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Messages - CaptainSublime

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1
Post Mortem / Re: [1.1.0|A!|Ma|VAMPYRE|YAVP]
« on: October 28, 2021, 21:51 »
Freaking epic. Well done. Even if it is apparently easier now, I don't think I am gonna get a win on Apocalypse anytime soon. :)

2
Post Mortem / Re: [1.0.0|N!|Ma|Survivalist|YAVP]
« on: October 28, 2021, 19:24 »
A mere 4 Diamond badges, they said.


It'll be fun, they said.


haha I don't think I am seeing that difficulty anytime soon. Well done though. Damn I am not bad at this game, but I am not even close to that level.

3
Post Mortem / Re: [1.0.0|N!|Ma|AoTD|Angel of Shotgunnery|YAVP]
« on: October 28, 2021, 08:21 »
Nicely done.  I have been dreading the Shotgunnery challenges as the shotgun is in such a terrible state in Jupiter Hell.  They are slow, weak, hard to maintain ammo for, counters nothing has has several hard-counters out in the darkness.  Being a shotgunner in a game with archwarlocks is just hilarious.

Thank you. Appreciate the comment. I agree that the shotgunnery challenge is virtually impossible without certain criteria being met. I did an awful lot of runs to work all this out. (I am trying to do a nightmare shotgunnery run with a Technician now, and it is much harder than the marine run. No Hellrunner? Ugh. No army surplus? Ugh. (Scavenger helps with this though, but is not as good.) Toxicologist is great though. :)

-Hellrunner L3 is non negotiable. You must have it. Too many late game monsters will just rip you to shreds if you can't move fast.

-Autoloader is non negotiable. Either through having it on an AVP, or through Whizkid 2/3 and bulk mod packs, you have to have it. Having it on an AVP is brilliant, because you can then mod those high end shotguns like a jackhammer and Monster with non-autoloader perks, such  as point blank damage etc, zombiebane, or the one that does 25% bonus damage to exalted.

-L2 Army surplus is non negotiable. Anything beyond the first third of the game, shotgun ammo will become too scarce to have any hope of maintaining enough ammo without it.

-Army of the Dead is virtually non negotiable. It improves damage too much to ignore.

-Late game I found a vampiric mod pack, but by that time I had already filled up all my everything with mod packs, so I thought I would try to get L3 Whizkid, so I could place it on a weapon. But The game ended long before I could get near L3 Whizkid. So I dumped it on the final level.

I didn't find archwarlocks difficult actually, but only because I had L3 Hellrunner, otherwise I never would have got clear of their flame attacks, and also autoloader, to allow me to move and shoot quickly enough while avoiding flames. With those two things, even archwarlocks were easy. Without them, they would be impossible. :)

4
Post Mortem / [1.0.0|N!|Ma|AoTD|Angel of Shotgunnery|YAVP]
« on: October 27, 2021, 14:47 »
So I managed to  crawl my way to winning a Nightmare Angel of Shotgunnery run, which was really pleasing. Finding a jackhammer was very lucky. Finding the 'monster' unique shotgun was even better. It is pretty useless until upgraded. Initially it only does damage at all at 1-2 range, so using it without autoloader is asking to get hit. A lot. Also very fortunate to have found an AVP2 with autoloader. Crucial for the win. I found better AVP's later, but Autoloader was too important. (I turned down an AVP with a flat 20% damage boost to keep autoloader.)

I found on this run that Io was harder than Dante, though this was pretty subjective. Also, army of the dead is pretty neat. I used gas grenades to avoid the medusas as far as possible. Gas grenade, then blast into the green haze with your finest shotgun = great way to rid yourself of medusas. I prioritised gas grenades over even plasma grenades, as one does damage, but one keeps you alive.

gowq, level 16 Marine,
defeated the Harbinger against all odds.

He survived for 10533 turns.
The run time was 3h 38m 47s.
World seed was 1485.
He scored 9116 points.
He opposed the NIGHTMARE!
He was an Angel of Shotgunnery!

CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L3 - Low Power
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - Cleared!
Valhalla Command - found Monster
EUROPA L3 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L1 - Secure Vault
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - Cleared!
IO L2 - Infestation
IO L2 -> Io Black Site L1
Io Black Site L1 - Exalted Curse
Io Black Site L3 -> Black Site Vaults
Dante Station L2 - The Hunt

Awards
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Blind Luck Star (+50)
   * Won despite getting down to 1hp at some point
  Shottyman Platinum Badge
   * Complete AoSh on Nightmare!

He killed 858 out of 1045 enemies.

 25 former grunts           8  fire fiends
 3  corrupted grunts        22 ice fiends
 1  former CRI grunt        3  toxic fiends
 7  former grenadiers       15 CalSec sentries
 2  corrupted grenadiers    10 security sentries
 1  hellish grenadier       26 CalSec bots
 2  former CRI  grenadiers  1  security bot
 12 former soldiers         2  guardian bots
 12 corrupted soldiers      9  reavers
 3  hellish soldiers        28 cryoreavers
 1  former CRI soldier      7  toxic reavers
 8  former sergeants        29 archreavers
 2  corrupted sergeants     18 kerberi
 3  hellish sergeants       16 cyberi
 1  former CRI sergeant     10 cryoberi
 1  CRI sergeant            6  toxiberi
 23 former guards           11 medusae
 2  CRI guards              6  archmedusae
 7  former commandoes       9  ravagers
 14 corrupted commandoes    9  armored ravagers
 7  hellish commandoes      10 siege ravagers
 2  former CRI commandoes   10 plasma ravagers
 2  former heavies          23 CRI marines
 6  corrupted heavies       8  CRI bots
 2  former CRI heavies      24 guardians
 8  security drones         7  sentinels
 4  combat drones           8  warlocks
 80 fiends                  3  archwarlocks

Traits
  Ironman L2
  Furious L1
  Hellrunner L3
  Reloader L1
  Army Surplus L2
  Whizkid L1
  Angry Motherlover L2
  ARMY OF DARKNESS L3

Trait order
  Hr->Hr->Rel->Fur->MAD->Arm->Arm->Hr->
  MAD->Iro->AMf->Iro->MAD->Whk->AMf

Equipment
  Slot #1 : AV2 12ga shotgun PA
   * Frenzy 12
   * Retaliate
   * Ripper 8
   * Calibrated 1

  Slot #2 : 12ga jackhammer P
   * Ripper 8
   * Autoloader
   * Jackhammer

  Slot #3 : Monster
  Bodyduramesh scout armor
   * Duramesh

  Headbattle helmet B
   * Durable
   * Battle hardened

  UtilityAV2 shotgun AMP
   * Shotgun pellet boost
   * Shotgun autoloader

  Reliccryoreaver's claw
   * Windchill


Permanents
  Medusa's Curse

Inventory
  12ga shell (x50)
  12ga shell (x43)
  plasma grenade (x1)
  large combat pack
  large combat pack
  large medkit

5
Post Mortem / Re: [1.1.0|N!|AoEx|VAMPYRE|YAVP] Exalted Diamond
« on: October 27, 2021, 14:39 »
Very impressive. Well done. I have tried a few Angel of Exultation, and not done very well. :)

6
Post Mortem / Re: [1.0.0|N!|Ma|Survivalist|YAVP]
« on: October 12, 2021, 10:19 »
Did... did you say nine Diamond badges?

Faaar out. Dude I have only two platinum badges, and zero Diamond badges. I find that Nightmare runs are pretty intense and require immense concentration. more so than on the ol' DRL. And while I was pretty decent on DRL I wasn't godlike. I was pretty proud of my one ever Angelic badge, for a NIghtmare Angel of Shotgunnery with 80% kills. But nine diamond badges? I think the game is much harder now too, (JHRL)  what with the medusas and the summoner enemies. (A few days ago I nearly finished an Angel of Carnage Nightmare run, but I messed up  and ran out of rockets towards the end. Dammit, I think I would have had it too.

