That staff does many powerful and thought to be imposable things.Imposable?
Where does one find schematics anyway?
Where does one find schematics anyway?HAr HAr HAr...
I've also never managed to defeat the arena on HNTR AoMr, simply because all you have is a pistol with level 2 SoG and maybe a couple med packs.Arena with the entrance on L:2 is probably not a viable exercise for HNTR AoMr runs. Arena with the entrance on L:3 is another matter. The variance in the amount of armour and medicine you have at the end of L:3 is huge, no matter what difficulty you're playing on; some games I've had sucky luck and played badly and ended up with none left of either; others I've had amazing luck and finished L:3 with ten medpacks and four armours.
How does wall-breaking work? I know you need explosive or plasma damage, but I'm not sure how much.The HP/armor of walls hasn't been checked lately, although I'm imagine the stats are there. Some people can check these (or maybe Kornel could just tell us) so I hope they will respond to you. I've found that you need something like ~12 plasma damage to successfully deal damage to a wall, although destroying it means you need to damage it enough times. As for fire, I know that micro launcher (5d5) often only breaks one or two walls out of every ten, but the typical RL (6d6) usually gets around half.
When you only have one shell in your double shotgun, what happens when you fire normally? Do you get the triple blast? If not, how about the super shotgun (since that doesn't have a single-fire)?Using the alt-fire on a double shotgun uses an attack like a single shotgun, except with the double's spread/range (which is to say, worse). There's very little reason to use it unless your double is heavily modded and would therefore be better than a shotgun. It's mostly for ammo conservation purposes or if you can't easily swap to a better weapon.
How much time does it take to switch to a prepared weapon? How about an unprepared weapon (by pressing the number keys)?Swapping is 8 turns (0.8s) between equipped/prepped slot. I would assume that quickkeys are a typical 10-turn (1.0s) but, since they are included in Juggler benefits, it's worth checking out. If you want to self-test this, do the following:
Using the alt-fire on a double shotgun uses an attack like a single shotgun, except with the double's spread/range (which is to say, worse). There's very little reason to use it unless your double is heavily modded and would therefore be better than a shotgun. It's mostly for ammo conservation purposes or if you can't easily swap to a better weapon.
But one from your inventory in 1.0secs isn't bad considering the normal reload time of chainguns. Or shotguns/rocket launchers for that matter.
Wild chainsaws are not likely to occur in normal games -- it is only in Ao100 that you have a much higher chance of seeing it.
As for the backpack, no, you do not see it wild ever. Come to think of it, has anyone seen a BFG9000 in the wild for Ao100 or any other game modes?
Very rare wild backpacks in Ao100 would be kind of cool.Why do we keep calling it wild? This isn't Pokemon...
A wild CHAINSAW approaches!
Get 'em, SHOTGUN!
CHAINSAW uses BLOODGOD!
CHAINSAW's DEF rises sharply!
CHAINSAW's ATK rises sharply!
CHAINSAW's SPD rises sharply!
SHOTGUN uses JUGGLER!
Hits 2 times!
CHAINSAW uses RIP!
Critical hit!
SHOTGUN uses ASSEMBLY!
SHOTGUN transforms into ELPHTGUN!
CHAINSAW uses TEAR!
ELPHTGUN uses SHRAPNEL!
It's super effective!
CHAINSAW uses GUTS!
CHAINSAW is storing energy.
Go! Pickup!
(locks in place)
You caught CHAINSAW!
Would you like to give CHAINSAW a nickname?
CHAINSAW -> ZERKSAW
And why isn't there a general 'ask a question, get an answer' thread here?We had a "quick questions" thread a while back (http://forum.chaosforge.org/index.php/topic,3999.0.html), feel free to reuse it if you want. It's not stickied, although it may be a good idea to have one anyway.
If you take a master trait that blocks a trait you have levels in, does it plain disable the trait's effects or do you still get the benefits from it?You can't take a master trait if you have levels in any of the traits it blocks.
Can I play DoomRL without sound? If answer is yes, how?Two options here:
Where's the "I Win" button in this game?
F4 then F6.Sorry folks, God Kit only.
My question may be kinda childish, but there it is: Can I play DoomRL without sound? If answer is yes, how?The thing about this is that if you play DoomRL without sound, you will lose a very large cue on where monsters are, since the monster sound is weakly directional, giving you the hints on where might the monsters be.
The thing about this is that if you play DoomRL without sound, you will lose a very large cue on where monsters are, since the monster sound is weakly directional, giving you the hints on where might the monsters be.
I used to play without sound, but didn't manage to get very far in the end.
Am I meant to find Blood Skulls out of the City of Skulls? I have found two. 1 in Angel of 100 and 1 in the regular game.They're exotics, so I'd say so.
Am I meant to find Blood Skulls out of the City of Skulls?All exotics and uniques can be found at any point, barring minimum floor requirements. Uniques (should) appear only once per game, as long as you picked up that unique.
The nuclear BFG and plasma rifle can be overloaded into a nuke. Does it detonate immediately, or is there a countdown like with the nuclear bomb?Other than the Trigun's alt reload, all nuclear devices manually activate on a 10-second timer. (So if you didn't know about Trigun, there you go.) On the other hand, it's not a good idea to be activating one while standing on acid or lava...
Can you take the Brute trait after UC or do you need to finish the game without it?
On the other hand, it's not a good idea to be activating one while standing on acid or lava...
It turns out,
On a successful dodge roll, the enemy will target the square where you started your last turn. So, the move doesn't have to be exactly perpendicular, but it can't be along the path of the projectile.
Do different weapons/attacks have different dodge rates? I've noticed that, for example, I can dodge pretty much all of one Baron's or one Knight's attacks save one or two, but former humans with pistols hit far more often.Yes. Some actual data on these differences can be found here (http://doom.chaosforge.org/wiki/Dodging) (I don't know if some of the notes are correct, but the numbers definitely are).
I've found the Cybernetic Armor in the Armory, and after a freak accident at the Wall I was forced to equip it, or to be torn apart by several Barons of Hell. Since I cannot remove the damn thing, I have some questions about it.
Can it be destroyed?
How moddable it is? Can I bump it up with several mods or it has only one mod slot regardless of Whizkid? Can assembly recipes be applied to it?
- do you dodge only while running? or to dodge it's just necessary stepping diagonally up and down?
- do you dodge only while running? or to dodge it's just necessary stepping diagonally up and down?In addition to increasing your movespeed (which affects dodge chance directly), all enemies' accuracies are reduced, so in a way you have a better chance to dodge in THAT respect, but it's technically a better chance for enemies to miss with their projectiles if they were already targeting your tile.
So against slow enemies with dodgemaster i must always lure their movement or fire before i start shooting them, and then carefully calculate my timing to know when to move again?I suppose if you want to be as precise as possible then yes, you'll want to time every one of your actions to every one of theirs. The problem "I" have doing that is twofold: first, I can only know exactly when the enemy will move if I know exactly when they move relative to the game's turn count, and I'm not about to start keeping track of every game turn and every enemy's speed for just that purpose; second, all actions are not only timed to the turn count (whose base unit is 0.1s) but also to an energy count (whose unit is 0.001s) which complicates things further when your actions take odd amounts of time. I don't think players attempt to time their actions exactly with the enemy's except in very specific circumstances (like in 1v1 boss battles), and even then you can be fairly confident with estimates. It's not like enemies attack 100% of the time they can, either: there's only a set chance of them trying to hit you, and it's often lower than 50% (except on N!). In the end you can waste a lot of time for only a few successful results.
Does chainsword count as knife for purposes of Malicious Knives trait, as well as for Strongman Silver badge?
does Cateye increase the range of new Intuition 2?
thanks. oh, one more: do you need to have everything dead at the same time to open the lab cache in the Armory, or just the boss? (if everything, well, N! players are crazy anyway)
In Angel of Impatience, is losing a mod completely if you try to use it on a weapon that can't be modded anymore an intended behavior?
1) Can you hack through a wall with a shotgun/pistol/melee weapon if given enough time?No. Being able to damage walls at all is based on damage type: melee, bullet, shrapnel, and piercing damage will have no effect. And though other weapons have the possibility of damaging walls, most walls reduce all damage by 10 (possibly to 0), so weapons like the plasma rifle may still be unable to damage the wall despite having an effective damage type.
2) Can you use shotgun/pistol/melee weapon to hack through the doors in Halls of Carnage?Yes. Any damage type is effective against locked doors. However, locked doors reduce all damage by 6 which means a pistol might take a while, and a chaingun must be backed up by some kind of damage enhancement.
No. Being able to damage walls at all is based on damage type: melee, bullet, shrapnel, and piercing damage will have no effect. And though other weapons have the possibility of damaging walls, most walls reduce all damage by 10 (possibly to 0), so weapons like the plasma rifle may still be unable to damage the wall despite having an effective damage type.
An early Hellwave Pack could do it on both, I think. In theory; I'm not sure it can spawn in time. Or, for AoMr, the Anti-Freak Jackal or a High Power Blaster could poke through.I've actually tried using a Hellwave Pack on The Wall: it broke through every layer but one, which really sucked. (Could have been a bad roll, who knows.) Brick Silver doesn't seem to like me at all, though.
Why are there lost souls on dlvl26 in Kristopher's mortem? JC nerf on lower difficulties or something?
Can you win AoRA by waiting for the automatically dropped nuke to blow up, or does it have to be your own?If you reach Phobos Arena, you've already won. That's the one major upside to AoRA: you don't have to prepare for the final fight at all if you don't care about score.
if i get Son of a Bitch now, will sharpshooter still be open later?No; if a master trait blocks traits, those traits cannot be taken at ANY point in the run, neither before learning the master nor after it.
No; if a master trait blocks traits, those traits cannot be taken at ANY point in the run, neither before learning the master nor after it.
If a moderator could merge this with the QQ thread (located here (http://forum.chaosforge.org/index.php/topic,3999.0.html)), that would be excellent. Also, welcome to the forums!
Generally the best strategy is to avoid it and just take the regular stairs down on Phobos Hell level 1, unless you're playing Angel of Berserk. If you want to clear it, you'll need brute 2, berserker and a chainsaw.
would it be possible to take him out using hell wave or the such? or atleast damaging him enough that you could battle him?
would it be possible to take him out using hell wave or the such? or atleast damaging him enough that you could battle him?
can you mod master assemblies the same as others?
I just beat the game in 19 minutes and 3 seconds. I got the Compet-n Gold Cross (for beating it in under 20 minutes) but I did not get the Compet-n Silver cross (for beating it in under 30 minutes). Is this intended behavior?Pretty sure it's intended, along with the UAC Star and Icarus Cross sets.
Is acid hitting a nuke a Bad Thing? (a wave of acid is coming, the nuke has not been deployed - it's just on the ground. I'm just going to leave the level, but it'd be nice to know)
I noted that AoMr is rated "EASY", while AoSh is rated "Medium". It seems to me that AoSh is pretty easier than AoMr.
I'm missing something?
for example, I haven't been able to beat UV AoSg, but I think I won HNTR AoSg before AoMr.
does plasma damage reduce plasma resistance the way it reduces protection?
Is it possible to set a color for something to 'random', ala the durability overflow bug fixed recently?There are some hardcoded "colors" that cycle through a few (such as the portal at the Phobos Hellgate) but there isn't a pre-defined random color. I suppose it's possible from a modder's perspective but I really doubt it's something you can change up in the config files right now. (Also, the multicolors currently only work on cells or missiles, depending on the color.)
So Cybernetic Armor can't be modded, right?
I know you can change colors in colors.lua, but is there a list of entity IDs somewhere? Specifically I want to change the color of the double shotgun to yellow so it doesn't look like a pistol.
Try this link. (http://old-wiki.chaosforge.org/wiki/index.php?title=Modding:sID) The double shotgun is 'dshotgun'. (Note that this list is from pre-0.9.9.4 so it won't include the newest objects from the current version.)
Does firing a single shot from the double shotgun use a regular shotgun blast or a wide one?
What are the entity IDs for ammocans?
Colors = {
dshotgun = YELLOW,
stairs = LIGHTGREEN,
ystairs = LIGHTGREEN,
rstairs = LIGHTRED
}
I've updated the item and cell id lists and added them to the new wiki here (http://doom.chaosforge.org/wiki/Modding:sID).
Thanks, guys.
Another coloring question.
Are all the separate levers colorable, and will these colors only show up if you have Intuition? I'd like to know if something is good or bad without having to (L)ook and maneuver over to it.
