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Messages - Sambojin

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46
Requests For Features / Re: Item Traps
« on: September 26, 2013, 17:04 »
I like both of these ideas. The "room with an island" idea would just be another type of room creation/generation (not that much different to lava/acid filled rooms right now). Getting the island to centre properly might be a bit annoying, but not particularly. It actually doesn't really matter if the island is centred anyway, just that there is an island somewhere in the lava/acid room with an item on it. It might be a handy "feature" if it's not centred, just to make skipping across acid corridors a bit easier after you've rocketed out the back wall (and probably destroyed said item).

For the item/enemy-summoner-vault, if it's a bit too clunky to code spawns off of items, you could just make it a new lever type. Either one that's soley for vaults or just as another random lever type. Pull lever, enemies and an item gets spawned in the surrounding squares. It's a bit cludgy, but it would be a lot easier to code if the original idea is too annoying. Better yet, do both. A new random lever and item-trap vaults. Possibly on an island surrounded with lava.

47
Discussion / Re: Jackhammer with MAc?
« on: September 23, 2013, 16:30 »
So it works with TH properly now? Wow. 5 shot shotty. Wow.

But I take it that it doesn't work with MAc still? Either way, I want to find one in 0.9.9.8. Soley for wasting shells (and shell boxes). Thanks thelaptop. It was always what I considered the god-tier shotgun, now it's just even more-so, as well as being snazzy in even more builds. That's good hack-fixing :)

48
Discussion / Re: AoB and Standard Games
« on: September 21, 2013, 22:36 »
As an aside, they actually give you the blue armour so you've got a gift-drop from the start in AoB (be careful where you drop it, one space back from a door is fine, in the doorway isn't). One of your first moves should be to take it off, drop it near the first door and proceed to punch formers to death. It only slows you down and is best used in the chained court (skip the arena on AoB unless you really know movement/attack timings). But you can chainsaw the arena master if you really have to with one green armour (to get there between bullets/shotties) and the inital blue (less plasma damage as you chainsaw the AM) if you play it on easier difficulty levels. You can do it on UV, but boy is it hard (Arena and CC+ is a recipe for failure unless the RNG loves you).

I have managed to get an amour-piercing chainsaw within a level of CC+ on UV though, so you can take your chances if you want.
   

49
Discussion / Re: Master trait discussion 1: Gunrunner
« on: September 21, 2013, 22:09 »
Some other thoughts on MGR specifically:

You may have made a "weakish" build of it, but not necessarily. Even one level of EE makes all the "big-kaboom" weapons better. Rel-Rel-SM is awesome as well. Strangely enough, I'd probably either lead with SM, or Jug->SM, with dodgemaster and the master-trait just being icing on the cake. Juggler is a mini-master-trait of it's own, sacrificing backpack space for extreme flexibility (it's right up there with Int(2) in my opinion).

Are you abusing the hell out of Juggler? In this version of the game it gives you the next LOADED weapon from your backpack. It's fiddly and time consuming to do, but you can have the "backpack full of shotties" effect going. Carry a shotgun as your primary. Carry a RL as your secondary. Carry a pistol in your backpack. Carry many more loaded shotguns in your backpack. Move/fire with MGR whilst running, free-switch to pistol (press 2), free-switch to shotgun (press 3). You now have the next loaded shotgun from your backpack in your hands. It works as long as you have 3 weapon types available (one primary with backups, a different secondary, a third "switcher" weapon in your inventory).

So, collect shotguns. Then combat shotties. Then RLs. Then MLs. Then BFGs. Mod them all in the best ways possible. Basically, it's a strange upgrade path to "on-tap" firepower for the cost of a few inventory slots.

It's abusing a mechanic, but the free-switch of Juggler was specifically changed in this version to allow this (and to not grab the next unloaded weapon, like previous versions). Maybe not for this use, but it was changed to grab the weapon with the most ammo available.

Does this make MGR more feasible? Yep. Very much so. Start a weapon collection, it's worth it.

Another point, does everyone have their MLs bound to a quick-switch key? If not, do so immediately. It's very useful with Juggler (even though the OP died on the ML getting level, the point still stands).