Impressive on those Diamonds. Well done.

As to the games you mentioned, I am familiar with Subnautica and The Long Dark. Not that I have played them, but I have watched playthroughs of them on YT with a few of my favorite Lets Players. I know of Stardew Valley but have not played it. And the last one you mentioned, "NOt TOnight" sounds really interesting.

Thanks Torm, cheers. :)

7
Post Mortem / Re: [1.0.0|N!|Ma|Survivalist|YAVP]
« on: October 06, 2021, 06:04 »
It's the difficulty higher than Nightmare difficulty.  Are you saying it doesn't show up when you push "new game?"  I wonder if I accidentally did something to unlock it without realizing it.

Yes there is definitely no Apocalypse difficulty on my games. I am going to guess that it unlocks when you get one or more diamond badges. Currently my highest badge is 'Gold' of which I have 2. How many diamond badges do you have? (Notice I didn't ask if you had any, rather the number haha.

Coincidentally, my ratios are similar.  :P  Regardless, a Nightmare win is no small feat, so kudos.  :)

Thank you. A little luck and persistence and at least a few good choices. (eg don't do the Military Base on Nightmare, it is a great way to get dead. And don't leave corpses between you and the exit if you can help it.)

I haven't played JH a whole lot lately, tbh, but maybe I can do a recording to get back into it or something.  :)

Totally cool. What else are you playing just out of interest? Cheers Torm, hope you are well and all that. :)

8
Post Mortem / Re: [1.0.0|N!|Ma|Survivalist|YAVP]
« on: October 03, 2021, 11:40 »
Wait... Apocalypse difficulty? What on the flat is that?

Thanks for the reply Torm, appreciated that someone of your skills would behold my humble attempts, which is 99%persistence and 1% talent. :)

I was lucky to get a unique (green( assault rifle, as well as indestructible armor, and with Survivalist I still died twice during the run. But hey, a win is a win. Hope you are well, and looking forward to whatever crazy tricks you figure out.

9
Post Mortem / Re: [0.9.9b|U|AoB|Te|YAAM] Master of blades
« on: September 29, 2021, 05:31 »
Ultra Violence is "Relatively easy" now? Tormuse, please stop making the rest of us feel bad. Amazing stuff as always. Well done. The one thing I never accomplished on DoomRL was a really impressive Beserk run. I suck at melee builds and play style, so this is really impressive. :)

10
Post Mortem / Re: [0.9.10.|H|Sc] Sniping is harder now
« on: September 28, 2021, 10:02 »
I really would love to find a good sniper build, but I can't see a way to do it. I recently finished the game on nightmare, after a lot of attempts, and thinking about it, there are several serious problems with a really good sniper build:

1)as you say, you must have line of sight, which obviously puts you in the firing line. I always carry toxic grenades/smoke grenades . One solution would be to have a sniper rifle that can hit very accurately beyond your limit of sight, if you know where a monster is. Perhaps a skill that allows you to do this would be good

2) Sniper rifles don't hit hard enough. No sniper rifle can match the damage output of a chaingun, or a plasma gun. They are great early game, I tend to use sniper rifles for the first 1/3 to 2/3 of a run, but by late Io or Dante, they become ineffective relative to other options.

3) Sniper rifles suck in close quarters. (I see in this run you got around this by having balance L2 on your sniper weapon.) But you have to solve the problem of poor close quarters damage. (The other way to solve it is by using hellrunner.)

Good run. Well done on solving these problems in your run.

11
Post Mortem / Re: [1.0.0|N!|Ma|Survivalist|YAVP]
« on: September 28, 2021, 05:37 »
Thanks thelaptop. Much appreciated for fixing my post and for the encouragement.

