Glad you enjoyed some of the humour in the guide! Your guide was absolutely invaluable to me, and your praise is very, very much appreciated.

260
Discussion / Re: The (un)official DoomRL strategy guide!
« on: December 11, 2009, 07:26 »
Speaking of guides, I put one together. Since it's not the unofficial strategy guide, I posted it in a fresh topic:
http://forum.chaosforge.org/index.php/topic,2592.0.html

261
Discussion / New DoomRL guide...
« on: December 11, 2009, 07:25 »
Hi folks,
I put together a guide to doomrl, as an aside to the excellent '(Un)official doomRL strategy guide by Thomas
Parasiuk', and the excellent Wiki by Aki. You can view it at the following link:

http://sylph.me.uk/doomrl/doomrl%20guide%20sylph.txt

Enjoy!

262
0.9.9 / Re: [H|100%|YAAM] - Out of Ammo !!!
« on: December 10, 2009, 08:04 »
Good luck with your ultra violence run!

263
0.9.9.1 / Re: BETA 0.9.9.1 [E/18/94%/YASD] My first beta run.
« on: December 10, 2009, 04:10 »
Unlucky!
You should eat up hose medipacks like candy. They are only clogging up inventory space if you just carry them. :)

Also, shoot the arch vile, not the guys he summons. A resurrected creature will stand perfectly still for 4 seconds after he gets resurrected. You can shoot the arch-vile twice, (possibly knocking him out of attack range), use a large medikit, _then_ kill the sergeant.
By shooting the sergeant the turn he gets resurrected, all youre doing is wasting turns while the archvile strips your health from you and resurrects the zombie.


Re: Onyx armour - Ive found it shockingly common now.... Found it 5 times (with 16 games played total).

264
Requests For Features / Re: Nightmare! kill% messages
« on: December 08, 2009, 01:55 »
I love this suggestion.

265
Nightmare! / Re: [N!|AoMC|MAc|61%|YAVP] Destroyer Diamond
« on: December 07, 2009, 16:54 »
Juggler works with any weapon that can be equipped in a single keypress.
That is, the 'z' key to swap weapons, or any of the numbers.

It gets a bit wierd when you have a weapon in your off-hand, because pressing a number for a shotgun when you have one in your off-hand will just swap weapons. When I'm doing a shotgun run I like to hold a shotgun in my main and my off hand. That way, you can fire, swap, fire, arm combat shotty, fire, arm double shotty, and fire. Lots of shotgun without reloading.

Even when not doing a shotgun run, I tend to go straight for juggler to take advantage of this. Plus, in a nightmare game, you have to have a weapon with knockback at the ready... You can kill a monster, walk up to his corpse, then the second he gets back up, blast him towars lava or a door frame. :)

The crashes were related to a massive amount of turns spent on one level. Kornel has fixed it now. :)

266
Nightmare! / Re: [N!|AoMC|MAc|61%|YAVP] Destroyer Diamond
« on: December 07, 2009, 15:06 »
Haha, you asked if I was gonna go for destroyer diamond... Just managed it!

--------------------------------------------------------------
 DoomRL (v.0.9.9.1 BETA 1) roguelike post-mortem character dump
--------------------------------------------------------------

 Sylph, level 15 Mancubus Warrant Officer, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 3469368 turns and scored 712804 points.
 He played for 2 hours, 33 minutes and 13 seconds.
 He opposed the Nightmare!

 He killed 2101 out of 2376 hellspawn. (88%)
 He was an Angel of Max Carnage!


 The world crashed on him 4 times.
 He saved himself 4 times.

