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Messages - IronBeer

Pages: 1 ... 3 4 [5] 6 7 ... 10
61
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 04, 2012, 22:20 »
Hmmm. I see what you meant now. Shells aren't exactly plentiful.
Perhaps we should save them for something nasty, but I'm personally a little concerned about the damage potential of the remaining Chainsaw dude.

>>How much time is needed to use a Stimpack?
>>Check distance between Grunt #1 and Self (To determine if we have time for some fancy aimed shooting)

62
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 04, 2012, 13:09 »
Have you noticed yet what enemies I'm not throwing at you?
Of the Classic Doom Ep1 monsters, I think it's only Pinkies and the Bruiser Bros. And Spectres, if you're evil.

63
Discussion / Re: Let's go shoe shopping!
« on: June 02, 2012, 12:32 »
I tend not to do tac boots anymore, though they are still good post-nerf. My first pair of boots will usually be A-modded Steel, assuming drops cooperate and the CC+ wasn't an absolute disaster. Later on, I try to upgrade to "army boots" (Protective+A mod) or "blue army boots" (Plasteel+A mod). Why? I like the extra knockback resistance, and because I like to have a clear path to Antigrav boots if I have the incredibly good fortune to find a nano mod.

As far as interesting interactions are concerned:
*Acid-proof boots are absolutely hilarious for flood levels and/or if you have the Acid Spitter. However, they will NEVER offer fire resist, no matter how many P-mods you jam onto them. Dunno about assemblies.
*AT Phaseshift boots are hella good. Just a T-mod pretty much negates the knockback penalty.
*Not a big fan of Gothic Boots- they're just too heavy. That said, somebody might have some interesting assemblies to build around them.
*Enviroboots/ Cerberus boots don't really shine unless you have the Lava Armor. I had an Ao100 game with Cerb Boots, the Lava Armor, and a Nanomachine Rocket Launcher. 'Nuff said.

64
Discussion / Re: Corner Gibbing
« on: May 27, 2012, 21:24 »
Is gibbing corpses by wall edges near doors a bug or feature?
Feature. How else do you think some psychos around here pull off ~100% N! wins?

65
Play-By-Forum / Re: Doom: The Text Adventure
« on: May 24, 2012, 17:03 »
>>Examine Helltouched Grunt

66
Play-By-Forum / Re: Doom: The Text Adventure
« on: May 23, 2012, 11:10 »
>>Look around carefully
>>Listen carefully for chainsaw sound

67
Requests For Features / Re: The Horrible Ideas Thread
« on: May 22, 2012, 18:42 »
Angel of Reverse - You play as a former human and have to kill the marines in the base.
You could actually build a whole game around that idea. Not just an Angel, an entire game.

68
There are a few tactics I like to use for the City. For a fairly general build, I like to go in with at least a Tac Shotty and a shell box (ideally). I use that combo against isolated pain elementals, then soften up the Agony Elemental with a few BFG blasts. Once I've critically injured the AE, I switch back to the Tac Shotty or melee and clean up. Finishing off the AE with a BFG usually destroys the skulls, which negates the larger point of why I go in there (if I make it so far, I NEVER skip the Halls of Carnage). Of course, things seldom go that smoothly, and if I wind up surrounded (as can happen right after pulling the lever), I REALLY like to have a Phase or 2 on hand.

MAD and MBM are both friggn' hilarious on this level (MVm has fallen out of my favor as of late, maybe I'll give it a go later). MAc is good as always, but you need to be careful to avoid getting swarmed- focusing fire on pain elementals first is the best way to control lost soul spawning. With a twitchy-ass trigger finger, you can generally mop up any straggling souls once the elemental is dead.

My "default" build is what I call Malicious Rocket Scientist- MMB followed by Juggler and Whizkid. I try to build a Tac RL in favor of the ML, so I can focus on rocketjumping to get in some poor bastards' faces with a modded Piercing Knife. It works pretty well here, since it lets me mix up my engagement range and permits me use all the tactics described in this post and earlier in this thread. (offtopic pssst- rocketjumping is stupid good on CC+)

69
Play-By-Forum / Re: Doom: The Text Adventure
« on: May 20, 2012, 22:36 »
>>What happens when we level up?

70
Requests For Features / Re: Where's the rest of the music?
« on: May 18, 2012, 21:27 »
...along with an occasional track from Doom II or Final Doom thrown in.
Without checking the music.lua file, I'm pretty sure that any music from Doom II or Final Doom is not being used by default. The current default is: Sonic Clang's remixes of all 9 Episode 1 tracks, plus custom tracks by fellow Chaosite Simon Volpert for the special levels.

Older (pre-graphics) versions of the game did in fact use midis from all three episodes.

Music and sound are particularly easy to mod. If you aren't happy with something, I'd invite you to change it! I've heavily customized my music and sound luas to significantly improve my experience.

71
Requests For Features / Re: Smoother liquid transition
« on: May 15, 2012, 22:55 »
Semi-related: there is one particular fluid interaction that console diehards like myself may appreciate being examined. In Hell levels, small blocks (1 square, isolated or diagonally attached) blocks of lava can sometimes have the same color as the surrounding floor. Despite the different ASCII character, it can still be difficult to differentiate the floor types. Would it be possible to force single (orthogonally-connected) tiles of lava to use only the brighter colors from the "lava palette"?

72
0.9.9.6 / Re: [H|AoMr|YAFV|YAAM] Anti-Freak=Anti-Revenant
« on: May 12, 2012, 09:02 »
I never bothered with the Trigun, because I can't dual reload with it.
* IronBeer whispers: "offhand".

73
Play-By-Forum / Re: Doom: The Text Adventure
« on: May 08, 2012, 00:15 »
>>Fire Standard Blast aimed at Imp #4

74
Play-By-Forum / Re: Doom: The Text Adventure
« on: May 07, 2012, 09:54 »
>>Review Shotgun firemodes

75
...i couldn't jump in my AT-plasteel, cause they have -75% knockback.....
Rocketjumping is supposed to negate your natural knockback resistance, only for the rocketjump explosion. I think.

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