If armor is at 0% but not destroyed, does it still give you the armor's resistances? For example walking around with 0% lava armor.
Does armor resistance ever get damaged along with the armor's durability?
What will happen if try to mod weapon that regenerates ammo by N mod?Will it regenerate two per action?Same questions for second N pack for normal weapon.
Btw, enemies spawned from levers still don't give exp. Is this final or has it not been reimplemented yet?
I'm not sure if this is already stated somewhere, but how much damage do you have to take for the "That hurt!" part of the Berserker trait to activate?
This may be a little subjective, but what is the easiest diamond badge to get?I haven't even got a platinum badge yet, let alone a bloody diamond, but it's considered to be Gatekeeper.
Is the assault rifle a better weapon than the Gatling Gun with a Sniper mod?I imagine that this is a matter of opinion. While S-modded gatling gun is pretty GG in its own regard, it still uses six bullets per attack, while the assault rifle uses only two (and deals more damage per shot). Depending on your ammo needs, one may be better than the other: as a matter of pure damage-per-second, however, the gatling gun will be superior (given all traits equal).
Hm, by the way guys.The best you can do is a lucky plasma shotgun in the armoury which'll tear through his armour and kill him before he teleports away or an even luckier Jackhammer.
How do you take the Shambler down on AoSg?
Because honestly, the luckiest I've ever been was about "heavely wounded" before he took off. (And next time I caught him he was "Lightly wounded", repeat ad you're screwed.)
Say guys, what should I do with this little Cybernetic armor I have?
Wait for power mods to make it Nanofiber/ Skin(!?!), or just bulk mod it? (Currently B1T2 in the inventory.)
It seems that Shielded Armor is indestructible. Can anyone add that to Wiki?As a matter of fact, you could add it yourself! That's why it's a Wiki and not just a webpage with information on it. Use this page (http://doom.chaosforge.org/w/index.php?title=Special:UserLogin&returnto=DoomRL_Wiki) to log in with your forum name/pass, at which point you can get started fixing anything that's inaccurate or missing.
I didn't think this merited a new thread but, basically, I'm colourblind and I need some help. To whit I had no idea bridges existed until just now, and I found that out completely by accident - I walked onto one accidentally, thinking it was acid, then realised my health wasn't decreasing. The 'bridge' floor tile and the 'acid' floor tile look identical to me. Is there a fix for this?I know that there's a colorblind mode you can activate in the config.lua file, which may help with this sort of thing.
How can I post my mortem text?Mortem text from the latest game can be found in mortem.txt, located in your base DoomRL folder. For older mortems, check the mortem folder for the date.
I don't know how to put my mortem text in the proper tags.
Frontal Start Angel of Berserk on Ultra-Violence or Nightmare is near impossible.
Besides, most of us are just used to not changing the start location setting anyway.
That used to be true, but now that the shotgunners don't start outside of the base25% of the starting scenarios still have shotgunners outside of the base. Don't know if that's still true for AoB though...
How exactly does armor durability work?The wording on the Wiki is misleading, I suppose. Basically, there needs to be a comma in the Wiki article: "The amount of durability lost is equal to the amount of damage, reduced by the protection value of the armor or boots." It's still pretty unclear wording, so I'll clear it up after replying here.
In the Armoury, does the Shambler's teleporting action take time?I'm pretty sure the teleport takes zero time. It's technically not a queued action but, rather, has a chance to occur on every action it takes. So yeah, Shamblers can be REALLY unfair. (This, along with the obnoxious randomness of the teleport, have been fixed in the beta.)
Just died on AoMR (eight large medpacks ugh) after the I was shooting the shambler in the first corridor of rooms, then he suddenly teleports behind me and electrocutes me in the same move.
I should probably try and see if the special [for the Longinus Spear] can [destroy walls].Actually, it can. In fact, this used to be one of the theoretical ways to go about breaking into the Vaults during Angel of Berserk, basically requiring lots of med-packs instead of phase devices. It's probably not the BEST use for the Spear's alt-fire but it's certainly something to take advantage of.
Doubt it though.
Why isn't the small building in the Chained Court + symmetric? The bottom left corner doesn't have the same little notch. It bugs me.
Not to mention there's an open door surrounded by walls in the Cathedral :P (but that one has a purpose ^^)Is it where the LS is? (so you can't phase onto it)
Anybody asked this yet?
With dualgunner and primary gun with less ammo.
You can't shoot while the first gun has 0 ammo.
Why not allow shooting while primary at 0ammo as long as secondary still has? (Swapping seems an unnecessary waste in this situation)
Secondly, combat pistol doesn't have dualreload as alt.reload. That on purpose? Doesn't look it would disrupt the balance that much.
Say, how do the monsters work.It's turn-based, after all, so they attack when their turns come. Or they move. Or use items.
Do they attack after your move?
If so, then that's pretty cheap, IMHO.
Say, how do the monsters work.
Do they attack after your move?
If so, then that's pretty cheap, IMHO.
Say, how do the monsters work.Ehm, cheap? Didn't it happen to you time and time again, that on _your_ turn you went into a monster's line of sight and got immediately blasted on _it's_ turn?
Do they attack after your move?
If so, then that's pretty cheap, IMHO.
The one time where I was going to attempt it, I screwed up with the nuke countdown because of my gravity boots and my ignorance about the lava element's duration. See my mortem here (http://forum.chaosforge.org/index.php/topic,5023.0.html) and imagine sad violin music playing in the background.
What happened it that game? Even after reading the text, I don't understand it.If you don't understand as to why the nuke killed him, it's because invincibility (and all other status effects I believe) count down actions you take, rather than time, so a player with gravity boots is most likely going to take about five actions every second, and therefore lose five turns of invulnerability a second.
've been playing DoomRL for quite a while now, just registered to post a question because I still don't understand shotgun mechanics well. Specifically, the double shotgun - is it and its kin considered as rapid-fire shotguns, since they fire 2 shots in succession? I'm asking because the most recent changelog states something quite crazy imo - Trigger Happy now works with rapid-fire shotguns. Does the DS get the benefit of TH and fire 3 shells instead of 2?I don't think it does, and it doesn't matter anyways. Double and Super Shotguns only have clipsize of 2, so despite any traits or modding, those weapons will only ever fire two shells max.
Quick question: do enemies still converge to the center of the map?Not at all. The game used to have a default AI for enemies, as well as a set of flags to alter it slightly: now everything is built using lua-side AI, with completely customizable objects. From a modder's perspective, this requires creating your own AI from scratch if you don't like any of the base game's. I am planning on including a small library of "default states" that most base AI tend to use, so that it's easier to work with what already exists.
This could well go into the Request for features thread, as quite a lot of higher badges are dependent on kill percentage, and it could be shown, for example, in "@" screen.tehtmi managed to change the statistics so that they automatically update whenever you access them, so this sort of thing can be a lot easier to implement. I agree that it'd fit best on the character info screen.
Make the assembly after getting WK2, then you can add one additional mod.
The order of mods has no effect as of 0.9.9.5
Any tips about beating the City of Skulls with Eagle Eye Technician? I usually go for assault rifle/turboblaster, and OMG DOZENS OF LOST SOULS AT POINT BLANK RANGE after the lever is pulled are not that easy to deal with for nooby me.
Homing phase - best thing ever in City of Skulls.
Well, best thing ever in CoS is definitely vampyre but this comes close =)
Homing phase - best thing ever in City of Skulls.
I managed to clear the thing on AoMr with a homing phase! (i.e. bullets!)
how come I can never pass Hell's Arena on AoD?...I can't for my life wreck all of them down, they either constantly reappear, or get revived like in Nightmare!They ARE reviving like in Nightmare!. That's one of the changes that AoD imposes: I'm surprised you never noticed it until then. But yeah, corpse-stacking is a pretty good way to deal with reviving enemies when you don't have explosives handy.
it was my first AoD try, that's why I didn't noticed that. Thanks.
Why on AoB 0.9.9.5. large healing globes don't give any berserk, and in challenge description is written that they work as berserk packs?A bug, long known about and fixed for 0.996.
Not sure if this should go in the Modding forum, but it seemed too small to warrant a new thread.Nothing other than trial and error for now, correct. I'll try to include a page on the modding section of the wiki that has all of the sprites and their corresponding sprite number.
Is there any way to find out what sprite number each item uses, or is it just trial and error to find the ideal number?
Not sure if this should go in the Modding forum, but it seemed too small to warrant a new thread.
Is there any way to find out what sprite number each item uses, or is it just trial and error to find the ideal number?
core.log(dump(items))
Internally the sprites are referenced by names and not numbers
local function dumpsprites()
local t = {}
for k,v in pairs(_G) do
if (string.sub(k,1,6) == "SPRITE") then
core.log(k .. " = " .. v)
end
end
end
It also helps that the melee enemy bug (which I thought of as "Gay pinkies syndrome") is gone. The lost souls are now very quick in dispersing around the map.Actually I'm still seeing this persist in rare occasions (usually involving more than two demons/souls though). I'll need to take another look at the AI code, maybe just make it impossible for them to be next to each other when the player isn't in sight.
Actually I'm still seeing this persist in rare occasions (usually involving more than two demons/souls though). I'll need to take another look at the AI code, maybe just make it impossible for them to be next to each other when the player isn't in sight.
maybe just make it impossible for them to be next to each other when the player isn't in sight.
I use FullscreenMiniMapSize = 6
bardysya, clear read-only flag from the file.Oh... didn't try to do like that... Thanks!
In the new version I went through my usual chaingun + 3A and instead of 'assault rifle' it now says 'assault chaingun'. Is this schematic now available to other weapons as well?
I have a question of my own: What is the rationale behind displaying percentages for health, armour and experience instead of the raw values?Remember Doom? Health and armor were displayed this way there. DoomRL just keeps up with this trend.
I guess my question is more "why is important game information hidden under an extra layer like that"Experience is more easily recognized in a percentage form, and there's not enough room to place both current and needed numbers (experience curves rather quickly in DoomRL, so even 10^4 values aren't rare). Armor is already a point-for-point system, such that 1% durability is the same thing as unit of durability: we could remove the percent sign and it wouldn't make a difference.
I notice some people have a larger resolution for this game. My computer can certainly handle a bigger res (zoomed out to see entire floor in full screen), but I'm not sure how to go about doing that. Can't find it in the config file. Anyone? Thanks in advance.There should be some parameters in config.lua near the top with words like "Windowed" and "Fullscreen": these are probably what you're looking for. I forget the exact names, but there's probably something that sounds like "WindowedScreenWidth" and "WindowedScreenHeight", which would be used to set the resolution of the windowed game (similar for Fullscreen).
If nothing else, we should probably include the player's 100% health "number" somewhere so that players can have a reference value.
Is it just me, or has the AI improved?Compared with the last version I played (year ago I guess) it has.
Does drop-rate somehow connected to difficulty?Everything you need to know about item generation can be found on this wiki page (http://doom.chaosforge.org/wiki/Item_Generation). That there is no distinction of difficulty on that page only means that there's no connection to it and generation rates. The only positive boon for playing on a higher difficulty (aside from getting higher-tiered badges/medals) is that you'll level up faster as a result of more enemies.
I'm just being curious: Are all the sprites of normal monster a size of 32x32, and the bigger ones of 128x128?I believe the big sprites, such as the Cyberdemon and Spider Mastermind, are actually just 64x64 (so that they could potentially take up as many as four tiles). 128x128 would be really huge.
I recently played a ITYTD in wich I cleared all 7 special levels, then I died to a Vile on level 23. Then I won the Conqueror Badge. Is it intended to get the medal without winning the game?
Help me understand accuracy.
I'm running an ammochain build on Ao100 at the moment. I found a sniper weapon pack and thought it would solve all my accuracy problems, but I might be wrong. If I'm understanding this correctly, all it does is negate the accuracy penalty for range.
What this means is that an agility mod is actually superior to a sniper weapon pack at close range (+1 vs. +0), equal at medium range, and inferior at long range. Am I correct? What are good mods to put on a plasma rifle for my build (please, nothing higher than basic assemblies; haven't found them yet). I have a sniper weapon pack; maybe an agi to round things out? How much accuracy is enough?
Whizkid allows you to add an extra two mods to a weapon or one mod to armour/boots for each level you have. In addition, if you have WK2 before you assemble something, you can add an extra mod on top of it. So if you made another high power weapon now, you'll be able to mod it a further time. Has been explained before, but I can't blame you for asking as it is quite fiddly.