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

  UAC Star (gold cluster)
  Destroyer Gold Badge
  Destroyer Platinum Badge
  Destroyer Diamond Badge

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

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

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

  Health 50/50   Experience 115764/15
  ToHit Ranged +12  ToHit Melee +14  ToDmg Ranged +3  ToDmg Melee +6

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

    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Son of a bitch   (Level 3)
    Brute            (Level 1)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Whizkid          (Level 2)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  Fin->Jug->Fin->SoB->SoB->TH->WK->MAc->TH->SoB->HR->HR->DM->WK->Bru->

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

    [a] [ Armor      ]   modified red armor [4/4] (146%) (B)
    [b] [ Weapon     ]   modified plasma rifle (1d7)x6 [40/40] (T1)
    [c] [ Boots      ]   modified protective boots [2/2] (100%) (A)
    [d] [ Prepared   ]   missile launcher (6d6) [4/4]

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

    [a] shotgun (8d3) [1/1]
    [b] double shotgun (8d3)x3 [0/2]
    [c] combat shotgun (7d3) [5/5]
    [d] modified red armor [4/4] (158%) (B)
    [e] red armor [4/4] (100%)
    [f] onyx armor [2]
    [g] shotgun shell (x69)
    [h] shotgun shell (x70)
    [i] rocket (x10)
    [j] rocket (x14)
    [k] rocket (x14)
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] phase device
    [r] phase device
    [s] bulk mod pack
    [t] plasteel boots [4/4] (100%)
    [u] gothic boots [10/10] (182%)

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

    171 former humans
    203 former sergeants
    76 former captains
    523 imps
    91 demons
    131 lost souls
    68 cacodemons
    507 barons of hell
    1 Cyberdemon
    42 hell knights
    132 arachnotrons
    20 former commandos
    13 pain elementals
    27 arch-viles
    22 mancubi
    74 revenants

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

  He started his journey on the surface of Phobos.
  On level 12 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 20 he entered the Vaults.
  He came, he saw, but he left.
  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 --------------------------------------------------

   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon.
 Chain fire (full) -- Choose target or abort...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon
 reloads his rocket launcher.
 Chain fire (full) -- Choose target or abort...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The

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

 Before him 8 brave souls have ventured into Phobos:
 3 of those were killed.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 5 souls claim to have killed him...
 4 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

--------------------------------------------------------------
Surely that's the easiest diamond badge going.... It feels much easier than just finishing a standard nightmare game. :)
Still proud though. I was trying to get 100% on most levels, to try to get over 90% at the finish. Failed by 1%... Still, that's what the insane turn count is all about. :)

267
Requests For Features / Re: Balance- Plasma Weapon Damage
« on: December 07, 2009, 11:00 »
I'm at work, hence the posting. Don't worry, when I'm at home I'll not be wasting time typing out posts, and I'll get down to playing. :)

I am playing the beta exclusively these days. There was a very veiled reference to the beta in my last post actually (bit about arachnotron caves), but it was very subtle, so only beta members would pick up on it.

268
Requests For Features / Re: Balance- Plasma Weapon Damage
« on: December 07, 2009, 10:18 »
You were right about me just giving a sarcastic answer about a slippery slope argument. You didnt need to address each of my bullet points - I agree with you, theyre all ridiculous! :)

The point you didnt comment on, however, was the entire point I was getting at (in a somewhat stupidly roundabout way, I guess) - the game doesnt need to be easier, and a little fear of death is a good thing.

I know that nobody likes the idea of something just popping up out of the blue and killing them, but Id argue that such things rarely happen in DoomRL. In fact, if youre constantly watching out for every potential death, you can avoid all of them in 99% of non-nightmare games. In nightmare games, its the level layout that kills you, not a monsters high plasma damage.
Between this post asking for weaker monsters, and another asking for a revised ammo-holding system, I feel afraid that Kornel will take it on board and make the game far too easy.

I know your standpoint - you dont want things that the player is completely un-warned about jumping out and ending an hour of gaming. I assume this was why some people might like the idea of removing the dice rolls from the game. The fact is, though, that if the player can predict everything that happens, a lot of the intensity of a roguelike such as this is removed. Just look at angel of max carnage - I can categorically state that I find angel of max carnage far, far easier than a normal game, and far more boring too - its too predictable!
Without the danger of chance you just end up unconcerned about anything the game will throw at you, because if you exhibit generally decent play youll make it through the game, and nothing unexpected is gonna come rattle your cage. Plus, balancing chance is a large part of the strategy of this game.
With a random element, you start to fear, and it encourages players to be both cautious and creative in their playstyle.

