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Messages - IronBeer

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Requests For Features / Re: More clear death descriptions
« on: January 12, 2013, 11:29 »
It might be tough to get some of the more complex evaluations in, but if it could be done without too much headache, I'd support this.

Ou, can we use small medpacks at full health? O_O
You can use any medpack at full health. I've accidentally fatfingered away about a dozen larges. I really hope we got "CHOICE" inventory management back- couple more fatfinger incidents and I might blow a blood vessel.

Discussion / Re: The Best DoomRL Advice Ever!
« on: December 06, 2012, 21:34 »
Shove barrels into acid/lava pools so they won't get hit by stray shots and explode at inconvenient times.

Discussion / Re: This game's difficulty is a bit off in places IMO
« on: November 29, 2012, 10:43 »
I just want to put in a quick word about my experiences with the Dragonslayer and how I managed to wield it (don't worry, I won't spoil the conditions). First time I saw it, naturally I couldn't figure out how to pick it up. It was disappointing, but I moved on. After that, however, I started doing a little legwork. There's a couple dozen mortems posted on CF that feature DS-wielding characters, and I began looking for common traits among those mortems. When I ran across another Dragonslayer (much later) my initial ideas on the wield conditions weren't quite right, but a few more semi-educated guesses saw my character finally brandishing the mighty blade.

tl;dr, With a little research and thought, anybody should be able to figure out how to pick up the DS.

Welcome to the forums, White Rider! That's no mortem to be ashamed of, the Mortuary is probably the toughest spot in the game.

Couple of unsolicited tips:
*Try taking down the Unholy Cathedral on HMP or higher while maintaining a 100% killrate. You'll get something that can make the Mortuary a lot simpler if you know what that something does.
*Also, there are two guaranteed exotics in the Mortuary, one of which is a Nuclear BFG 9000. I shouldn't have to explain how *that* works, now. >:D

Off Topic / Re: The opinion of a guy who still plays doom2....
« on: October 09, 2012, 22:37 »
I actually somehow ran across a reference to DoomRL on TVTropes, of all places (I was looking up the tropes in ADOM, because I have too much time). Incidentally, I still play the crap out of classic Doom, via ZDoom- working on beating the notorious Hell Revealed .wad atm.

Discussion / Re: N! Hell's Arena
« on: September 08, 2012, 20:38 »
I've never done it, but "pro" mortem-posters have mentioned using Cacodemon splash damage from ranged attacks.

Requests For Features / Re: Small fixes buffs/nerfs for DoomRL
« on: September 05, 2012, 18:13 »
Is it possible to make the lava tiles "glow" in real-time? Like, when you play/stand still, the lava tiles could flicker and change light?
For those of us who still play Console, this would be great. Identifying a red lava tile surrounded by blood or sitting in Hell can be rather a strain.

Discussion / Re: Best mods for Nuclear plasma rifle
« on: August 13, 2012, 23:18 »
Mmmph. I didn't bother crunching the numbers; rather I was going sort of by "feel". Also, I was considering a Nanomanufacture P-rifle, which doesn't need reloading.... ever. To me, bottomless ammo is a pretty nice selling point, though I'll freely admit that the Hyperblaster is one of the best weapon assemblies in the game, and is easily capable of eclipsing an unmodded p-rifle.

Nanomac'd weapons are funny because you can just spray and spray, but it isn't so funny when they get you killed because they're missing shot or not doing as much damage as they could me.
Just reserve a single A- or S-mod, or take a level in EE. The former should always be available since the assembly needs WK2, but the latter option may not always be possible. Furthermore, SoB and TH are your best friends with bottomless magazines. The old requirements for Ammochain were WK2 and TH2.... the natural synergy was downright stupid, especially since old Ammochain flat-out stopped ammo consumption for rapid-fire guns.

(Minor derail) Also, a Nanomanufacture Rocket Launcher is absolutely hilarious.

Discussion / Re: Best mods for Nuclear plasma rifle
« on: August 13, 2012, 10:40 »
Possibly too good to even exist, since it would beat out a nanomac'd plasma rifle, and that's a Master Assembly.
That's debatable. And I'd submit that a vanilla Plasma Rifle with unending ammo beats out any Hyperblaster.

In the context of limited ammo, the Hyperblaster is better since it puts out about as much firepower as a regular plasma rifle, but with the ability to "modulate" the ownage. A Hyperblaster can be used efficiently against weak enemies due to the lower burstcount, and enables more tactical options with the reduced firetime.

When it comes to a situation that demands balls-out ridiculous maximum firepower, the Nanomanufacture Plasma Rifle wins easily. Even a Nuclear Hyperblaster would need to stop and recharge eventually.

That said, I'd still like a definitive answer if anybody knows if a Nuclear Hyperblaster can be built. I'm away from my main machine and DoomRL so I can't test this myself. I honestly have no intuitive guess for this one; I'd think that it could be done, since the Biggest F'in Nuclear Gun is a thing, and yet...

Discussion / Re: Best mods for Nuclear plasma rifle
« on: August 12, 2012, 16:19 »
Can a nuclear plasma rifle be made into a Hyperblaster? That would probably be one of the best mod setups for the nuke p-rifle if it can be done.

Requests For Features / Re: The Horrible Ideas Thread
« on: July 13, 2012, 11:14 »
Because the cigarettes are radioactive....
I like it.

HMP at present. I've been away from DoomRL for a while, but I intend to break into/through UV when I start again.

Requests For Features / Re: The Horrible Ideas Thread
« on: July 05, 2012, 16:24 »
Cigarette pack
Again a consumable, that takes 120s to use, and it's use is interrupted and lost if the player takes damage. However, you rest when you smoke, so a fully smoked cigarette recovers your fatigue from tired to cautious.
A cigarette pack has twenty uses (a standard size of a cigarette pack).
Should drain 1HP per use or something along those lines.

Discussion / Re: Quick questions thread!
« on: July 01, 2012, 17:06 »
Quick question: At what point does it become more practical to kill, say, hell knights and barons of hell with a pistol over a shotgun when you're going for a pistol build? Because I want to try and get a Sharpshooter build going for a UV Ao100 run. Or maybe I should focus on a Shottyhead build...
Quick answer, I'd say at the minimum once you have DG. For a single-gun build.... probably around when you get SoG3. (DG≈SoG3 in DPS). That's just a quick-'n-dirty answer, though; I'm sure somebody around here can come up with a MUCH more detailed (and accurate) answer in no time.

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