Whizkid allows you to add an extra two mods to a weapon or one mod to armour/boots for each level you have. In addition, if you have WK2 before you assemble something, you can add an extra mod on top of it. So if you made another high power weapon now, you'll be able to mod it a further time. Has been explained before, but I can't blame you for asking as it is quite fiddly.Actually, this is bad, illogical and stupid. Should be always possible to add extra mod on assembly (as long as you have WK2).
Actually, this is bad, illogical and stupid.Quite logical.You(DoomRLGuy) were stupid when you made an assembly without WK2 so you ruined any possibility to mod it again.
Does Onyx-modded medical armour still regenerate your health?Yes.
If it does, will it lose hidden durability and need to be repaired?Yeah, it does lose durability, so yes you'll need to repair it.
Assembly out of an assembly?Not possible in this version.
I saw some videos with people using Assault cannon, 200 bullets with 10 shots, how to get this weapon?Assault Cannon was replaced with the Assault Rifle assembly.
Whats the best mods to add to nuclear plasma rifle? nuclear hyperblaster any good? i always add 2 bulks and 3 power mods to make it good.(Leaving this one for someone else)
Burst assembly any good? -2 to accuracy makes me not want to make it so much :(But it fires more shots, and it really depends on what weapon you make it out of. Eagle Eye will probably offset the penalty some.
Assault Cannon was replaced with the Assault Rifle assembly.I think you mean burst cannon not assault rifle.
Whats the best mods to add to nuclear plasma rifle? nuclear hyperblaster any good? i always add 2 bulks and 3 power mods to make it good.I prefer B3T2 or something like that.For MAc user with SoB5 S1T3F1 is probably the best.Iirc you can make hyperblaster only out of normal plasma rifle.
Burst assembly any good?Once you get SoB4/5 it's no good at all, untill then not sure.
Quite logical.You(DoomRLGuy) were stupid when you made an assembly without WK2 so you ruined any possibility to mod it again.If someone is a technician then he is everything but stupid ;| .
Is the Shambler's ranged attack supposed to go through walls? I find that monster to be the easiest boss fight for me usually...Probably bug, probably some other things work the same bugged way (Cyberdemon and his rockets).
The shot time can be reduced further with extra levels of Fin or SoG, but no lower than 0.1 sec / dualshot.Hmm, for some reason in one of my last AoMr runs I had 0.09 fire speed displayed :| .
Hmm, for some reason in one of my last AoMr runs I had 0.09 fire speed displayed :| .Perhaps you were playing as a Scout with SoG4 and Fin3 and T-modded pistol? Or with SoG5? If yes, then it looks like the max(0.1s,actual value) check (for display at least) is done prior to applying speed factor, since Scouts have 110% speed.
Does an F3 tristar blaster really fire 9 shots? Are they just invisible due to overlapping the normal ones?
Yes, but I'm not sure how does it stack with Scout's intrinsic speed boost. It's either 130% base or 120%*110% base (that is 132% effective speed).
In watching Game Hunter's tutorials, it seems that monsters want to gather in the center of the maps, but I am not noticing this behavior at all in 0.9.9.6.Believe it or not, this had already changed a lot for enemies by 0994. I'm planning to redo the tutorial stuff (in such a way as to be even more helpful) for 0997, since we're going to see a bunch of extra content there, but I suppose I could make some new ones soon anyway. I don't think we'll be revamping the everybody's AI anytime soon.
Yes, but I'm not sure how does it stack with Scout's intrinsic speed boost. It's either 130% base or 120%*110% base (that is 132% effective speed).
Multiple Berserk packs will stack in duration? If I take both those in the Chained Court, will they last twice?
If I take the chainsaw AND the two packs, will they last like three packs?
Oh yes, they stack.
Same with invuln and all that jazz. (light amp etc.)
So basically, the best way of clearing the Chained Court on UV would be to kill the Barons safely, kill as many little guys safely, then pick up ALL berserk packs and rocket jump to the Arena Master to kill him with as much berserker duration as possible, to make sure that it won't expire while you are fighting him?
For instance, movement speed you move one grid. Same goes with reloading it takes one turn to reload when you press "r". Similarly you can get one shot of per a turn.Same happens irl.
This is the first Rogue Like I have ever played, and I am a bit confused by a few of the stats namely increased movement speed/ weapon fire speed/ reload speed.
How do these benefit you in a rogue like when its on a turn by turn basis? For instance, movement speed you move one grid. Same goes with reloading it takes one turn to reload when you press "r". Similarly you can get one shot of per a turn.
I would appreciate clarification.
In addition, do perks such as hellrunner that increase dodge chance work on visible projectiles such as an imps fireball or cacodemons projectile attack?
What is the Arena Master id for sound.lua / soundhq.lua file?
Fittingly, the id for the Arena Master is "arenamaster".thanks, I have tried "arena", "master", "arena_master" - and nothing worked :P .
1) What is YASD and YAVP?Yet Another Stupid Death
2) I'm still new to the game and learning the ropes. I'm not sure I understand weapon mods. If I have two levels of WK, does that mean I can put 6 mods on a pistol? If so, does that mean I can go PPPTBB with the final mod turning it into a Storm Bolt that does 1d14x2 damage?That would be awesome, but that's not how assemblies work.
3) If I do something similar for an energy pistol (PPPPPT), would that be 2d9+9?
First, WK (2) would allow you to add 5 total mods to a ranged weapon. 1 naturally + (2 per level of WK)*2. Also, you can't add more than 3 of a given type of mod to a ranged weapon. Melee weapons and armor can only take 1 of a given mod type (unless building an assembly), and can take one extra mod per level of WK.
Assemblies can only be made by following a particular "recipe" of mods. Also, assemblies of any level can only be modified if you have WK (2) when you make the assembly, and even then, exactly once.
Or, does it have to be just TBB and that's it?Yep. You need to match the specified assembly recipe.
Regarding your second part, you have to do the extra mod during the assembly? In other words, you can't do the assembly when you have the mods, then add the extra later if you don't have it on hand at the moment?You do the assembly first. If you have WK 2 when you make the assembly, you can add a single extra mod any time after the assembly is made.
You actually have 2 active slots, 1 for your 'ready' weapon and 1 for the 'prepared'. As soon as you select another weapon, this replaces your current 'ready'. Prepared remains the same, and Z keeps switching between these 2.
The only way to reset is by manually selecting your 'ready' and/or 'prepared' again.
Ahh I've got it. There is a case with calling weapons with keys, if you have a responding weapon in your prepared slot, the game initiates a swap instead of pulling from inventory, just because it is faster.
It isn't faster, quick key swapping and prepared swapping actually take the same amount of time (0.8s).Hmm, I was under an impression that quickkeying a weapon costs 1.0s, and swapping for prepared costs 0.8s. And then, how long does it take to use equip/swap for inventory (e - down - tab - select), and how long is to use weapon from inventory (i - select)?
Four questions:
1) Can the Jackhammer be modded? I have this fantasy: getting a Jackhammer as a technician, making a nanoshrapnel assembly, then adding a firestorm pack for a 5d3 x 5 weapon that ignores all armor/resistances, and needs no ammo. If only there were a way to eliminate the -5% damage per tile between you and your target.
2) I understand that mod order affects the stats of the result when creating assemblies. How exactly?
3) When making an armor assembly which requires two of the same mod, am I correct in assuming the following: the order does not matter except that the duplicate mod must be added last.
4) At what stage in the calculations is the bonuses from son of a bitch applied? So basically I'm asking whether resistances, armor, damage falloff for shotguns, etc. affects the sob bonus.
Thanks in advance.
Also, how do I mod my player files to unlock certain challenges?I'm assuming by 'challenges' you mean challenge modes, like Angel of Berserk and Angel of Marksmanship etc.
I'm assuming by 'challenges' you mean challenge modes, like Angel of Berserk and Angel of Marksmanship etc.
I have no idea how to mod player files, but the easiest way (in fact the only legitimate way) to get them is by increasing your skill rank, which involves gaining badges.
Check the wiki to find badges you'd like to try to earn/find easiest to get challenges quicker.
I did plenty of unlocking a while ago but after a clean install of Windows I'm back at rank one, and I'd rather not spend a lot of time unlocking AO100 (the challenge I'm in the mood for.) Is there any place where I could download a .wad that lets me do so?I'm pretty sure someone else on the forum lost their player.wad, and requested someone else upload theirs. The post should still be here, not sure if the wad itself is. Check the previous pages of the DoomRL Discussion forum, you'll find it sooner or later.
I have some questions about the Gambler's Shield - does it count the levers in special levels (Hell's Armory, City of Skulls, Dis), does it count only one pull of the lever (that is, is there any benefit to pulling the spawn enemies levers more than once?), does it count it as lever pulled if you try to use the medical station/armour depot while you have full health/durability and is it possible to get one instance of pulled lever if I run past the mastermind and pull the other lever present in the level after the walls have been lowered?
Getting a few extra medals is what stands between me and promotions, and I reckon that this is one of the easier ones that
I'm still missing. I'll be making note of each lever pulled when I'll try to earn it, so I'd like to know which of these cases are considered for the purpose of the medal.
What's the standard attack time for melee? And does it depend on the weapon you're using? Wiki mentions nothing of this.IIRC from in-game stats, all melee weapon and fists take 1.0s, and are subject to Finesse, tech mods, berserk etc. speed boosts.
IIRC from in-game stats, all melee weapon and fists take 1.0s, and are subject to Finesse, tech mods, berserk etc. speed boosts.Mostly true: the Ripper assembly has a 0.5s attack time (and is the only melee weapon to have a non 1s attack time).
Mostly true: the Ripper assembly has a 0.5s attack time (and is the only melee weapon to have a non 1s attack time).Ah, thanks for correction then. I never got to assemble Ripper anyway, and from the stats it seems quite awesome.
So it would come out to (2d(4+1+1))x2, 4-24, avg 12 damage? Assuming both shots hit and I have no other traits.No, shark has the formula correct - the trait bonuses are applied to the result of the dice roll, not to the dice sides. SoG and SoB mean their respective levels, so with both of them maxed up to 5 it's (2d4+10)x2 = 24-36, avg. 30, assuming both shots hit.
Also, if all you can see is torso and feet, it may be less clear that some resistances are applying to both.
...like getting damaged by teleports...
...and the thermonuclear bomb.
¿Say what?Teleports.
Teleports.
Yeah, when you stand on the exit from teleport, enemy can kill you by moving on to teleport.
The easiest way to experience it is in Spider's Lair.Almost died there once this way.
As in 'getting damaged by the nuke and surviving it'? I thought it was either one or the other, depending on being invulnerable or not.
...which sucks. Monsters can telefrag you but you can't telefrag them, while the opposite is true in Doom.
Monsters can telefrag you...
The behavior is actually symmetrical between the player and enemies. Standing in the way of an incoming teleport does 15 internal fire damage and redirects the teleport elsewhere. (The teleporting player/enemy can also take damage if the destination is blocked by something like a barrel.)
Just wondering - would a point-blank rocket aimed at an almost dead mastermind count as a partial victory, if it killed both of you? Or any self-damaging weapon while we're at it?
Not that ist's very likely to happen, I'm just wondering.
Just a couple quick questions about chainfire; since I was about to try start a few chainfiring characters:If you begin chainfiring and there's still an enemy visible, you'll still be chainfiring. This behaviour continues until you need to reload or all enemies in sight are dead.
>> Is it like a mode switch or do I have to press Shift-F every time to rev up the chaingun/plasmarifle? (actually, if the latter is the case, would CAPSLOCK work for combat engagements?)
>> Does Ammochain and Entrenchment ONLY work during the secondary fire? Or do they apply to the standard volleys?
If you begin chainfiring and there's still an enemy visible, you'll still be chainfiring. This behaviour continues until you need to reload or all enemies in sight are dead.So, I press SHIFT-F once at the start of the fight, and then its okay to just press f and chainfire will continue to happen as long as enemies are around?
Ammochain works always, on all rapid fire weapons. You don't need to chainfire for Ammochain, but Entrenchment will only provide its resistances when you're chainfiring.
First of all it makes damage type piercing.
Mostly useful against AoD which has 10 armor.Extremely effective when you're killing him with knife-throwing.
Also if assembled in PA order, then both sides and dices increase by 1.