Id like to add that, of course, a little chance *can* go too far. If theres something unavoidable that can come without warning and end a game, then yes, thats too far. The monsters mentioned in this thread, however, never do that. Even in angel of max carnage, a former commando will not kill a well-equipped player in 1 turn, unless you define turn as 25 turns (2.5 ingame seconds) rolled up together while I reloaded my BFG/doubleshotgun while standing in grope range of a commando, in which case the mistake isnt that of Kornels, its the players.
Furthermore, itd be ok even if he did have a chance of killing you - theres plenty of warning before you encounter such danger; former humans can be heard way before theyre seen, then can be led around, with giftdropping, into situations where the player can gaurantee not taking any damage at all from them (like you mentioned about hellknights)... Arachnotrons do less damage than former commandos, and make an incredibly distinctive sound both when moving and when you injure them.
Both the above enemies are incapable of killing a well-equipped marine in a single turn, and both are easy to avoid and tackle without taking damage. The only situation in which the danger really ramps up is in arachnotron caves, and even then, the player gets 4 free turns to put on his best armour, equip a rocket launcher, blast a spider or two out of sight range, then enter running mode. Smart player don their armour and rocket launcher before walking down the stairs. (on that note, the missile launcher already makes spider cave levels a lot easier)

Bottom line, in my opinion, neither of these enemies is anywhere near the realm of overpowered, both are merely dangerous, and that shouldnt be taken away. Of course, all our mileages may vary. :)

269
Requests For Features / Re: Balance- Plasma Weapon Damage
« on: December 07, 2009, 05:52 »
Oh yes, those arachnotrons and revenants can cause real problems - lets nerf them!

- On the subject of massive damage - mancubi can kill you in a single turn from 100% health, so obviously nerf them too.
- While were at it, armour melting was mentioned in this topic - we should nerf barons because its their attacks that strip your armour down to nothing with acid, and they have too much health. Their armour-stripping is probably the reason arachs and former commandos are so dangerous.
- Then nerf hellknights, because theyre supposed to be lesser barons.
- Arch-viles are strongly considered the nastiest monsters in the game, their 2 undodgeable attacks would be ok were it not for them resurrecting corpses. Perhaps remove their resurrection ability.
- Then those former human sergeants can take a good 50% health off at close range - nerf them, and perhaps remove their knockback.
etc etc... ;)

You have to be careful of making the game too easy. I personally love the thrill of entering a spider cave level, knowing that danger is all around and I have got to do some serious tactical thinking to survive. Nerfing things would take this thrill away.

On a serious note - reducing plasma damage would indeed help reduce the power of ammochain, and isnt half a bad idea, but I think arachnotron and former commando accuracy should then be *in*creased to counterbalance this. Besides, there have been plenty of better suggestions to reduce the power of ammochain. The difficulty in the game is just about right at the moment, and certainly doesnt need making any easier, (in my very humble and single opinion).

270
8d8 damage in a straight line, penetrating enemies (so you can hit a whole line of them) and punching single-block holes in walls...
1.5 second firing time, +6 accuracy, I think 2 second reloading time (not sure on that one).
holds 40 cells as ammunition, uses up 5 cells per shot.
With nanopack it regenerates 1 cell per second, so by the time youve fired off all 8 rounds, youve regenerated enough ammo to squeeze out another 1 or 2.

Just as a rough guide, 8d8 damage tends to kill most monsters in a single shot. Sometimes pain elementals, and usually barons, archviles, and mancubi take a second shot. Revenants, hellknights, cacodemons, demons, and former humans all go down to a single shot.

As an example of why its so good - I cleared the mortuary just by walking up and down on the far right of the level, firing to the left, until all the monsters were dead. Didnt even get to see a monster more than once or twice. On a typical level you can just wait a few hundred turns, then start firing towards the center of the level and watch your experience go up. Basically any level can be surgically dismantled and its monsters slain without putting you in danger, and without any items being taken down in a blast.

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