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Messages - aka_Cthulhu

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1
Man, now I kinda wish that I found the DS much later. Still 300 floors to go, and it's a long way ahead to kill everything until the last floor. A few things I found:

-Things can get hairy if my player wasn't berserk all the time. Without hellrunner, a lot of enemies get a ton of hits on me, especially if I'm not wearing the antigrav boots. If I'm surrounded by a crowd, it gets extra tedious since nearly everyone would be pushed farther away by all the splash damage. Thankfully, having two points in badass doesn't push me away when I have to move forward.
-On the other hand, that was mostly a problem before getting hold of the dragonslayer. Berserk, plus three points in tough as nails, and a cerberus armor makes damage next to none. Almost any single shot hits me for one percent... out of two hundred percent. Maxed made of iron and badass and having vampyre ensures that I stay safe all the time. Aside from nightmare arachnotron caves, I end every floor at max health even without using any health powerups. Vampyre recovers more health than the damage I get most of the time.
-Adding to that, I went with a cerberus armor mod using an onyx armor. Since I no longer need an onyx pack to fix the durability issue, I used a power mod pack to further add more defense to me. On one hand, I get damaged by lava and acid floors again. On the other hand, that's also a no issue since it only takes a single point of damage per step. I've noticed that sometimes I won't get damaged at all.
-Before dragonslayer pick up, shambler-only floors are surprisingly dangerous. They have a tendency for all of them to teleport on one room, and being backed into a corner almost done my player in.

2
Discussion / Re: Quick questions thread!
« on: March 13, 2014, 01:18 »
Is there any way to remove the red tint from the screen when you're berserk. It's gonna hurt my eyes if I'm going to have to watch it for 400 more floors...

3
Aw, yeah. I got the damn thing, finally! The berserker armor too, but I recall someone posting in a thread long ago that I shouldn't be used until the last floor, so I'll hold off on using it. Plus since I don't have any points in hellrunner, the move speed of the armor is not very good either. Gonna stick to my cerberus phaseshift armor and antigrav phaseshift boots for now.

4
Discussion / Finally got to mod the biggest fucking gun
« on: March 12, 2014, 06:40 »
In my quest to get the dragonslayer (berserker armor already found) I came across a BFG. At first, it was just going to be storage space for energy ammo for the railgun, but then I found the firestorm pack. I figured, might as well get that mod done, and later on I found another firestorm pack. As luck would have had it, I found a nano pack shortly after that, and I gotta say that this is pretty fun.

So unless the floor has a valuable item on it, what I'd do is fire the biggest fucking gun on a crowd, fire it at another crowd, and then hold on to the period key until I recharge the thing. If anyone gets close, usually a bruiser brother or a cyberdemon, I just melee them to death. And so far, it pretty much kills the majority of the crowd. From normal archviles to barons of hell. So much fun.

5
In any case, I'm now mostly sure on what to do if I find it again - just need to do that one thing or the other thing... or both which is easy enough. All I need to do now is find it on Ao666 once more. 80 floors in and it's a no-show so far. Still, just a matter of time, and for now I'm on a somewhat lucky run. So far, found a super shotgun, a chainsaw modded into a ripper, and a railgun. All I need now is the malek's armor to go with the nyarlathotep's boots. Using the necroarmor since so far all the red armors get eaten away too fast. It surprisingly works nice with vampyre, though it backfires quickly if the armor goes below 50 percent.

6
Okay, so I managed to pick it up again. Was doing an angel of max carnage, and I just got out of the vaults when I found it. I'm still not quite sure, but it's either one thing I did or another thing. In any case, I managed to pick it up... much to my horror when I realized that I won't be able to use the nuclear BFG to nuke the spider mastermind. Didn't find a nuke on the remaining floors either. Ah well.

Still, if I can ask a question... does picking up the sword require a certain skill. No need to elaborate.