50
Discussion / Re: Master trait discussion 1: Gunrunner
« on: September 21, 2013, 20:07 »
Just a few rambling thoughts on comments posted. MSh is a shotgun build, but it's also a fairly generalist shotgun build. Being able to quick-switch to any weapon instantly, SM available for RLs/MLs and not too many other handy traits blocked, all make it a good "any weapon at any time" build, with shotguns having priority.
 
As mentioned, MGR is great with SM. It's also great with bulk-modded MLs. There's more MLs in the game now. Make of that what you will (weapon/quick switch is a fine thing). It's also not bad in "oh shit" situations with a bulked-BFG.

Pistols, shotguns, RLs, MLs and BFGs all working with a master-trait? Sounds pretty generalist to me. None of these weapons actually have priority due to the master-trait, you just tend to use your shotgun more often.
 
It almost makes a micro-launcher seem feasible. Which is a good thing.

Not only are shell boxes ace with MGR, so are rocket packs and plasma batteries. In the right situation of course.

15 extra turns of running is actually pretty nice. Nicer with SM, but it's not a bad thing to reposition/reload either (which is exactly where the trait falls apart without SM). There's plenty of extra running time available, you just have to approach it more like a melee/AoB type game, where medipacks and globes are more like pep-pills than actual health recovery items. If you can do it with a chainsaw, you can definitely do it with a shotgun/ML/BFG.
 

51
Discussion / Re: AoB and Standard Games
« on: September 21, 2013, 18:52 »
Some other general advice for normal games:
 
Do the arena and the wall. If you want an easy game they are the two special levels that give you everything you need. Which is a backpack and a ML. This is completely build independant in normal games. Halls of carnage is nice as well (or any level with a BFG). All high level enemies can be destroyed with sufficient applications of explodey-ness, no matter your build.

Mancubi are a fight-fire-with-fire type enemy. So fire rockets at them. Lots of rockets. The knock-back is a life saver, and it doesn't hurt that there's often a vile around re-raising them to take some splash damage.
 
Viles are also a rocket job. Splash damage and corpse gibbing are wonderful things. Item loss and inventory management be damned. Lots of rockets is where it's at. This is Doom remember?

Use your BFG. The amount of times I've carted that thing all the way to the end, modded the hell out of it, just to fire it at cybie/spidey a few times is ridiculous. There's plenty more plasma about than that, so use it. It's fun and quite relaxing. You can't rely on being able to nuke levels with any regularity, but you can rely on big-balls-of-plasma-death to lighten your mood.

Inventory management is important. Carry plenty of ammo, 2-3 armours (one busted green for gift-dropping) and no more than 6 medikits (less if possible). There is no such thing as wasting ammo or wasted ammo-slots, they go hand in hand. But how many situations have you survived due to all that extra life preserving gear? Very few usually, just because you would have died anyway or you didn't use it in any case. Either use it or lose it, and ammo can ALWAYS be used. If you're unsure, carry more rockets or plasma, and be sure to fire them when appropriate (or even when inappropriate). They just saved you some life and armour and made you smile. That's far better than most of the things clogging up your inventory.

Avoid all situations that look scarey. If you see it, and it looks scarey, hit run and run away behind a wall. Come back with a ML/RL/BFG equipped, full armour and full life in a few moves. Approach it from a different angle if you must, but it's usually best to know where the enemy are on the map, but this time having "full-everything-with-dodging" equipped, and a will to use it this time around. If you can't run away due to it being an open area, just hit run, weapon/quick-switch and fire at scarey situation with your biggest gun. Not your "build's-weapon-type-with-mods" gun, your actual biggest one. There is more ammo somewhere (you're probably carrying it).  But there won't be a scarey situation where there once was. Caution is a key part of DoomRL, so's corner shooting, but liberal applications of firepower is another facet of the game (when played well).

Basically what I'm getting at is that people rarely seem to use the things at their disposal in DoomRL. Use those medipacks. Use that armour. Fire the big guns. You can build a character all you want, you can mod the hell out of a weapon, but if you don't use the stuff in your inventory and you die, none of that forward planning was worth anything. 