And just how many piercing knives do you intend to bring? It sounds like an extremely effective tactic, except for the fact that you're going to have to get into melee range in order to retrieve your knife...At least one.Also there's no need to get into melee range, you just need to lead AoD away from your knife, then circle back to it, and pick it up.
And that's the part of assembling that I'm still not getting. Does this mean that if you assemble AP, you simply get an extra die but with increased accuracy?chansaw: +0 accurace 4d6.
that's the only assembly where order matters
Actually, according to the wiki the Environmental boots (http://doom.chaosforge.org/wiki/Enviromental_boots) have a build-order feature (which simply amounts to 'whatever you do, add T last'). Having read this and your answer leads me to believe that there might be more assemblies in which order matters.That comment is just as a note as to the current implementation of the assembly. It is not meant to indicate it's an intended feature.
On a sidenote, as I haven't checked the game yet, there are 2 'n's in Environmental...
2 of those were killed by something unknown.
And 3 couldn't handle the stress and committed a stupid suicide.
Suicide happens when you die on hazardous terrain.
Pushing barrels into lava used to be my favorite form of suicide. Used to be...
Sounds sensible enough, but no. I know of at least 2 times I got killed on lava (CC + HoC), and there's not a single suicide in my mortems...
I believe this is mistakenly reported as "killed by a soldier" in 0.9.9.6
How the hell do you crack the vaults-I haven't been able to figure out how to get in!To open the vaults, you need the Arena Master's Staff, which can only be gotten by doing Chained Court+ which can only be entered after doing Hell's Arena.
[thelaptop: Shifted to Quick Questions thread because it is more appropriate than to use a single topic.]
Gun Kata isn't designed for open field combat.
Is pistol-whipping still disallowed on strongman badges etc., or has that already been fixed? I think I read that it is fixed, but I'd hate to be wrong about it.
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.
the wiki says that a Full Reload "...will reload the weapon's entire magazine. The amount of time taken is 0.2s plus the time it would take to normally reload the amount of missing ammo. For the combat shotgun, the weapon will also be pumped." Isn't this what regular reloading does anyways (sans the pumping)?Full reload is identical to continuously reloading the weapon until it's full. (IIRC the extra 0.2s is only included if you need to pump, as one would expect.) It's there for the convenience of easy reloading when you know there isn't going to be something attacking you in between rounds.
And for Single Reload "...Single reload will reload only a single ammo into the weapon's magazine. This time taken is the same as a normal reload." Why would you only reload one ammo if it takes the same amount time to do a normal reload?
Lastly, I see "moving reload" mentioned a lot; is this just a result of Shottyman or is there another means of reloading while moving at the same time?Moving reload (or move-reload) is exclusive to Shottyman, at least in the sense of literal reloads: some equipped or prepared weapons will regenerate their ammo as long as you aren't shooting, which technically allows for the weapon to reload while you're moving, but is typically not the same context for which move-reload is used.
So do some weapons actually have multiple reload choices?Combat shotguns and their derivatives (assault shotgun, tactical shotgun, etc) have a "full reload". Double shotguns (and maybe their dervatives such as super shotgun and focused double shotgun) have a "single reload". Alternate reloads are accessed with the alt reload keybinding, default "R" (in contrast to the default reload "r"), so you're correct on that matter.
I know that single reload is bugged right now, but what is it normally supposed to do, let you reload one round at a greatly reduced speed than normal reloading?Single reload will allow you to reload half of a double shotgun at half the firing time. By itself this sounds a little silly (about as good as the difference between normal and full reload on a combat shotgun, which is only subtly important), but double shotguns also have a "single fire" alternate, allowing them to shoot only one shell at a time. This means you could very well use the double shotdown to attack two separate targets and reload as necessary. Single reload might be a tiny bit more than half to deter a complete need to always use it ("reload spam syndrome"), but it should make the double shotgun type considerably more useful as a whole.
Single reload will allow you to reload half of a double shotgun at half the firing time.
*The length of invulnerability/zerk etc. is measured in actions, not time, and reloading a combat shotgun takes 6 actions (including pumping) while full reload only one, so that is AFAIK the only situation# in which it is advantageous to use the full reload.
#This reminds me that I ought to read House of Leaves again...
Or, as would likely be the case, you're not invul and you really need to shoot things ASAP.Strange example.
Okay, I think I understand now.
Combat shotgun, for instance. 5 shots, 1 pump. If totally empty, and you hit Full Reload, (which is "...The amount of time taken is 0.2s plus the time it would take to normally reload the amount of missing ammo.", I just now realized this means PER SHELL), should take 5.2s, but only counts as one action. During that 5.2s, all manners of beasties could crawl up and bash your brains in. But, as you mentioned, if you were Invul, this would be better because you only lose 1 duration of Invul as opposed to 6 (for a reloading 5 times and pumping 1).
However, still with Combat shotgun, if something is rushing you down, and you were totally empty, you could just reload 1 shell (1s), and pump (0.2) to get ready, but this would cost you 2 durations of Invul. Or, as would likely be the case, you're not invul and you really need to shoot things ASAP.
Is that about right? I had no idea actions and time were counted separately until now.
Speaking of which, when is a good time to use the necroarmor? It ruined a game the first time I found it, and I havnt put in on since.Necroarmor is a great general-purpose armor, I'd easily pick it over red, even P-modded red which has the same protection and fire resistance to boot. Reason is two-fold. First, generally speaking, armor shards are much rarer than health pickups, and with Necroarmor each health pickup effectively acts as an armor shard. Second is the speed boost, there are very few body armors in the game that boost speed, and speed is the most powerful stat in the game when maxed out.
To get the badge, you need to finish with untouchable cross, which is awarded for taking 50 damage and less, so you can take some damage. A bit of warning - I have a feeling this badge is bugged in the current version.Too much random for me. I played lot of AoHu recently (for Everyman Diamond) and found that game becomes very easy on the latter levels when you get your hyperblaster and 300+% speed, but I don't know what to do to avoid damage on the first levels, especially without Int2 and corners to giftdrop.
In any case, it is possible to do the entry without taking a scratch, but it takes a bit of luck. Maybe someone else will have some tips?
In any case, it is possible to do the entry without taking a scratch, but it takes a bit of luck. Maybe someone else will have some tips?One tip, perhaps: Try taking cover behind a tree against former humans. They will happily shoot the tree, and will run out of ammo after firing 30 rounds.
there's a bug that makes it impossible to get, even if you fulfill the conditionsBad news for me.
Basically, most of my crazy stuff hinges on the fact that enemies will always move predictably towards you once you hit them. Once you've tagged an enemy, they're effectively dead.So the correct answer is to make the AI realise that it is being played for chumps and let it rethink its strategy.
So the correct answer is to make the AI realise that it is being played for chumps and let it rethink its strategy.
I like how this is going.
/me grins evilly
Had a bit of a silly thought and then turned it into a rather silly question.Nope, as well as it doesn't count towards damageless medals (Cyberdemon's Head etc.).
Does health decay count as "taking damage" as far as Untouchable Badge/Medal/Cross go?
For Marine buildsBadass is, IMHO, always a good trait to have, especially for later game, when Supercharge globes start to become way more common. It effectively raises your maxHP by 50% per level, and especially with Ironman makes a great combination.
Ironman gives 10 points of extra health
How much does one point of badass give? if I have 150% health then does that give me more than 10 points?
Is it worth skipping straight to badass without taking any ironman?
thanks
Is melee possible in this game? Whenever I play an rpg I always like to make a melee char and use finesse and skill to take enemies down. Id like to do that in this game as there are traits for it but I am not sure.Is it a joke? DoomRL more favorite to melee build then for shooting. Angel of Berserk - one of first couple of challenges possible (you can't use anything but melee weapon). A lot of medals and badges devoted to melee chars - use only melee weapon, use only knifes & firsts, kill everything with bare hands and so on. One 'special' level is only for melee (you can't shoot there). If you are read carefully postmortem forum you can find that on Nightmare! more successful wins as a true berserk then as gun man. sorry for my ugly English )
Has anyone used melee effectively?
Is melee possible in this game? Whenever I play an rpg I always like to make a melee char and use finesse and skill to take enemies down. Id like to do that in this game as there are traits for it but I am not sure.Surely it is possible. However while melee is a viable and fun way to build your character DoomRL is mostly about shooting. I suggest you to first learn the game a bit and only after that pursue melee path. In my opinion melee in DoomRL mostly is about knowing tricks of enemy AI, level design and so on.
Has anyone used melee effectively?
Question 1: is armor damage calculated before or after resistances applied? For example, if I have 95% fire resistance and hit for 20 fire damage, will armor be damaged as it is 20 damage, or 1?Good questions.
Question 2: is dodge chance from HR and tactical boots/armor working for all shots in burst of commandos etc?
Im starting to wonder if melee works even at all in the later levels. Im having trouble with which perks/traits to pick. I want to either go with a marine or scout and then go all out. I have a marine that was lvl 5 and he was doing alright until the demon with spider legs came at me (forget the name). I was reading up on the wiki and a few options were present that I can take advantage of/need explaining of.
1-Finesse, says that it allows you to attack faster yet I don't think you can get more than 1 attack per round so it might be useless.
2-From what it looks like, Tough as nails is better than ironman when you have armor as when you don't it does nothing. Ironman gives 10 health which counts all the time, but tan doubles armor effects. This whole thing is confusing.
3-Hellrunner might be good for gun builds but since you can't dodge melee attacks with it, it might be next to useless.
If anyone can explain these 3 things to me, I'd really like to know as Ive read the wiki and all these tactics Im learning about that I didn't know before. Thanks.
Hi everyone!,5ffr
Haven´t played DoomRL for a long time and wanted to start again....
So here is my question: What is the easiest wayto play with the old ascii graphical style and a gamepad?
Thanks in advance, really want to reexperience this game!
For console, there's a command line option.Oh, I didn't understood question:)
doomrl -console, on Windows (a batch is available in the game's folder). I guess it's the same for Linux
and too uninformativeYou can reduce the tiles size, by setting FullscreenTileMult (or WindowedTileMult) to 1.
Just got imploded by an arachnotron in the spider's lair :(Thomas' post here (http://forum.chaosforge.org/index.php/topic,1925.msg15552.html#msg15552) says that an enemy teleporting onto you will deal 10 damage and you teleporting onto an enemy will instantly kill them. The post was from 2009 so it's possible the damages were changed since then.
Does anyone know where I could find the number of damages you take when an enemy teleports on you ?
The release is always the same as before: When It's Done
I have no doubts that there is always things to improve and bugs to correct, but has the possibility to make releases more frequent (or public bêta, or anything of that kind) been considered ?
DoomRL 0.9.9.7 has gone GOLD! Expect a release in 36hrs!Off topic, I request a ban !
IIRC:
- Can I kill an enemy while wearing acid spitter (for the resistance) ? I'm pretty sure this counts as a kill with worn weapon, at least, in 0.9.9.6 :(
- Can I use rockets / longinus's alt fire to blow-up walls ? (or any sort non-living things), or will the shots count, and prevent me from getting my badge ?
- Can I use a combat translocator ? (bah, why would I anyway)
- Can I wound enemies (e.g. bosses) with weapons as long as I finish them with knives or fists ? (would seem ridiculous ^^)
- Is the butcher's cleaver allowed ? IIRC, it counts as a blade, but allowing to use it in challenges requiring "knives & fists" would seem quite easy to me.
- I think using scythe's alt fire, or nuking with a trigun marks the enemies as killed with it, but what if I overload a nuclear weapon ? do I use said weapon, or my fists when game count kills ? Finally, can I, at least, nuke using a nuke ?
- I guess shockwave/hellwave packs and fire skulls are ok, since they are not weapons, right ?
- anything else I should know ?
So the correct answer is to make the AI realise that it is being played for chumps and let it rethink its strategy.
I like how this is going.
* thelaptop grins evilly
Can I configure mouse? (0.9.9.7)Unfortunately, not yet.
Thanks.
ouch.
Do not assemble plasmatic anything, it's a waste for MAD build.AoSh. Sometimes need destroy walls. Can't use RL/BFG/plasmagun. Plasmatic shotgun is the best thing you can do. Now it's a key to Wall (Hell Armory first - goos place for random mod pack). And useful later, when a lot of walls and lava around door. It uses standard shells, do a good damage, and destroy walls. Drop plasma shotgun, that strange device need plasma cells, uses 3 per shot and has damage only 7d3.
Drop plasma shotgun, that strange device need plasma cells, uses 3 per shot and has damage only 7d3.