You mention inattentiveness. I go off on these trains of thought while playing and get myself killed regularly. Or else, I tend to be way too conservative with my health use. "Yeah I have 15 hp and 5 medikits, but I might need them later and I can dodge these guys shooting at me and wait until I find a health orb."

Nek minit...

"Dammit one of those zombie grunts shot me."

12
Post Mortem / [1.0.0|N!|Ma|Survivalist|YAVP]
« on: September 27, 2021, 17:43 »
So my first full win on Nightmare. I used a Marine with the "Survivalist" master trait, which saved my butt exactly twice in the run. Ironman was really helpful, as the higher your total HP, the higher your HP's are restored on Survivalist.

A little luck here and there, mostly with the drops. Things really fell into place.

Having found "Avalanche," in the Containment area on Europa, this made a massive difference. It meant that I could carry no ammo, and could fill those slots up with medical items, and grenades. (Avalanche is a super special plasma gun.)I also found Duramesh scout armor, which is indestructible. Also very useful on a run like this. I had the CRI bio launcher also, which allowed me to deal with those pesky medusas. By shooting a medusa with a rocket that releases a ball of toxin cloud, it broke line of sight, as well as damaging the medusas, so I could just fire one or two of those into the medusa's path, and they would just get disoriented and die.

The cryoreaver's claw was great too. Between that slowing enemies with chill, and maxxed out hellrunner, I was able to avoid most of those run-ending "open-a-door-and-there-is-three-exalted-cryoreavers" scenarios. the Jackhammer was very useful midgame, but wasn't used at all once I hit Dante.

Anyway, a very pleasing win.  Perhaps not as hard as some challenges, but I am still pretty happy with it.

Thanks for a great roguelike. :)

gowq, level 17 Marine,
defeated the Harbinger against all odds.

He survived for 9566 turns.
The run time was 2h 53m 18s.
World seed was 1224.
He scored 9016 points.
He opposed the NIGHTMARE!

CALLISTO L2 - Infestation
CALLISTO L2 -> Mimir Habitat L1
Mimir Habitat L1 - Lockdown
Mimir Habitat L3 -> CalSec Central
CalSec Central - Cleared!
CALLISTO L6 - Low Power
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L1 - The Hunt
Conamara Chaos Biolabs L3 - Low Power
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - found Avalanche
Containment Area - Cleared!
IO L2 -> Shadow Halls L1
Shadow Halls L1 - Low Power
Shadow Halls L3 - Infestation
Shadow Halls L3 -> Dark Cathedral
Dante Station L3 - Exalted Summons

Awards
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  JoviSec Platinum Badge
   * Win any game on NIGHTMARE!

He killed 858 out of 1081 enemies.

 40 former grunts           6  security sentries
 1  former CRI grunt        9  CalSec bots
 10 former soldiers         5  security bots
 25 corrupted soldiers      18 reavers
 3  former CRI soldiers     33 cryoreavers
 4  former sergeants        22 toxic reavers
 6  corrupted sergeants     68 archreavers
 1  former CRI sergeant     3  kerberi
 2  CRI sergeants           19 cyberi
 33 former guards           22 cryoberi
 7  former commandoes       8  toxiberi
 9  corrupted commandoes    21 medusae
 2  former CRI commandoes   8  archmedusae
 2  CRI commandoes          19 ravagers
 2  former heavies          22 armored ravagers
 1  CRI heavy               6  siege ravagers
 11 security drones         11 plasma ravagers
 2  military drones         18 CRI marines
 61 fiends                  13 CRI bots
 10 fire fiends             8  guardians
 15 ice fiends              5  sentinels
 11 toxic fiends            4  warlocks
 22 CalSec sentries         2  archwarlocks

Traits
  Skilled L2
  Ironman L2
  Hellrunner L3
  Tough as Nails L3
  Army Surplus L2
  Angry Motherlover L3
  SURVIVOR L1

Trait order
  Hr->Hr->Hr->Iro->Iro->TaN->AMf->MSV->
  AMf->Arm->Arm->TaN->TaN->AMf->Ski->Ski->