52
Discussion / Re: AoB and Standard Games
« on: September 21, 2013, 17:52 »
As stated, the core of any melee build is levels in Brute. Everything else is just flavour. The master traits are nice, but it's Brute doing the heavy lifting for your build. This means that virtually any build can be successful in melee (as long as you stay away from shooting traits, duh) and in AoB. It doesn't make it easier to get going, but you do have a huge amount of freedom in your build. Also, read up on gift dropping (it's very useful for melee "door-watching", busted armour is still great to carry for AoB games) and how to make an AP chainsaw (it's your mid-tier weapon of choice between a normal chainsaw and the spear).

On higher difficulty levels, skipping a few enemies at the start isn't a huge problem (unless you're going for specific medals/badges). You get more experience anyway, with more high-level enemies to kill, so it evens out very quickly. It's a matter of making it far enough to get your equipment stacked up nicely, one level of experience won't make nearly as much difference as saving a couple of medikits, armours and some HP.

MVm is awesome. Always has been, always will be. It's not as good at hp-farming now, but it's still very nice.

For a different "masterless-master-build", try Bru-Bru-Bru-Ber-Int-Int on a scout. In any order you like really (with Bru to start with). As always, Int(2) is virtually a master trait on it's own, and melee is also the build that benefits most from knowing where power-ups are. Sometimes you can plan entire levels on "globe-running", especially if they're interspersed with zerks and invulnerabilities. It also helps you learn a bit more about the AI, so eventually movement patterns of enemies become more instinctual to you.

Use run. A lot. In fact, that's why I like melee builds so much. They teach you how to press the run button at the right time. I often forget in normal runs (even in shotgun builds) and still succeed. In melee games you can't forget or you die. Every small medipack, every small life globe, is an opportunity to run more. Often the extra health is simply a nice bonus side effect. Plan when to run, but just make sure you do it often. Bru(3) is a massive to-hit bonus, so don't worry about accuracy losses.
 
That's about it for my advice on melee games. For normal games, it's easier. Go for a MAD build (it gives you a good weapon and is pretty survivable). Remember that SM turns RLs and MLs into awesome weapons as well, so it's useful for any build. Or try a scout with Int(2) straight up and build into rapid-fire afterwards, or try a MFa or Msh build. All these builds let you learn and have a nice "levelling-effect" curve, where you get more powerful right when you need to. You'll have Rel(2) just before the arena, with SM often coming in during the fight, or you'll have Int(2) just before it. Both of these traits are ridiculously useful at that point, so you'll save heaps of ammo, life , medikits and random junk and put yourself on a good footing for later levels. The rest of the game gets a heap easier from that point onwards (remember to rocket-jump once towards the arena master in the chained court, bye-bye barons).

I could give TONS of advice for normal games, but they're the "easy" starts, even on UV.
   

53
Discussion / Re: Umm, so...
« on: July 30, 2013, 21:41 »
Also, the BIGGEST thing I can say to a new player is. Inventory management is just as bigger part of your character build as anything else. Bigger in most cases.

You have an inventory. Use it. Most of us have finished the game with plenty of ammo and medikits and armour to spare. Yay us. But most of us have died with a few hundred shots of ammo, a couple of medikits and some spare armour "umpteen-million" times. Just use up your inventory. Whenever you want to, whenever you need to. It is your "get out of hell free" card.

I know you want to keep it. I know that there'll be that megasphere or ammo-chain on the next level. For sure. Definitely. Or maybe there won't. It's the RNG that loves you or hates you. But is it?

Just use the damn medipack. At least you won't die that particular action. Even if there's not more where that came from, you're not dead. That action anyway. Horde all you can for your particular character build, but don't die next action. Use anything and everything in your inventory so that you don't.

There are no rainy days in hell, only dead Doomguys. Use your inventory.

54
Discussion / Re: Umm, so...
« on: July 30, 2013, 21:17 »
It depends on what you're going for. If it's just the win/full-win, then I tend to think that HMP/UV is the best thing to learn from. I rarely play on anything else.

For a few nice early builds, here's a couple. In no particular order.

Scout. Int, Int. Go for shotguns early, but build into weapon-type after.
Rel-Rel-SM. Can still go for plenty of different masters after this. Easy arena run on UV.
EE-SoB-SoB-TH. Masterless build. Highly effective.
SoG-SoG. Pistols ahoy!
Technicians. Throw a tech-mod on a shotty. Easy early game.
Build into MFa. Very (very) strong build. Rockets and dodges and shotguns. Yay.
Fin-Jug-Fin-WK. Switcheroony with big, modded weapons and armour. Freaks with technician's quick medipacks. Still great with any class though. EE or Rel afterwards.