@EqualityAnd that's exactly why I decided to just Pmod my newly found super shotgun and hang on to the sniper mod just in case I ran out of shells. Easy win. I'm going to be playing on HMP+ from now on methinks.
He already stated that he has plasma shotgun to gib corpses and to destroy walls.
If he starts using plasmatic shrapnel assembly every time he tries to cornershoot he will screw his cover. And that's never desirable.
While having plasma shotgun making plasmatic shotgun on MAD build is probably the best way to waste resources while also trying to kill yourself.
1. When throwing a weapon, eg. Combat Knife/Mjollnir, is accuracy determined by Melee or Ranged chance to hit?
2. On that note, is Mjollnir on par with other melee weapons in it's current state (1D15; avg 8 dmg, throw+return attack)?
I just played a speedrun game to land some easy medals, and on my mortem I saw my scout was actually named 'Ashannar'. Didn't see that one coming... :S
Lightfoot platinum mentionned UV in 0.9.9.6. I noticed it too, and IIRC, failed getting it, coz I played on HNTR.Done in repo.
I think game's decription has to be fixed.
I've been pondering this simple question for a while:
If you kill yourself and spidermastermind at the same time, without nuking yourself, (ex: BFG10k or rocket launcher point blank) is it a victory, partial or loss?
Quick question! As saving on special levels doesn't work (crashes).
I am AoMR and I have 1 phase shift. If I tele into Contamination area will I be able to go out without trying to aim with barons' ballz to destroy the wall or when I clear it I'm trapped and have to suicide with Q and save no stats?
Question:
Is the wiki experience table correct and updated??
This part especially on the last levels:
23 600000
24 800000
25 900000
Seems like a huge step from 23 to 24. (200k?? :O )
And regarding the experience another question:
Do we get fewer xp from each enemy the more level ups we get? Or not?
? Like you could use Arena Master Staff to abolish the wallNo, there is no secret way to remove this wall. But if you are lucky you can find alucard's gun with fire damage and blast through wall with it. Or plasma shotgun/plasmatic shrapnel in AoSh.
Is it possible that there is a general advantage to clearing a level from the Top-Left?Shotgunning pain elemental from the upper left could be a good habit, no ? (not a big exploit, but can be good to know)
I think 24 is now 750,000 XP (tehtmi?) Values for 23 and 25 I believe are correct.
XP earned is the same regardless of character level.
There should be some parameters in config.lua near the top with words like "Windowed" and "Fullscreen": these are probably what you're looking for. I forget the exact names, but there's probably something that sounds like "WindowedScreenWidth" and "WindowedScreenHeight", which would be used to set the resolution of the windowed game (similar for Fullscreen).
StartFullscreen = true
FullscreenWidth = 1024
FullscreenHeight = 768
StartFullscreen = true
FullscreenWidth = 1280
FullscreenHeight = 800
the ammo consumption rate looks ridiculousThat's only true for the plasma gun !
are special levels actually randomized? when i played HNTR i always got Deimos lab and now that i'm trying to clear HMP i always get hell's armoryI scoured through my mortems, and I found at least one of each combination of HNTR/HMP and Armory/DLab. So yes, they are randomized.
how do you clear the vaults "by luck" as requested in one of the challenges? by nuke?By phasing in the middle vault and cracking walls of others.
Guaranteed solution is 4 repeated uses of scythe's alt-fire and you're good unless you're unlucky, then you may require 5. IMO worth only if you desperately need 100%/Conqueror and Scavenger Platinum/Diamond.
I'd say it's the easiest diamond badge, so that's something.No. The easiest diamond badge is Technician (theoretically achievable without ever leaving ITYTD), and the second easiest is Armorer.
and the second easiest is Armorer.
My point is that if you want to get your first diamond, it's easier to learn to play well enough to get scavenger or gatekeeper diamond badges rather than grind for the others.It has the potential to be quicker, but it certainly isn't easier.
... but why the difference between the BFG10k and the rest of the BFG family?
If you're playing the "I have all the levels of hell to find cool gear" game, cerberus also goes well if you apply it to ballistic vest, duelist armor, or gothic armor, all of which have 50% resistance to the categories cerberus doesn't touch. Though at that point you probably want to take a lot of TaN and/or hope you find an onyx mod to put on the completed non-invulnerable armor. (I feel like gothic must be best for this, but I haven't found any in a long time.)
What are my options here?
On a slightly related note, why does the act of changing tactics to running cost time? That should be an instantaneous change. You can say it should take some time to accelerate up to running speed, but I should at least be allowed to specify a direction to begin moving in, in that case, since one does not accelerate to full speed while standing in place.
I wish I could accelerate from normal to running speed in 0.1s.I wish I didn't have to wait in place to accelerate from normal to running speed.
Comments/special: Storm bolters cannot receive additional mods, even with WK2.
Well, that bites - I wasn't allowed to slap a P mod on one in 0.9.9.7....You know you can't mod an assembly crafted before you got WK2, right ?
I've got a question on assemblies. I've decided to try a Sharpshooter technician, made a storm bolter and encountered a strange thing:
The wiki explicitly states:
Nevertheless, I checked it with a bulk mod and, to my surprise, it was successfully installed on the bolter.
What is it? Was the bolter changed in the latest version, is it a bug or the page at the wiki is outdated?
You know you can't mod an assembly crafted before you got WK2, right ?
Is there some trick to doing an AoSh run and not running out of shells? I'm engaging at close range more often than not, my shotguns have a load of power mods on them, but I keep running out of shells a level or two before the Mastermind.Not really, just carry a LOT of spare shells- going into Hell with 8 (non-backpacked) stacks and 3 shell boxes is not at all excessive. If you're playing on HNTR or HMP then ammo shouldn't generally be much of a problem.
Do I just need a nano pack? Or would this all be more ammo-efficent with MAD and an elephant gun?
Is there some trick to doing an AoSh run and not running out of shells? I'm engaging at close range more often than not, my shotguns have a load of power mods on them, but I keep running out of shells a level or two before the Mastermind.MAD and elephant gun are very ammo-efficient, so that's a good idea.
Do I just need a nano pack? Or would this all be more ammo-efficent with MAD and an elephant gun?
I lost all sanity when I used to get further in this game. I really want to just complete this game as a marine or scout that uses melee for ultimate weapon of choice. I am TERRIBLE at coming up with stat combinations that work so if anyone has a some combinations that work or should work until I reach lvl 10 or the highest you get. Like I said something that works and can be done. I had the idea of playing this game penned when I got further. What killed me was my stats didn't aid me when I got to the spider guys (honestly don't remember name).
The spider guys are called Arachnotrons. Everyone hates them. Join us in the hatin'. >:-)
Edit: So, in the spirit of this thread, are you supposed to be able to get Explorer/Conqueror from ITYTD? Feeling dejected after the above spoliered mortem, I gave the ITYTD Blademaster run outlined above a go to boost my morale. Lo and behold, in my awards list are Explorer and Conqueror(my first ever), despite many of the special levels being missing(including Mortuary/Limbo, no YAFW for me >.<). This seems odd to me - if I knew I could have cheesed those two badges, I'd have done so ages ago =P I guess technically the achievement(visit/clear all generated levels) applies to ITYTD, since I did complete every level that showed up, but... that's not all of them =P feels a bit cheap(though of course that's never stopped me before, lol).
Spoiler: Opinions... (click to show/hide)
Spoiler: Response to spoilered opinions (click to show/hide)
Hi, quick question - Will I get Malicious Knives Cross medal when I use chainswords, or do I have to stick to (modded) combat knives?
...and I will go ahead and mix things up more for DS + BA so everyone can continue to hate me or something.
Yes yes, keep on hating me. Blame me, censure me, chide me.
Meanwhile, next quick question.
Spoiler (click to show/hide)
How much HP armors have?
In other words, how much effective damage you have to take for your armor to go down from 100% to 0%?
Almost all armors that are not indestructible have a durability rating of 100%, with rare exceptions like Fireshield, Tower Armor and Gothic Armor.. Does that mean that all destructible armors aside the aforementioned three effectively have identical durability?
How does Grammaton Cleric Cross work? Do you have to kill Mastermind with the Beretta, or is just shooting him enough? Wiki says, that the requirements are "Mastermind shot with the Cleric Beretta". I have shot him with it, his status changed from unhurt to scratched, then I nuked him for partial (I also went for Fallout Gold Cross). But no Grammaton Cleric Cross for me... :(You do indeed have to kill the Mastermind with it, I believe.
How does Grammaton Cleric Cross work? Do you have to kill Mastermind with the Beretta, or is just shooting him enough? Wiki says, that the requirements are "Mastermind shot with the Cleric Beretta". I have shot him with it, his status changed from unhurt to scratched, then I nuked him for partial (I also went for Fallout Gold Cross). But no Grammaton Cleric Cross for me... :(
SoB and shotguns:It's the latter. However, the bigger problem with double shotguns, super shotguns, and the Jackhammer is the fact that each blast causes knockback, which reduces the damage of the second (and third+ for Jackhammer) shot, since they are handled sequentially.
([8d3] * (1-(0.07*[distance]))) + SoB
or
([8d3 + SoB] * (1-(0.07*[distance])))
I've seen text indicating the former, but my experience is suggesting that it's the latter, or that the nano super shotgun is not the glorious weapon I think it is.
Angel of 666. Wiki says should unlock at Sergeant Major, but I'm Warrant Officer, and the last 3 arch angel challenges are still locked.
Angel of 666. Wiki says should unlock at Sergeant Major, but I'm Warrant Officer, and the last 3 arch angel challenges are still locked.
...I have the exact same problem.The first of those 2 should unlock at Warrant Officer. AAoHu is supposed to unlock at 1st Lieutenant. The only thing I'd can say right now is to double check your player info pages.
Does'Knife' means the weapon 'combat knife' and its assemblies. Other blades don't count.count as knife? I know it sounds stupid, but I don't want to spoil a medal.Spoiler (click to show/hide)
edit: Looks like it does not, as I didn't get my Strongman Gold, not even Silver :((( And I never held anything but a knife, except for breaking a wall in The Vaults.
Or was it because some enemies died from a friendly fire/barrels/lava?
So, I'm new, and I've burned through 50 Doomguys so far. My 3 highest scores are all at the same level: Hell's Armory. How the hell do I beat the dual Shamblers? I've tried explosives in my first run (With a Napalm launcher, was before I found out they're resilient against explosions and invincible against liquids), a Survivalist specced Marine in the second (Ate through me like butter), and a Shottyhead (Almost, one more level and I could've picked it) Scout.
Can't even kill one of them, is there something in the chamber they spawn out of that I can use?
I'm on the medium difficulty, I think, Hey, Not Too Rough.
Oops, apparently it's not called Hell's Armory. I dunno, I thought it was. The one with the dual shamblers. :P)
I think number of Doomguys sent to their deaths means... well... nothing, really. It's too variable.
MCe is a very useful general purpose Master -- that extra two range of sight can allow you to snipe things, for various definitions of snipe.
If you want to do masterless, remember to be willing to switch weapons depending on the situation.
And don't worry. What the RNG giveth, the RNG taketh away...
You need at least 2 kinds of weapons: general killing weapon, and one area control weapon that may be close ranged (shotgun) or far ranged (rocket launcher and family).
Masterless is literallyb about juggling those two kinds of weapons for the situations that you are meeting. City of Skulls with Plasma rifles is doable, but you better have good reloading and ridiculously fast firing speeds.
If not, Phase devices are almost mandatory.
...stuff about experimental run...
Here's a quick question - I was looking at the cybie entry on the wiki and holy shit - they can use items? Does that mean cybies can equip armours on Ao100? Man, that's a scary thought.I believe that his "hunts player precisely" overrides his hunting for armor.
I believe that his "hunts player precisely" overrides his hunting for armor.That sounds like something we need to test more thoroughly, like, on a very serious note.
I would strongly advise you to go for a master trait as soon as possible. Most of them are really that good.
I'm not sure about the exact numbers, but I think EE and SoB (Eagle Eye/Son of a Bitch) are better to boost your rapid-fire DPS, and as an added bonus, they are required for Cateye. Additionally, while Fin might allow you to shoot more bursts in the same time, SoB allows you to kill enemies in less bursts, which not only gives you the same effect, but also saves ammunition. Personally I take finesse only when I need WK (Whizkid) most of the time.
