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Messages - Omega Tyrant

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31
Here are my responses to some of the ideas here:

GENERAL FEATURES

"Allow saving on Nightmare difficulty (needs discussion)."

Absolutely, I said it in the Discord server and I'll say it again; trying to prevent some players from cheating shouldn't come at the expense of accessibility and convenience for everyone else. If I or anyone else wants to play Nightmare difficulty, we shouldn't have to commit to being able to set aside several consecutive hours to play it or leave the game running on our computer, where a myriad of obvious issues happen (hardware or software errors ruining your progress, being unable to play other games or do anything else intensive on your computer until you finish that Nightmare run, increased energy bills from leaving a game running on your computer over night, etc.). And this is before getting into the absurdity of playing Nightmare on A100 or even worse A666. Not to mention that anyone that really wants to cheat can circumvent this anyway, as TwoDev clearly demonstrated over a decade ago. Plus ultimately if some more players do start reporting getting Diamond and Angelic badges if this change was made because they're now able to savescum Nightmare difficulty, who really cares? Require stream proof if you really want to maintain the integrity of the Badge Hunters thread, as speedrunning boards already do for especially fast runs to be accepted.

TRAITS

"Nerf Scout class bonuses and buff other class bonuses (needs discussion)."

Blocking stair sense in special levels wouldn't do much since their location is static, maybe you could have certain level events block it, like armed nukes and floods. I do agree with giving the Marine something extra, 10 more base HP is a very minor bonus compared to what the Scouts and Technician get, I think inherent 10% resistance to everything sounds good and I had similar ideas to giving them inherently more defense. Technicians being able to mod more uniques also sounds good as that ability seems mostly negligible as is.

"Nerf Intuition by marking items as a green X instead of showing what they are, and change monster sense radius from 3 to 2."

I would miss being able to instantly discern powerups, but this is understandable to maintain parity with ASCII players (conversely, maybe give the powerups their own ASCII character for ASCII players to discern them?). Nerfing the monster sense radius to 2 is completely justified, even nerfing it to 1 would still make it very powerful (would still be able to know an enemy is about to pop into view without needing to radar shoot, and it doesn't affect knowing nearby enemies are around when your view is obstructed.

"Allow assemblies before Whizkid x2 to still get an extra mod pack after later getting Whizkid x2."

Strongly agree with this, always been a weird and unintuitive limitation, especially when equipment made after WK2 are indistinguishable ingame from equipment made before WK2. The argument against is the current setup gives players some opportunity cost consideration, with delaying certain assemblies until after WK2 for more power later, or making them and getting immediately utility from them now, but I don't think it's a worthwhile one; players will usually delay advanced assemblies until WK2 anyway when it requires just one more level to get, and basic assemblies are still usually made immediately because they're needed ASAP. As such, I don't think there is much intriguing opportunity cost consideration happening here, and so all it does is make advanced assemblies essentially require WK2 anyway, while players have the inconvenience of having to recreate basic assemblies after WK2 to mod them later.

"Buff Ironman to 25% HP."

I think Ironman would still be filler with this change, don't think you can really do much to make it a priority trait without making it ridiculous, as purely defensive traits are inherently disadvantaged. Not to mention that buffing it makes the trait even less incentivized for those running Berserker that want to maintain easy Berserker procs. I would leave Ironman as is; it can still be universally useful as it currently is, just increasing your offense and speed will nearly always be more valuable than only increasing your defense.

"Buff Reloader to 25% speed."

Agreed, players usually only begrudgingly pick Reloader when they're running a shotgun build to get to Shottyman or Ammochain users as part of its prerequisites. Even with this buff it'll probably remain that way, but maybe pistol and rapid-fire builds might pick it later in the game for assurance if they're running low on ammo boxes.

"Remove Gunrunner blocking Whizkid and change it to another trait such as Brute."

I've never used Gunrunner before, so I can't speak much on this, but I always did found the Whizkid restriction weird, and it's part of why I never used it, as it looks underwhelming. Is the Whizkid restriction because Kornel thought it would be broken with the Focused Double Shotgun and Tactical Rocket Launcher? Even then, I don't think that particular setup sounds excessively strong compared to other good mastery setups, and Gunrunner is already a late blossoming mastery when you essentially need Shottyman with it to make good use of it, which delays the mastery until level 9 at minimum if you make no detour for anything else.

"Remove Army of the Dead blocking Finesse and change it to another trait such as Son of a Gun."

Strongly agree, Army of the Dead's restrictions are too harsh for what is ultimately one of the weakest mastery effects in the game (so my Shotguns do only 2 or 4 more damage per hit before dropoff, but I'm slow as hell, I can't mod my stuff nor assemble more than basic assemblies, and I've got possibly the worst DPS of any build if I don't become a melee hybrid build?!). I think you can allow both Finesse and Hellrunner for MAD and it still would be a tier worse than the other shotgun masteries, but it desperately needs to be allowed at least one of them. Otherwise MAD itself needs to do a lot more than just give piercing shotguns.

WEAPONS AND ARMOR

"Disallow the Nano-Shrapnel assembly working with Super Shotgun."