There's a hell of a lot of builds that work. DPS, ease-of-use, speed, damage prevention/soaking, anything. To tell you the truth, there's a few OP builds in DoomRL, but virtually any build you take has it's niche. Just focus on 1-3 weapons or character attributes and build around them. You can't have it all. Assemblies are a part of character building, but so is non-assembly modding. Just make sure you shine in a couple of areas and be happy. Or go for MAD or Vampyre and laugh.

Note: scouts with Int(2) are great when you are learning the game. It's a crutch, but you will learn a lot from using it.

55
Discussion / Re: Tiles or ASCII?
« on: July 30, 2013, 20:49 »
Ascii for DoomRL. Tiles for DF, NH, Slashem and DCSS. The tiles are so pretty for DRL that I'm actually going out of my way to learn how to use them. But I got so used to ascii that the change isn't easy. I played tile-mode on all the others first.

For a graphical ascii that is seriously "the best" style of this, look no further than X@com. Now that's graphical ascii!

56
Discussion / Re: Balance issues for 997 -> 998
« on: July 15, 2013, 22:29 »
Badges don't really do anything in the game. As said, why nerf what is simply a self-accomplishment? You can play by your own rules for them. That is a good thing.

After a very small amount of time, all challenges and even AAo* challenges will be unlocked. If you *really* want all the badges, by all means grab them however you want to. Nerf them? I'm not sure that you can. They don't effect anything, they're just a different sort of challenge. It's actually one of the beautiful things in DoomRL. You can play it, you can win it, but there's an entire sub-section of wins available to you. It's not pokemon. You don't have to "catch 'em all" to have fun in the game, or even be an accomplished player.

57
I would have thought both MAD and Angel of Boomstick would have been a big reference to Evil Dead 3: Army of Darkness. The other shotgun masters are just as viable for the challenge, but without the double referencing. Not that it's exactly a bad thing though.

Bullet dance? I've always taken it as an anime or John Woo reference, maybe with a bit of Matrix or Kill Bill (?) mixed in. I'm sure there was something that had "bullet dance" in it, either in the script or somewhere in director interviews. But Angel of Marksmenship is what it says. So's Angel of Shotgunnery. It may not be a word, but it's what it says on the tin.

Still, it'd be an easy change. Just it would suck having to learn another forum acronym. AoBo? What's that? Oh, you mean AoSh..... Ok. Cool.

Where is bullet dance from?

58
Although, in that frame of reference, I'd love Ag mods to reduce drop-off by 1% on shotguns. And sniper mods to put them in the next narrower spread category (with combat-shotty spread being turned to bullet-style targetting, or rail-gun-like but with drop-off). The first one's easy, the second is fiddly.

The first one is also probably over-powered. An extra 1-4 squares of scouting range is pretty massive, the extra damage is also a huge bonus. Fairly situational (needs a big room or corridor to really shine), but still very handy.

The second is simply so a gun can be modded. A (9d3)x2 DB-shotty with less spread isn't really that good, neither's a single-fire with a CS's fire cone. A CS or AS with a bullet-fire or rail-gun-fire-with-drop-off might be pretty sweet though. It just feels stupid dumping an S-mod because you're not a whizz-kid. Any better suggestions?
 

59
But you don't want to exactly say "Look at MAD, just look at it!", otherwise I'd be fully in favour of Angel of Boomstick. And I'm sure shotgunnery is a word, and if it's not, it is now. At least in reference to DoomRL. That's computer games for ya. I know what ITYTD means, but a lot of the real world doesn't.

60
FPC Valkyrie / Re: Samples broken in trunk?
« on: June 29, 2013, 08:02 »
Whilst Valkyrie isn't exaclty the source engine of call for DoomRL, if you're still updating it for DiabloRL (with it's incredibly funkier room and maze generation), it'd be great to see.

I will, one day, get that thing working in the pascal wrapper for androidSDK.

Then I'll make a really crappy rogue-like. Because we need good ones, but there'll be some crappy ones along the way.

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