I'm a newbie. I get my ass kicked by the Arena Master it's not funny. Could someone please tell me some strategies? Also there are so many abreviations, that it's not funny. What is the 666 level UV?DoomRL isn't supposed to be funny.
Amatsu, are you trying to troll here? You've been on the forums long enough that you should be used to the abbreviations by now, if not, I suggest reading more mortems and possibly reading the Wiki.
You should also check out the various strategy guides that have been lurking about. Thomas' guide, Sylph's addendum and dtsund's beginner's guide are all out there.
According to the wiki:
(http://puu.sh/4rwDZ/e0563210a3.png)
Can someone confirm this to be the case? If Berserker gave 20 actions of berserk effect every 4 melee hits, then I wouldn't be dying so much on AoB. Same for the berserk on damage.
what are some good tips for doing speedruns?
5) Know which special levels are death traps and which ones you can immediately escape from (ie you're spawned right next to the stairs).
5) Know which special levels are death traps and which ones you can immediately escape from (ie you're spawned right next to the stairs).The safe ones are Wall/Containment, Deimos Lab/Armory, Lava Pits/Erebus, and Cathedral. You can start Arena if you want, but don't complete it, or you'll be stuck in Chained Court till all are dead. You'll NEED the Chainsaw.
"Hell just froze over..." and all the walls are blue. Aside from the blue walls, does this actually MEAN anything?They'll break from any damage type, not just acid/fire/plasma. Be careful cornershooting with a shotgun, or you'll blow your cover apart.
V....@....#
V...*.*@..#
V....@....#
V.....@...#
V....*x@..#
"Hell just froze over..." and all the walls are blue. Aside from the blue walls, does this actually MEAN anything?Yep, it does - walls at this level can be damaged and destroyed by anything (bullets, shells, even melee).
(questions)For your first question, I'm not sure. I *think* the Lava Elemental's attack behaves like a Revenant's attack. Generally speaking, blast attacks can be difficult to evade. That actually brings me to the second question.
V.....@...#
V.....X@..#
V....*X*@.#
For your first question, I'm not sure. I *think* the Lava Elemental's attack behaves like a Revenant's attack. Generally speaking, blast attacks can be difficult to evade. That actually brings me to the second question.
V.....@...#
V.....X@..#
V....*X*@.#
That's kinda stupid - Without MFa, how are you going to be dodging a homing attack with a *2* square radius? That's assuming that you can sidestep the blast from a revenant attack - I believe that the rocket explodes on the same turn it's fired, meaning that even with baseline movespeed you won't be able to "dodge" it.Revenants are difficult to fight in an open field unless you're a lot faster than them. They're fairly strong in melee as well, though a melee build that reaches a master trait (particularly Blademaster or MALICIOUS BLADES) shouldn't have a too much trouble.
I don't even know. ;_;
2 quick questions:
1. If I skip special stages can I still get 100% kills?
2. What's a couple common strategies for beating extra special secret boss?
2. Shoot at it until it dies.
Edit: I'm sorry if that's not useful, but I think it's worth trying a few times and then experimenting afterward. The easiest way is probably just have a really strong melee build and be able to berserk-steamroll everything.
For what it's worth, I laughed. Yeah I quickly learned today that he can't be beaten by every build it seems, pistols just can't deal with his unit creation when i went up against him.
Hmm, yeah. That's not easy by any stretch. I'm not sure if I've gotten a full win above HNTR with a pistol build/AoMr.
Two new questions, been reading through the quick question thread and it made me curious about somethings.
1. What does YAFW mean, and is there a glossery of abbreviations somewhere hahaha
2. What's the best way to go about getting the full win with only knives and fists? I'd assume playing on ITYTD would be a way to go about it but outside of MMb (? I think thats the right abbreviation for Malicious Blades) and a really well moded chainsword and/or piercing blade and/or finding the Cleaver I'm not sure how else you could pull it off, of course carring a launcher or something of the sort for bosses is also an option.
2. What's the best way to go about getting the full win with only knives and fists? I'd assume playing on ITYTD would be a way to go about it but outside of MMb (? I think thats the right abbreviation for Malicious Blades) and a really well moded chainsword and/or piercing blade and/or finding the Cleaver I'm not sure how else you could pull it off, of course carring a launcher or something of the sort for bosses is also an option.
This brought to mind my first attempt at a fist-only game (http://forum.chaosforge.org/index.php/topic,5717.0.html).
I'm just full of curiosity today, so I just read that there used to be an Angle of D&D mode? What was that challenge like?Too long ago; no clue what it was. Too lazy to source dive.
EDIT: I'm tired of waiting for a response so that I don't double post so I'm just adding it onto here, Can someone break down modding for me? Like the what can be modded and when?See the (http://doom.chaosforge.org/wiki/Modding:Documentation) wiki (http://doom.chaosforge.org/wiki/Modding:Tutorial) for more information. The question may be quick, but the answer is anything but.
Don't rely too much on radar shooting in mazes -- camp along an edge with preferably a chokepoint, then use WAIT for mobs to come into view.
See the (http://doom.chaosforge.org/wiki/Modding:Documentation) wiki (http://doom.chaosforge.org/wiki/Modding:Tutorial) for more information. The question may be quick, but the answer is anything but.
Nother question in the vain of Fists and Knives only badge, is a knive something that works with MMB? or is specifically just the combat knife and chainsword?If you're asking about the off-hand weapons that grant the MMB trait resists and double attack, then IIRC a knife and both of it's assemblies count, as well as Butcher's Cleaver and the Subtle Knife. The last two uniques mentioned are _not_ knives though, and won't count towards the Malicious Knives badge.
Also, hahaha I ment like in game mods, like Agility and the like, hahaha, sorry for not being more specific. I opened your link and was SUPER confused for a second.
Well, not so much the mechanics, methinks, as a couple of things you can rely on. If I were to attempt another speedrun, it'd be something like this:
1) Start as a Scout, since you can see the stairs at every level.
2) Start with Brute. You'll want Berserker a.s.a.p. DO NOT - by design or accident - take any levels in Ironman. You'll lose the game.
3) Run! Pick up any armor, medkit and phase you can find. Grab a shotgun to help yourself get to the Chained Court. Grab the Chainsaw.
4) Run! Some more! Use the run function a lot, especially if you're close to the stairs, since it'll give you an advantage on your enemies and your 'tired' will be reset to 'cautious' once you descend.
5) Know which special levels are death traps and which ones you can immediately escape from (ie you're spawned right next to the stairs).
6) When you're done running, chainsaw Spidey to death.
That's about it, I think.
I'd like to thank you LuckyDee
I might start doing streams of runs, if I were to do that where could I post it on here so that you guys could ridicule me while I screw everything up?
So theoretically with enough damage resistance, something could survive?The nuke does do a finite amount of damage, but the way the damage is dealt and the way resistances work, there's no way in the regular game to attain enough resistance (that would work versus the damage the nuke deals, that is) to survive it short of invulnerability.
The nuke does do a finite amount of damage, but the way the damage is dealt and the way resistances work, there's no way in the regular game to attain enough resistance (that would work versus the damage the nuke deals, that is) to survive it short of invulnerability.Cool. That is more what I was going for in an answer. Thanks to both of you though. Next time any of you have a look, I am curious just how much damage it deals. Thanks again in advanced.
Cool. That is more what I was going for in an answer. Thanks to both of you though. Next time any of you have a look, I am curious just how much damage it deals. Thanks again in advanced.6000. For reference, Doomguy starts with 50 HP.
6000. For reference, Doomguy starts with 50 HP.6 metric tons == 6000 (weight unit).
That was what I meant. But I guess the joke is lost on everyone except myself. =(If it wasn't clear before, it is now :)
And what's the format for posting a mortem?
[mortem]text[/mortem]
text
Anomaly in N!. Went there during AoSh. Full of death.#GottaGoFaster
Assistance please. I managed to scrape through after using all my healthpacks, run, and a lucky few turns of berserk I had. The N! enemies in it are just too fast.
Phase devices are very much your friend, and they're not that rare a spawn; between them and invuln/zerk, your odds of surviving that initial ambush are actually not terrible.
Outside of that? I'm sure it's possible, but I have no idea how. Maybe I've been unusually lucky, but I've found that phases and powerups have made the Bruiser's respawns the real challenge of the Anomoly.
Edited a solution that just came to me then, not sure how workable it actually is though
Don't kill the newbie with overkill, Aki. =)
That said, if anything, melee builds are actually pretty overpowered, especially so when you are not in a challenge that limits yourself to using only melee weapons.
If you are not comfortable with a hybrid approach of using ranged weapons to scout and melee to kill, perhaps you should try a different build. Some master traits are very overpowered, but only if you exploit them to the fullest. If not, you'll just get YASD.
So I just did my second run on Ao100 as a Scout with MBm. Levels 1-60 weren't too bad, but at some point during 60s, things became much harder. I died on level 74 after using an emergency phase device which only landed me in more monsters. The thing is, I was stuck with a stupid chainsword the whole time because no chainsaws or other melee weapons aside from knives dropped (I had other weapons, of course, but ran into ammo issues).
Was I just really unlucky with the RNG, or do we really only get knives during Ao100? If that's the case, I'm questioning the potential of a melee build.
60+ floors without seeing a Butcher's Cleaver? That ain't right.
Seems pretty right to me, I don't recall getting a cleaver in a few Ao100 games i've played and certainly not in quite a few regular wins i've done. It's all luck.
Naw, that ain't right. I've always found a Cleaver within the first half of 100 runs.
But as I said, it's all luck - despite being able to appear even on dlevel 1, the cleaver has a weight of 2 - twice that of the dragonslayer. So past dlevel 16, you should be seeing 2 cleavers per dragonslayer.
And i've yet to see a dragonslayer.
YOU haven't seen a dragonslayer yet, but I have. And cleavers early on. Like all the damn time.
But yes anyway in regards to the original question, dual-wielding chainswords are sometimes the best you can do since you can't rely on the chainsaw spawning on 100 runs, just raise Brute to 5 once you get past XL 12 and throw in some Hellrunner and other support traits. Use your traits and don't always rely on gear and mod pack drops.
I would've posted the mortem, but the file's on another comp that I can't access right now. Maybe I messed up the abbreviation, but I was playing Blademaster, not Malicious Blades. I had an assault shotgun (p) with about 100 shells, a rocket launcher with 2 rocket boxes, and a VBFG 9000 that I loaded up with cells on the ground. Obviously, the shotgun became useless against armored enemies from a distance. For traits, I had HR 3, Bru 5, Int 2, WK 2, DM, Ber, Fin 2, Iro 2. I'll just have to find that mortem and post it.
The issue became getting stuck on open levels with no cover and no way to close the distance against ranged enemies without taking hits. I had Dodgemaster, and i did my best to zigzag, but I was still taking tons of hits in the later levels from mancubi and such. Eventually I had just burned through my medpacks and only had a few phase devices. Never saw a Cleaver, or Dragonslayer, and no chainsaw mean no ripper. 8d2 all the way.
I'll probably just run a few normal games or other challenges and come back to it later.
For traits, I had ... Ber, ... Iro 2
Good point, LD.
In practice, this means that Berserker always grants berserk effect on an Archvile attack for a char with Iro<=1 (note that Marines have an inherent Iro=1 for this purpose!). This example is happening frequently enough to make Iro 2+ rather counterproductive for melee builds.
Also note that damage taken for purpose of triggering the berserk effect is calculated _before_ applying armor and resistances. Said Vile's attack will only inflict 5 damage to someone wearing a fireproof red armour (55% fire resist and 4 protection), but still will trigger berserk.
Yup, I saw that you posted Blademaster - my response was to Eyro's comment about needing to buff melee, in which I pointed to MMB.
Err. I never said "buff melee".
I said we need more melee bases. The only normal melee base is the knife. For pistols, only one is the pistol. Shotgun has 3 different bases, and chainfire has 2.
And I see more Shotgun/Chainfire random specials than pistol or melee.
Be advised that, since Berserker depends on taking damage proportionate to your max health (http://doom.chaosforge.org/wiki/Traits#Berserker), taking Ironman reduces your chances of going Berserk. I haven't bothered trying a melee build on A100, but contrary to most any other build, I'd skip Ironman in this case.
But that would be in effect buffing melee.
:D
._. Like, only if you're an uncreative developer that thinks new = more powerful.
What are unique mechanics.
Note that the note on the Ber/Iro interaction is a bug in 0.9.9.7 and is fixed in 0.9.9.8.