"Nerf Biggest Fucking Gun (needs discussion)."

I strongly disagree with these; as I mentioned in the Discord, players will rarely ever actually obtain these and so their power is justified. In few standard games will you find both a Super Shotgun and Nano mod, and even in A100 you can't bet on ever finding both. Then the Biggest Fucking Gun is even less likely, very few standard games will ever find two Firestorm mods unless they run Scavenger (in over 100 games I've only once been able to make a Biggest Fucking Gun in a standard game), and it's not even likely you'll ever be able to make it in A100 when the BFGs are even rarer than half the uniques. You mentioned in the Discord how you're primarily an A100/A666 player and how that might affect your biases, and I think this is an example of such, overly focusing on the endgame potential of these weapons that are only realistically reliable to obtain deep into A666 runs.

With that said, I'm all for turning Nano Shrapnel into a master assembly that requires PPPN. Not much of a nerf, but an extra power mod isn't that light of a cost, and it makes it consistent with Nanomanufacture ammo being a master assembly. Also if WK2 is changed so you can mod any assembly regardless of when you made it, this change would be felt.

"Frag Shotgun consumes bullets, but because it takes 4 to fire, you only get 25 shots out of a full stack, of 66 shots out of an ammo box, as opposed to 50 shots out of a shell stack, and 100 from an ammo box like for other Shotguns. This somewhat defeats the purpose of Frag Shotgun since it's less ammo efficient, and I'd say let it fire while only consuming 2 bullets, and maybe adjust the clip size appropriately to 8 or 10."

The Frag Shotgun needs way more than this; 7d3 power is already very underwhelming for a shotgun you can't mod, but 1.5 second firing speed makes the weapon near-unusable. That sort of atrocious firing speed is appropriate for an extremely powerful weapon like the Railgun, not a shotgun only as strong as a vanilla Combat Shotgun. And this horrible weapon is also one of the rarest weapons in the game, not spawning until floor 15 and having a generation weight of 1? This weapon needs a complete rebalancing, or some new crazy gimmick to justify the terrible stats and rarity.

My suggestion is reduce the firing speed to the standard 1.0 seconds and buff the power to 10d3, while letting it start spawning a lot earlier and increase its generation weight to 3; this is about as good as it'll need to be for me to consider carrying it + bullets rather than just two more stacks of shells, though it is quite boring and still eventually gets outclassed by modded out shotguns. Conversely you keep the 1.5 second firing speed but give it absurd power like 15d3, which additionally really hammers in its ammo efficiency. Or you do the opposite and give it 0.5 second firing speed but with 6d3 power, which is probably more fitting for a weapon that uses bullets. Either of these two options would make it more distinct gameplay-wise than other shotguns to fit its unique designation and make it viable to use, while it won't get easily outclassed by modded shotguns.

"Mjollnir is pretty weak, is extremely rare, and most other melee weapons are way better, even a Chainsword. Having some range doesn't really make up for it all that much, so I'd suggest buffing the damage a fair bit, to something like 1d25 if we want to maintain its high damage variance."

I agree, though it should also be able to spawn starting on floor 1 like the Cleaver and have its generation weight increased to 3. Even with its power buffed, it's still clearly outclassed by the Chainsaw and its gimmick is primarily only going to be useful in the early game for melee builds and the Unholy Cathedral, so you gotta give it a chance to be obtainable when its niche is still useful.

"Subtle Knife doesn't count as "knife kills" for a few badges and medals. I think allowing it would be a very small and fair change, and also would slightly buff the weapon which is currently pretty bad."

Agreed, and like the Mjollnir, it needs a big power buff (why is it only as strong as a bulk-modded Combat Knife?) or needs to be given an attack speed buff to justify the weak power, needs to be able to spawn much earlier, and needs its generation weight increased. Also remove the max HP cost of Invoke, it still wouldn't be great but at least it might get usage occasionally, either way its effect is not remotely worth the max HP cost. Alternatively, make Invoke much stronger, like instantly killing all non-boss enemies in view.

"Nerf Inquisitor Set pieces movement speed from +25% to 0% (needs discussion)."

The point I said before rare broken weapons applies here; even with individually being among the more common uniques, you are almost never finding both in a standard game (especially when they don't start spawning until floor 15, and even if you do find both, you probably have very few floors left anyway), while you aren't too likely to find both in A100 either, at least not until it's very late. Maybe a slight nerf to the movement speed of the individual pieces could be ok (like -5% speed each), as individually Nyarlaptotep's Boots and Malek's Armor are still extremely powerful compared to other armors and boots (there is really no reason to not primarily wear those boots over anything else unless you make Antigrav boots, when they have the same speed as A-modded Tactical Boots and Phaseshift Boots while carrying much better protection), or reduce their item generation weight to 2 to make them less common. Inquisitor Set could also be indirectly nerfed by making acid generation a lot more common in A100 (something I'll cover in my own suggestions later).

"Medical Powerarmor is pretty much a worse Red Armor, and the self-healing isn't really all that great. I think making it have 6 protection could be a good buff for it, while keeping it still pretty plain."