Equipment
  Slot #1 : CRI bio launcher
   * Epidemic

  Slot #2 : Avalanche
  Slot #3 : 12ga jackhammer +
   * Auto-calibrating 68%
   * Barbed 3
   * Jackhammer

  Body    : duramesh scout armor B
   * Fire-resistant
   * Duramesh

  Head    :  - NONE -
  Utility : AV3 auto AMP
   * Auto target tracking
   * Auto booster

  Relic   : cryoreaver's claw
   * Windchill


Inventory
  rocket (x1)
  12ga shell (x47)
  krak grenade (x3)
  CRI phase kit (x1)
  stimpack (x1)
  large medkit
  large medkit
  large medkit
  red keycard (x3)

[edit] sorry I don't remember how to post mortems properly, though I used to know. Don't remember at this point. :)

13
General Discussion / Re: hellrunner and waiting
« on: February 05, 2021, 02:15 »
i would be interested to know this also.

14
Bug Reports / Couple of bugs I have encountered (JH 0.9.5 Advance)
« on: February 02, 2021, 06:09 »
Just a couple of bugs/thoughts I wanna share.

-When you gib imps with the 'unstable' perk, you still take damage from the explosion, even though there is no explosion animation. I would have thought that if you can gib them when one gets close, that would be a way to avoid the explosion. (If you know you can't avoid them, then pull out your biggest weapon and hope you can gib them as a last resort to avoid the exploding damage.)
-on Nightmare, respawned imps with the 'fire' perk never actually throw any fireballs.
-Sometimes if a zombie blows themselves up by punching a barrel, (as they do!) their weapon does not spawn, only their ammunition spawns. I have had this happen several times.

Here is an example of this happening. This is level 1, and you can see some 44 ammo all on its own. The zombie carrying this ammo punched the barrels you can see exploded, blew them up, and spawned 44 ammo, but no revolver/hunting rifle to match.
-The game crashes for me if, as a technician I open up the 'broadcast' or 'hack' menu, (by hitting '7' on a previously hacked robot, or by walking into a hacked bot to bring up their options menu,) and then hit 'escape' while in menu, the game crashes for me.
-[edit] Forgot to mention that sometimes on nightmare, after you have activated the 'access recon' branch of the control panel, and activate the thing which shows you all enemies as red dots on your minimap, if a monster respawns after you have activated this, the spawned monster does not show as a red dot on the minimap. Is this intentional, or an oversight. I mention it for the sake of completeness.
-I am hopeful that the devs can make some of the weapons carried by the zombies more obvious as to what they are carrying. Please please please put a red dot sight on the hunting rifle or something. It really looks just like an auto rifle. And ideally I would like to be able to see what weapon a sombie is carrying before I get hit for 24 damage. Auto rifles you stay in cover and shoot back, but hunting rifles, you really want to lure them close where their hit percentage drops a lot, and shoot them point blank. (I know this is not a bug, but I really hope this happens. Hunting rifles regularly ruin my nightmare runs. Also the fact that it is impossible to tell whether a zombie is carrying a revolver or a regular pistol. Rocket launchers are also hard to tell sometimes.) I know this isn't a bug, but it really is something I would love to see changed to help players when they are making those tactically important decisions. Cheers!

Wonderful little game, don't wanna be critical, just bringing these to the relevant people's attention. Sorry if any/all of these have already been posted. Wishing the developers all the best with it.

15
Just posting to acknowledge an astonishing achievement. I have not even finished regular angel of humanity. I have achieved one angelic badge ever:
(link https://forum.chaosforge.org/index.php/topic,8300.0.html) So huge congrats. I can only hope that Karl Jobst makes a youtube video about this epic achievement. It is certainly deserving of such attention. Well done.

I have been playing quite a bit of JH recently, so DRL has taken a bit of a back seat. But it is one of that great games that you can always come back to.

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