Unless I misremembered.
I said we need more melee bases. The only normal melee base is the knife. For pistols, only one is the pistol. Shotgun has 3 different bases, and chainfire has 2.
/me tries to imagine a Doomguy with a sword and gothic armorShinji_Ikari_9th? Some inspiration for another 3D render right here! :)
First, in a burst build, what's preferrable? SoB - SoB - TH - TH - SoB, or SoB - SoB - TH - SoB - TH?
Secondly, what are some good builds for a total noob?
Tower Shield is an assembly, so graphically it'd just look like a red armor. Haven't found the Onyx pack to check though, but from when I dropped a few assemblies, they don't look any different in graphics mode.You seem to have misinterpreted the questions I asked. I was asking about the concept of the Tower Shield, what it is supposed to represent, not the ingame graphic.
Generally, exotics are purple and uniques are green
/me coughs heavily... It sounds like "mortem, mortem"...
Do you also earn badges/medals that require you to complete something at a certain difficulty level if you meet the same requirements at a higher difficulty level?
Difficulty shouldn't matter. You're sure you didn't get a single kill with another weapon? Be advised that a monster dying to lava/barrels/whatever while you are holding a gun, will count as a gun kill...
Equipping an armor takes 1.0s. Unequipping an armor takes 1.0s. How much time does it take to equip one when you're already wearing another? Is there a difference between going about this trough the inventory or through the character screen?Equipping any armour from inventory takes 1s. Doesn't matter if you're wearing amour at the time.
And while we're at it, does this go for weapons and boots, too? I seem to recall something like that...
Maybe rocket jump past the trigger point of the ambush?But that involves taking damage :x
But that involves taking damage :xYes, that's true, but the damage you take from rocket jumping is remarkably low, sometimes as little as 15% health with blue armour. Considering that your environment suit is (for some reason) instantly cancelled when the ambush triggers, I'd just get both large globes and consider the >100% health boost from the 2 large health globes you just collected (which is going to decay anyway) as a 'shield' for getting past the ambush. I'm definitely gonna try rocket jumping next time I get there outside of a weapon restricted game.
I can't advise enough the importance of removing the notion that doomrl can be played damagelessOh, I know that. I've tried runs where I go for minimal damage badges. It's doable, but I ultimately end up losing patience. It's just not fun that way!
Still seems like bad design that there are areas that have unavoidable damage (if you're going for 100%), though.This is the kind of attitude I'm talking about though! The one I have to surpress in myself! In fact, it really isn't bad design, it's just less common for videogames to be designed this way. It's *good* design, imo, because it forces us to strategise in situations where there is no 'wrong answer', and adds massive strategic depth.
For some reason I thought there was an Angelic Conqueror Damageless badge.I'm not even sure I believe it's possible to do N! damageless without cheating.
I'm not even sure I believe it's possible to do N! damageless without cheating.I've managed to get through N! dlvls one and two without any damage.
Yeah okay, this thing is pretty awesome - it's like my tactical shotgun, except a bit weaker but with twice the ammo capacity.I don't dispute that it's an awesome weapon. My issue is the fact that the nano pack doesn't make it much more awesome - it still does pretty much everything you described there, and cells are plentiful in the second half of the game.
oh and it doesn't eat my ammo supply and has the same damage falloff - while having the spread of a normal shotgun. Wunderbar.
God damn! This thing absolutely DESTROYED The Containment Area! "Oh no, archviles! Oh no, corpse destruction! Oh no, they're all dead!"
Strange, I changed my Intuition color to WHITE halfway through the last game, and nothing changed. Any suggestions as to whot givs?Have you restarted doomrl since that game?
Speaking of which - is intuition supposed to deactivate while berserked (tiles mode), or is it just the awful contrast of purple-red-black that makes me unable to see it?
Playing Ao100 on M (HNTR). At level 22 or so. I got too stressed and had to take a break.
So I took a few levels of SoaG, then the game decided to give me a bunch of shotguns and T/B modpacks.
I have EE1, Reloader2 now too. I forget everything I had since im not at home.
I have a Nano pack, Wizkid 2, no Power or Agility.
Wearing Maleck's armor [3] and some fast boots as well as Environmental plasteel.
is Nanosharpnel Double shotgun really good?
My original goal was for sharpshooter, but that seems silly now. I can still qualify for the technician shotgun special, sharpshooter, OR scavenger.
Tips?
Maybe just EE2 Int1/2?
Maybe Shotgunner? Maybe Fin/Juggler?
Archviles and mancubi are hard now.
Shotguns are great, but don't scale particularly well compared to pistols or melee, especially when you can't take AotD.It's MAD, not AotD.
No A or P mods really hurt my modding capabilities tho. I used the one P I got on enviro boots in case I need to run through some lava/acid.Never mind, thay'll come!
dmg := Round(Damage.Roll * (1.0-Reduce*Max(1,Distance(source,tc))))
You tell me. =PAlthough someone is probably going to tell me I did the math wrong, as usual ><
the stochastic part of the damage roll dominates the damage formula.whatever that may mean real English. My statistics classes are too long ago (and too not in English) to grasp it. To myself, I'm translating this as "the theoretical average damage and actual average damage may not or do not correspond".
Hey there, guise.
So. Angel of Darkness. The wiki tells me this: "Your vision radius is only 6 and anything outside of this radius is black, except for what maps reveal as well as Intuition. Scouts and maps do not know the location of stairs. Experience gain is doubled." I started it just today, on HNTR just to test the water.
Monsters are respawning. Should they be respawning? I don't think they should be respawning. Can anyone shed some light (haaaaaaaa.) on this for me?
I am also slightly confused by this. Is this a handy training ground for N! corpse disposal techniques? :)That's a good way of looking at it!
I'm pretty sure binding can only be done outside the game. As for the file - which is in the root folder on windows - I'm not sure how this works on mac. If you can't find it, look at the config.lua - you should be able to find a reference in there.
If the keybindings.lua should indeed be there, try downloading again and just add the file to the root.
Unfortunately I can't figure out where any of these files are, not even config.lua
Even after figuring out how to search for hidden system files on a mac I can't find any .lua files, or any files associated with doomrl called "config" or "keybindings"
It's pretty damn annoying.
Another question: Can you build advanced assemblies off of other advanced assemblies? Specifically, can I make an assault rifle using a gatling gun as a base?
How do you get a full win on Ao100?
You don't. It's a feature for the standard game and any challenge based on the standard game (so just about every game except Ao100 and AAo666).There may be a way, but it's hopelessly luck-based and very very hard.
So I'm playing Angel of 100 and I just found a Laser Rifle. I already have a hyperblaster.
Should I just turn this thing into an assault rifle, burst cannon, or wait around and try to make it into a nanomanufacture laser rifle.
Alt Scenario:
If you had a regular plasma rifle and a laser rifle, and you could make one of them nanomanufacture and the other any other assembly, what would you do?
more ammo than my hyperblaster because every volley will eat 2 instead of 1 (I'm using ammochain, by the way)you basically do not need nanomanufacture ammo with ammochain, simple N-mod quite enough. So, as for my experience, I would make assault laser rifle and Nano-mod it. 40 ammo -> 20 shots, you always have a possibility wait for nano-recharge that.
If ammo isn't looking to be a problem maybe I'll even boost it with a power or bulk instead.
Regarding thatthat waits at the bottom of Ao100, what is needed to access that secret?Spoiler (click to show/hide)
It mentionsCould I have a hint or an explanation as to what it is?Spoiler (click to show/hide)
...waits at the bottom of Ao100, what is needed to access that secret?Hint? at any game, challenge or not. If you have (spoiler) when achieving a standart victory (and LEAVING last level of that challenge) you got a (spoiler). A bonus death or full victory if you are strong enough. At Ao100 it is a bug, btw.
Could I have a hint or an explanation as to what it is?
after clearing Mt Erebus in HNTR and not seeing the advertised lava elemental i decided that, being easy difficulty, it wouldnt have all rewards active.
My HMP game was doing pretty good so i decided not to risk the shamblers for a potential non-reward. So, i want to know, Is there a reward in Deimos Lab for killing the shamblers? I know theres one in hells armory, but i was unable to find any in deimos lab.
Oh, and another question (if its kosher, otherwise ignore it and answer the first): Any recommendations for doing the Angel of Confidence challenge?
Now that i think about it, i probably missed a monster, i thought you had to open all the levers, not kill all monsters.
Well, no screenprint, but i opened the vault in deimos lab where the 2 shamblers live and i didnt find anything inside that vault. Do the items spawn somewhere else?
In a nutshell, tho, killing the shamblers does give you rewards besides the normal rewards for doing the lab right?
...and if i understood right, they dont get damaged by the rocket launcher.
The description of the Shamblers says they "shrug off explosions" because that description is lifted verbatim from the instruction manual for Quake. (It makes me feel old that I remember that; what was that? Twenty years ago?) :) I don't think they actually have any fire resistance. (Nor do they in the original Quake, as far as I know)I could... you know... make reality match the description (if it currently isn't doing so).
Unfortunately I can't figure out where any of these files are, not even config.luaI was googling for a solution to this and ran into this post...
Even after figuring out how to search for hidden system files on a mac I can't find any .lua files, or any files associated with doomrl called "config" or "keybindings"
It's pretty damn annoying.
Shamblers...I don't think they actually have any fire resistance. (Nor do they in the original Quake, as far as I know)In quake they took 50% damage from rockets and grenades.
Can i skip most of phobos Base by destroying the doors/walls with a rocket launcher?
Does anyone know if I can use a gun to open crates if going for a strongman badge, or can there be no gun usage at all? Alternatively, is there some way I can hit crates with my fist?For Strongman badges, only the finishing blows count. Unless you _kill_ a creature with a gun, the game will not credit a weapon kill, so you're fine softening up tougher creatures all the way to "almost dead" and deal the finishing blow with your fists.
For Strongman badges, only the finishing blows count. Unless you _kill_ a creature with a gun, the game will not credit a weapon kill, so you're fine softening up tougher creatures all the way to "almost dead" and deal the finishing blow with your fists.
This also means that you are fine shooting crates open with whatever gun you have - but be careful not to catch some former humans in your shotgun's blast.
Hitting crates with your fists is possible too - just press "f" when unarmed, and then enter the attack's direction.
Are you sure about hitting crates with your fist though? Whenever I try pressing f without a weapon I just get a message "You have no ranged weapon.", is there some setting I have to change maybe?Hmmm ... Sorry, some confusion seems to have kicked in for me, as I thought this was already fixed :-/
I have a question about the wiki actually. How do you get promoted to editor status? I have a notepad full of math on the game and I figured I'd try to put all that otherwise wasted time to use by putting it in the wiki to fill out missing information and make some references.The Wiki welcome page states that you need either 20+ forum posts or be a supporter (http://forum.chaosforge.org/index.php?action=treasury) for editing access.
Is there any way to know?
Yes. Finish the game or get killed. Schrödinger's cat must be laughing at you :SIf it's alive, I guess!
There's no luck involved if im correct. If you fulfill the specific conditions, the Apostle will spawn.As one who has The Sight, I can confirm that there is little to no luck involved in getting the Apostle consistently.
Yeah, sure about the conditions, but the question which remains is : how am I supposed to overload a nuclear weapon with a cursed blade in my hands ?
Yeah, sure about the conditions, but the question which remains is : how am I supposed to overload a nuclear weapon with a cursed blade in my hands ?
As one who has The Sight, I can confirm that there is little to no luck involved in getting the Apostle consistently.
Literally, there is a chain of events that need to occur. That's as much as I am willing to say.
Modpacks can be added in any order, with the exception: second mod of the same type can be added to armor/boots/melee weapon only when completing an assembly, since those can only accept one mod of a kind at once.https://drl.chaosforge.org/wiki/Assemblies
I have Wizkid 2 perk, and red armor with power mod installed. I want to get eventually cybernano armor, so I try to install second power mod, but get message "This item can not be modified anymore with this mod!". Whats the matter?
Really dumb question from a returning player, does a sniper mod do anything at all on a shotgun? I don't think it does but just asking for confirmation.IIRC, it doesn't do anything, and I think the game even calls you up on this ("What a waste" or something like that).
Is shotgun spread or falloff affected by sniper or agility mods?
Is juggler keybinding planned to remain?
Is reloading from the ground feature planned?
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Looks like you're using the 64 bit Lazarus and thus compiling a 64 bit program. You'll need to use the 32 bit version.It worked!!! Thanks so much.