7
I think he meant that he couldn't get a reload speed bonus while dual-weilding. Still good to know when playing a Technician!

I remember a close call I had regarding ammo boxes. So I had several ammo boxes for my dual wielding pistols. I'm almost out of non-ammo box ammo, and I was fighting off a group of mancubi and a nightmare archvile. So I run out of ammo, and as it turns out the gun kata doesn't auto-reload from ammo boxes in the inventory. I managed to run like hell out of enemy fire and unload that ammo box to save my ass.

8
My shame runs deep. Oh so very deep. Granted, it was around half a year ago when I managed to pick it up. And I've made multiple attempts before - one of which involved trying to die while standing on top of the damn thing.

Now, I think I vaguely remember how to do it, but now I gotta go find it again. Easy enough on Ao666, but time consuming as hell since I'm gonna use a melee build.

9
Discussion / Did the requirement for the dragonslayer change?
« on: March 01, 2014, 23:49 »
Unless my memory played tricks on me, I had picked up the DS a long time ago on another run. Two runs at least, both runs on Ao666... I think. Now, here I am with a finally melee build on my technician, and I find it early (27th floor... not exactly the best floor to find it on a 666 run, considering the length.)

So I pick it up. And then I realized that I couldn't. I have no idea, as I can no longer remember how to. Eeep.

10
Switching to rockets on a gun kata build can get a bit time consuming, though. At that point, the only thing I do in a pinch is try to move around, carefully navigate my way out of the line of fire of mancubi or revenants or whatever the arch vile could revive and make my way to the point where the vile is in my line of sight. It can get pretty hectic since past floor 100 or 200 it seems that there's a decent number of them. Of course, there's also the problem if the meatshield is standing between me and the archvile so I can't get a good shot in. After so many games, I keep forgetting about making use of dodgemaster. Those mancubi can hit hard, which became my downfall much later since I had no choice but to discard the inquisitor's set for the cybernano phaseshift armor - that one was good, but it didn't have the fire resistance that I needed.

11
I actually didn't realize you could 'U' an ammo box, that will help alot! thanks!

Still have to experiment on the math with gunkata builds but I did the sharpshooter build recently and discovered that 3 ranks of son of a gun makes finesse near useless... In that situation attack speed is multiplicative, not added, so your 0.4s attackspeed merely drops down to 0.34. Hopefully the 20% penalty with the dual wield trait is also multiplicative instead of added, otherwise you are better off using 1 pistol with 5 ranks of SoG over using 2.

I recently did a run on Ao666 using a gun kata build. Didn't really pay attention to the math, but here's what I found. Attack speed was around .9 I think? Maybe less than that. Using a storm bolter combat pistol and a grammaton at burst mode on the other hand, it took around 2 shots max on hell knights. Archviles, mancubi, barons usually took 2-3. Shamblers, nightmare archviles, agony elementals, and flame elementals took... I didn't really pay attention to how many shots were fired, but they were killed before both guns went empty. Cyberdemons required me to reload manually once before they go down.

The combat pistol with the storm mod and the beretta were fast at taking anything down (even without the beretta, a second storm bolter had helped me out). Like... when I enter a new floor I could be surrounded by two groups of barons of hell and archviles. Before any of them could fire, I would have finished them all out so long as I had the bullets to spare, which I did. Every few floors there's usually a group of former captains, and all I had to do was be careful not to accidentally hit a barrel, and make sure mancubi and revenants were out of sight before taking the ammo.

12
Discussion / Re: Agony Elementals are... well, agonizing
« on: February 27, 2014, 09:57 »
In the end though, bullets both energy and normal was not that big of an issue. I found enough former captains and ararchnatrons on floors leaving me much room to shoot everything in sight, even with archviles and nightmare archviles reviving lots of enemies. Admittedly, that didn't leave much room for anything else in my inventory.

