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Messages - Uitë

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16
Of course, if you're going pistols, you'll want to have at least a speedloader or a combat pistol if you can get it, and MSs also allows the use of a 10mm ammochain. Both would change the numbers significantly.

17
Discussion / Re: Mancubus AI
« on: April 03, 2012, 14:22 »
Actually, zerk plus a little extra fire resist easily works well enough.

18
Discussion / Re: Mancubus AI
« on: April 02, 2012, 17:00 »
Mancubus-Vile packs are really not a lot of trouble, if you can move/dodge well enough, or have resistances. All the missed mancubus shots will annihilate the viles (and each other) leaving you to do the mopping up.

I love taking advantage of that!

19
Modding / Re: [Module] Angel of Patience
« on: March 30, 2012, 12:16 »
And with a sharpshooter build too. I'm impressed, if a bit confused.
Sharpshooter does seem a bit useless on this challenge, since basically what it does is turn your gun from an average of 2 dmg to a guaranteed 3. Wouldn't you be better off taking a few levels of SoB?

20
Why would you take so many mods with you? Wouldn't those inventory slots be better used to hold other items?

21
0.9.9.6 / Re: [E|11%|YAVP] .996 Speedrun (3m45s)
« on: March 29, 2012, 07:09 »
Nobody was saying it was hard. It's just a lot more effort than clicking a single link.

22
Discussion / Re: Quick questions thread!
« on: March 29, 2012, 07:02 »
iirc, it's 0.2 seconds, regardless of any speed boosts you may have.

23
0.9.9.6 / Re: [U|99%|YAVP] Shotgun shells shmotgun shmells
« on: March 27, 2012, 10:46 »
I usually use shotgun until I get sharpshooter, though a chaingun is probably a good choice with EE. I'm not very good at using chainfiring weapons, though. Must be the lack of Angel of Chingunnery which would teach me to value them and use them.

AoMC is pretty much Angel of Chaingunnery. Sure, you could use other weapons, but the +12 accuracy and rolling max damage every single time really shine for rapidfire builds, making them proportionally much stronger.

24
Discussion / Re: Quick questions thread!
« on: March 26, 2012, 04:46 »
Yeah, the AI received significant upgrades. Not only do they not gravitate to the center, most of them have gotten smarter as well.

25
Bug Reports / Re: [0.9.9.6] Stormbolter bug
« on: March 23, 2012, 10:22 »
Yeah, it works like normal, and reloading worked as well, filling it up to 265 ammo every time. I'm not sure what happens when you don't have enough bullets in your stack, because the large number looks like a wraparound of the unsigned integer used to store the ammo count in the stack, so essentially represents negative numbers.

26
Bug Reports / [Fixed][0.9.9.6] Stormbolter bug
« on: March 23, 2012, 10:08 »
I tried to assemble a stormbolter on my last run, applying the bulk mods first, and the tech mod last. This turned my [10/10] pistol into a [10/9] storm pistol, and for some reason I reloaded, loading up to [265/9] ammo, and making the topmost bullet stack in my inventory huge (65k), but non-functional.

27
Discussion / Re: Quick questions thread!
« on: March 22, 2012, 02:35 »
You don't have to kill everything, so choosing your battles wisely can save you a lot of ammo. Also, it helps to have a low ammo requirement build, such as MAC, MSs or any melee. Melee is a good backup in any case, especially for Ao100.

28
Requests For Features / Re: Lost Soul AI change
« on: March 20, 2012, 13:42 »
Well, it works the same as dodging an arch-vile's attack. And honestly, changing slow projectiles to a similar mechanic doesn't seem very bad. If you have a rocket that moves 1 tile every 0.1 seconds, that would be a lot more doomish than what we have now...

29
Still wish there was a way to make the songs for each level be randomly chosen.

Actually, that is already entirely possible.

30
Requests For Features / Re: Lost Soul AI change
« on: March 19, 2012, 08:42 »
I like it, because I think it makes them both more manageable, and more interesting at the same time, without really weakening them as well.

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