Rather than try being clever about it, I'd recommend nuking your 64 bit setup from orbit and starting over again from scratch with only 32 bit lazarus installed.
Can anyone explain to me the art of chainfiring? I don't think I've ever experimented with that, and I'm currently trying UV AoMC, on which I suspect it may come in handy...
I assume discontinuing chainfire boils down to performing any action other than alt-fire?Not exactly. Once you start chainfiring, you are prompted with a target selection immediately after each turn (no need to press alt-fire again). If you cancel the targetting, chainfire ends.
I assume discontinuing chainfire boils down to performing any action other than alt-fire?
It annoys me that nightmare enemies are completely silent, because it allows them to sneak up on you. I wanna change their sounds, as well as those of the elite former humans and agony elemental, into sounds from PSX Doom/Doom 64 so I gotta ask: What are their internal names as printed in the .lua files?In the first place, the no-sound of nightmare enemies is a part of why they are considered nightmare. Assigning sounds to these enemies would significantly decrease their deadliness, so if you assign sounds to them and later post your victory mortems here, it would be only fair to admit this fact in those victory posts.
i think unholy cathedral on N! is just regular demons?Eh, damn me - you're correct.
Is playing on N! the only way to get the Experience Cross in Ao100? I've read some U Ao100 mortems and they all seem to always fall short by one level even with 100% kills.
What does the Apostle actually look like, as in what color would he be if you could somehow see it without the berserk effect's red filter?
Yellow '@' symbol
How does SoB affect MMB?
If your only reason for not putting it on the Rocket Launcher is that you're hoping for a Missile Launcher, then I'd say just go ahead and put it on the Rocket Launcher. Missile Launchers are a rare drop; it's unlikely that you'll find one in Ao100.
i dont really like plasmatic shotguns outside of nightmare games. the added damage is nice but too often ends up burning through my cover when im corner shooting
Missile Launchers are a rare drop; it's unlikely that you'll find one in Ao100.
Can someone give me a thorough breakdown on how damage from Rocket Launchers work? I've read that their actual damage output is lower than what their programmed damage values would normally entail, and my experience in the game seems to support that statement, however I can't find an explanation on how it works and how one can more accurately calculate their damage output. Reading the explosions page on the wiki hasn't helped me with this; I thought maybe damage is calculated after knockback is incurred (and thus they take less damage from being farther away from the explosion center), but according to the explosions page there's a pretty generous range of 3 steps from center until damage dropoff begins, so I don't know if that's the actual explanation on why RLs do less damage (and I also don't particularly recall monsters against walls dying faster to them).
Another thing confusing me on RL damage output is that on the wiki's Rocket launcher (https://drl.chaosforge.org/wiki/Rocket_launcher) and Missile launcher (https://drl.chaosforge.org/wiki/Missile_launcher) pages, their average damage is listed as 21, while the Tactical rocket launcher (https://drl.chaosforge.org/wiki/Tactical_rocket_launcher) page states its average damage is 15, even though it still has 6d6 damage. Is it something with its smaller explosion radius causing less damage? Is it simply a math error made by an editor that was never fixed? Or is that the actual average from 6d6 rocket damage, and the math used to find it was never applied to all the Rocket Launcher pages?
Another question I can't seem to find the answer to on the wiki; when resistances factor in, how is the reduced damage result rounded?
Is nano plasma shotgun not gibbing corpses a bug that I should report?Unlikely. Plasma weapons need to deal quite a lot of damage to gib a living enemy (200% max health). As for corspes, shotguns in general do not damage corpses who were dead before the attack, only explosions do.
Thanks. Well, the original plasma shotgun or plasmatic one does gib corpses, seems to always work from any range. But once I added another P to my PN plasma shotgun and made it into assembly it supposedly turned to non-plasmatic shrapnel type as I understand it.Ah, that makes it clear then.
Making it into assembly isn't even critical as it has capacity for 10 shots and I mostly used it for gibbing in an ao666 game, but I wanted less waiting.
Wiki says "original shotgun blast" so I confused it with the damage type
Is it worth trying to build a Demolition Ammo assembly on a MSs run? Even if I was building it from a combat pistol I'm not sure if that's better than the 3P2B White DeathIf you have the required mods and WK2 (and preferably an extra P-mod to slap on after building the assembly), then definitely go for it.
How to read text screenshots made by DoomRL? They turn to be a real mess of stuff when opened, even if I choose an ISO-8859-1 charset in Notepad++ which is the closest to cp437 I can have.
Is there a way to change the settings on the wait command so that instead of one depress acting as one "wait" (in other words, a single second) it will run indefinitely until something occurs like a former appearing or the like? If so, it'll make my ultra-campy N! runs a lot smoother.
What's so good in that cerberus armor?The answer is quite easy - value for mods. In a standard game, where the majority of Hell enemies are fire-based (revenants, mancubi and archviles), you're quite likely to find the requested mods well before. Cerberus armor then gives 70% fire and acid resistance and 50% plasma resistance (and 2 protection on top of that, with a P-mod afterslap), which makes for quite a lot of defense at a relatively cheap price. Plus, armor shards and reserve red armors are quite plentiful in Hell.
i dont think the enemies in N! have a speed boost, but might fire more frequently
In fact, I'm now aiming to do "easy N!" with AoMC, so my actual target is to do Hell Arena Pwnage badge...
According to the wiki, it's both. (https://drl.chaosforge.org/wiki/Game_Settings) (Or rather the player is slowed down, so the enemies seem faster in comparison)Wow, I seem to be doing about right in my runs. I sometimes do win the arena, not yet pwn tho, well it will eventually happen I believe. Thanks :)
I just realized that I forgot to include the video where I did just that! :) (https://www.youtube.com/watch?v=swP3OBiOqsc)
Basically, I got Intuition 2 first and then Hellrunner to help me keep ahead of Demons to maneuver them into corpse-stacking positions. I also stocked up on as much ammo as I could carry, which is important, because this strategy calls for a lot of shooting into the shadows at things you can't see and even with AoMC, that means using a lot of ammo. (EDIT: Also, needless to say, you need to be *very* careful with each and every step that you don't step into view of any unknown enemies, because if it's a Cacodemon or Baron, they'll ruin your day)
Regarding UAC Diamond, I made a video of myself achieving it once (https://forum.chaosforge.org/index.php/topic,7290.0.html) with a Blademaster build. 20 minutes is more time than you may realize, so you don't necessarily have to rush for the whole thing. As for how many tries it took, I have 28 videos on my hard drive of attempts at it, though most of them are short and fail near the beginning.
As for easier high tier badges, Shottyman Angelic is easily the easiest Angelic badge. Maybe try for that one next?
veteran angelic when done with angel of max carnage isn't luck based at all really. doing a scout auto build (the mortem i posted on here is masterless but i can't recall why i went that route exactly) will get you heavy powered chainguns early on which you can usually mod into a gatling gun, one shotting a great deal of early monsters. once you get the plasma gun you can turn it into the hyperblaster which melts through all the late game stuff with no problem. the trick of nightmare is corpse placement - you'll want to kill stuff in doorways, on liquids, or on top of other corpses to get rid of them, which does require a bit of patiences in getting the feel for exactly how many shots you need to kill something, and considering knockback if you're using shotguns. max carnage makes this easier because not only are your guns stronger, but takes out the dice roll guessing
on UV chained court+ is a breeze with a melee build. other builds you'll have to play a delicate game with the barons, shooting them in the doors, lava, or close enough to the walls where you can burn them with the rocket launcher. one tactic that works decently enough of the time is rocketing a hole in the upper left corner as to not destroy the berserk packs, and just charging the barons after you get the chainsaw. it sounds kind of counterintuitive but being berserk gives you good resistance against the barons attacks, and if you can bring them down without having to use all the packs, you can save the last pack for the arena master
I wonder, does AoPc really require a megaton of reloading to ever get finished? I have spent a good deal of 4h this morning to be able to finish one AoPc (mind you, I went for UV AoPc, with best attempt ended at bruiser brothers, I couldn't past them even with running - maybe I'm doing it wrong?), in the end I went for AoPc+AoOC UV and did 50 more rerolls for a non-revenant start and stuff.
2) I've tried starting Angel of Pacifism as a Scout but I can't seem to see the stairs? Angel of Red Alert says areas can't be scouted, but AoPc doesn't say that.
.#
@#
./.....h
.#
Then you close the door, drop a medkit behind the door (or else you'll get shot while dropping) and back off:.#
@#
+/.....h
.#
Then wait until a former would show its face in the door. As he does, you WHACK him! With Brute 2 and a knife, you would have some serious 85%-ish chance to oneshot him outright. Even if he'd survive, say he wears an armor and you're luring him with a medkit, he'll do a melee attack instead of shooting at you point blank, that attack deals a mere 1d3 (1-3) damage, with your default blue armor it'll get reduced to strict one. Here have another whack, stupid zombie...###
.@###
.+......h
To achieve this, first drop a piece of random ammo to occupy space underneath you, then a medkit - I'm not sure if the medkit would drop below at 100+ rate, however you can also drop a medkit in either position 1, 3 or 4 instead (numpad wise, the position here is 2), then a former will still be able to see and get lured to it, but it may come too broad regarding the corner and see AND shoot you, so watch it. (I'm not a good specialist at luring random stuff into melee range, har har, but I'm learning slowly)ASCII is easy. @ is you, letters are enemies, # is a wall, / is an open door (a closed door is a +, but I deliberately skipped it because a medkit is a plus sign as well, but colored red, and IIRC this forum doesn't support coloring in code blocks) and a dot is empty space. Each character position is one tile.And the "h" letter is the former sergeant, destined to walk face-first into your knife.
Gonna test that... as I thought you can disassemble anything modded, not just weapons. If it's not true, then you'd anyway need two onyx packs to build that tower shield and lava boots.
Intuition 2, then don't enter the monster's range on your turn, let them wander into your vicinity instead. I learned this trick watching one of Tormuse's videos when I finally gave up on trying to figure it out myself - even if it ended up as simple as this. That is, maneuver so that the yet-invisible monster would be marked at the very edge of your FOV, both before and after your move, thus if he'd get closer you will have the first chance to act. Doorways and ambushes aside, of course. With doorways, you would need a lure or wait until all enemies (detectable ofc) on the other side of the door are close to the wall with the door so that they won't see you entering the square with the door. With ambushes, I believe your best bet would be using phase devices prior to an ambush or right after it like in City of Skulls.
I'm trying to figure out how to do without Intuition 2, for all the challenges where I can't have that.Is there any, besides radar shooting with a shotgun and listening for screams?
Also, lots of waiting by doorways or around blind corners such that you can see them coming before they see you.
That would be ideal, but it's not always practical. When I'm establishing myself at the beginning of a level, I sometimes have to prioritize who I dispose of, and any enemies that I can just one-shot, I kill them where they stand and focus more on getting rid of the corpses of larger enemies, then come back to getting rid of the smaller ones when they revive later. I'm not saying this is necessarily the ideal strategy or anything, but that's how my Nightmare games usually play out.
I've watched the videos of Tormuse and frozenca/papilio doing Hell Arena on UV/N! with a pistol or melee weapon, but in trying to replicate them, I've completely failed. When I looked at the mortems, though, they and other people seem to be able to do Hell Arena in AoB/AoMr on UV/N!. However, every time I try I end up running out of HP and dying. What's the trick to it?
In some of Tormuse's mortems for AAoRA, I've seen that that he's visited Hell's Armory at least. I know how to do Deimos Lab in AAoRA, but I haven't figured out the trick to getting to the important parts of Hell's Armory in time. What's the trick?
Anyone got any basic strategy stuff for:
• Angel of Pacifism
• Angel of Red Alert
• Angel of Confidence/Overconfidence
?
These ones aren't covered on the wiki, or I wouldn't bother you guys here.
Confidence/Overconfidence, I was thinking it should be a skill line that "takes off" quickly since there are fewer levels to gain. And not using a Pistol or Melee build (due to how those tend to have a weaker start and in the latter case I can't get the Chainsaw).
Here's are my quick question: what's a good approach to complete Ao100/666 with a melee build?
For Red Alert, I was definitely thinking a Master that would mesh with Hellrunner, like Blademaster, Gun Kata, Fireangel or so on.
For Pacifist, definitely going Masterless, Hellrunner/Dodgermaster, Tough as Nails and Ironman seeming to be solid choices for obvious reasons (plus probably still Intuition.