13
Discussion / Re: Agony Elementals are... well, agonizing
« on: February 27, 2014, 08:50 »
A similar situation on an Ao100 taught me two lessons:
- minoring in shotguns and carrying a few extra shells is very nice when majoring in pistols, and
- SoG5-amplified Sharpshooter with an energy pistol >> agony elemental cave. You're killing all those souls before they can even move.

So I tried going with dual energy pistols on my Ao666 run. Due to the length of that mode, I eventually found two more combat pistols, and gave them energy pistol mods. It does work quite well against those agony elementals and revenants, but I found that it was more or less the same for my dual storm combat pistols/storm combat pistol + grammaton. I mean, the energy pistols pack a punch, but since ammo for energy pistols is only 50 compared to the normal pistol ammo's 100, I found my ammunition supply dwindling just as fast.

And then eventually I found two blasters which I also gave a storm bolter mod (only one, the other needed one more technical mod). I had to worry less about my inventory of ammo since the bullets did regenerate, though I had to dodge around the map as it slowly reloaded. That and I also had to aim for them archviles first, more so than using the other pistols. Still, it worked out pretty well since for my armor I had antigrav phaseshift and cybernano phaseshift.

That armor set helped out a lot, since as I recall movement was 0.15 seconds, and shooting was 0.9 (or was it .09? I forget). However, that armor did end up being my downfall. I realized too late that I can't remove the armor, so in some ways it was a bit of a downgrade since I already had an inquisitors set. The mancubi were really bad farther into the 666 floors.


14
Discussion / Ao666, the Dragonslayer, the Berserker Armor, and me
« on: February 22, 2014, 07:47 »
So, that just happened. The Berserker armor appeared somewhat early on, and since I had an extra slot in inventory I was like sure why not? A hundred or so levels later, whilst deeply entrenched on my pistol-only build, I find the DS. I found one, but not the other in multiple ventures in Ao100, and I've managed to figure out how to nab the damn sword. This was the first occasion where I can get both... and I end up not getting the sword. The problem with Ao666 is that it's got 666 floors, hahaha... and with nearly 300 floors left to go, and no levels in brute, I decided that trying to kill everything in every floor until the end would be too damn long.

le sigh... makes me wish I went with Ao100 instead.

15
Discussion / Re: Agony Elementals are... well, agonizing
« on: February 20, 2014, 06:00 »
As it turns out, it's more or less possible enough to clear an agony elemental cave.

So I tried Ao666 again, once more using a pistol build with gun kata. Didn't find the grammaton until much later, so I stuck with a combat pistol storm bolter and a speedloader, and then I got another storm bolter. I also settled on a nano double shotgun for an emergency. While that didn't have the range like the super shotgun, it worked out well enough as an emergency weapon in case I run out of bullets for my pistols which happened a few times. Plus, against an agony elemental it had no escape and it gets easily turned into red paste.

Anyway, out of boredom I tried using pistols again when I ran in to an agony elemental cave. Since I didn't want to be melee'd to death, I was prepared by giving a duelist armor a ballistic armor mod (was planning on turning it into a cerberus armor, but I got lazy) and then adding in a power mod. Worked pretty well on a nightmare demon cave, where all I had to do was run around and let the demons run into the lava, or push them into it with the shotgun. Any melee damage was negligible.

As for the cave. Went in with pistols and survived. As it turns out, my main flaw was that I tried to finish off the agony elementals too quickly. If I try to finish one off in one clip, there's a chance that won't work out, so I have to manually dual reload which then causes me to get swarmed by lost souls. So, what I did was if my pistols are near empty I'd target one lost soul instead, and thanks to gun kata instantly reload, and then I'll proceed to finish off the agony elemental. I'd pick off the pain elementals they'd spawn upon death, then move in to the next agony elemental.

Eventually, I'd win and clear the floor. I can now say for sure that agony elementals aren't as agonizing as I once thought... though the cost of bullets to clear a cave of them out is certainly rough.

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