Agreed, though I think it also at least needs the resistances of the Medical Armor (always been weird how the "upgraded" armor doesn't have any resistances), and I would say buff their healing ability too (let it heal up to 50%, might get some actual use at that point).

"More exotic armors. Some suggestions: "Acid-Proof Armor" which has 95% Acid Resistance, or "Glass Armor", which has 50% durability."

Agreed, and I mentioned in the Discord server how it's weird all of the non-shield exotic armors have physical resistances aside from the Energy-Shielded Vest. I think some of the current exotic armors can have their resistances modified to be more unique too, though I'll cover that later in my own suggested changes.

"Make Backpack indestructible."

Strongly agree, and the concern about being able to get it easily via nuking shouldn't matter, when you can still get the artifact from the Unholy Cathedral, Angelic Armor from The Mortuary/Limbo, or any other unique from other special levels after nuking. The Backpack being the sole exception doesn't make sense.

BADGES, MEDALS, AND MISCELLANEOUS

"Disallow many badges to be earned by abusing Dual-Angel challenges."

I strongly agree with disallowing badges through Dual-Angel challenges that don't explicitly require a specific combination. Seeing the majority of mortems getting many Diamond and Angelic badges by combining them with AoMC or AoOC really did make them feel cheaper, which is why I went for Quartermaster Diamond the "pure" way recently, when all but one of the mortems recorded with it in the Badge Hunters thread did it by combining AoRA with AoMC.

"Create more in-game rankings to require more of each badge type, instead of just 15."

Also agree; as is, getting every badge of each tier has no incentive, and even if you do want to let players avoid some annoying badges per their choice, avoiding 11 of them is a huge chunk to have to never get to increase in rank. Maybe increase it to at least 20 required before higher ranks stop considering badges of that tier?

"Having some hidden medals is a bit silly since everyone reads the wiki anyway, and the chances of players accidentally discovering them is close to 0% when some of them are extremely arbitrary. I'd say just make them visible like the other medals."

Agreed, never really understood why this was a thing in the first place.

"Iron Skull medal isn't hard to earn and it just requires a niche setup (usually involving Vampyre), and I think 10,000 is way too high. Under normal circumstances, players likely will never take more than around 1500 damage, and when grinding for 10,000, the point has been made by like 5,000 damage. I think lowering the value to 5,000 maintains the requirement without opening it up in non-Vampyre games, and also not dragging out the idea of it for excessively long."

Strongly agree, this medal is just tedium. I think completely redoing it would be better so it's a real challenge to get and not just a measure of how patient you are farming Pain Elementals with Vampyre. Maybe change it to like taking 2000 damage in a game and winning (or any other high but still realistically obtainable number), while disqualifying players with Vampyre from getting it? Either way, the 10,000 number is ludicrous.

"For Arena Diamond Badge, this mostly just requires gross amounts of luck to complete. I'd say either change it to Angelic tier, or bump the difficulty down to Ultra-Violence."

Agreed, it really says something that after a decade, this is the only Diamond badge with still no verified run of anyone obtaining it in 0.9.9.7, after Hell's Arena was hardlocked to spawning on floor 2, instead of being able to spawn on floor 3 as it could in prior versions. Having Hell's Arena only spawn on floor 3 instead would be an alternative and could make the badge doable again, while I know people argued before to make that change regardless because they felt Hell's Arena was too luck based to beat when you only have one real floor of preparation before entering it (though I also understand the devs' view on it that each special level should be a serious risk/reward consideration to enter, with Hell's Arena being arguably too easy for general play when it spawned on floor 3). Alternatively if it's possible, Hell's Arena can be kept on floor 2, but in challenges with especially hard early games (such as Angel of Berserk and arguably Angel of Marksmanship), Hell's Arena can be programmed to spawn on floor 3, which I think would be a nice compromise between the two viewpoints.

I also agree with the rest regarding badges/medals that are virtually impossible or essentially duplicates.

"Make Phobos Lab more rewarding to enter compared to Military Base (needs discussion)."

Obviously agree, but I got some numbers on this. Here is the amount of EXP you currently get from killing everything in each level on each difficulty, with the EXP multiplier factored (may be slightly off as I'm not sure how rounding is handled but is close enough regardless to get the point across):

ITYTD: Phobos Lab = 1688; Military Base = 2726
HNTR: Phobos Lab = 1588; Military Base = 3424
HMP: Phobos Lab = 2662; Military Base = 4557
UV: Phobos Lab = 3055; Military Base = 7302
N!: Phobos Lab = 4044; Military Base = 9698

This is an absurd EXP disparity, with Military Base having over twice as much EXP on the hardest difficulties. The big culprit for this is the pitiful amount of EXP that Nightmare Demons give (why do they only give 95, even Nightmare Imps give more at 128), as well as the ridiculous EXP the Elite Formers give (even the Elite Former Human that's hardly more threatening than the normal Former Human gives 167 EXP, while they increase drastically from there, with the Elite Former Commando giving as much as the earlier bosses and Archviles). Right away, Nightmare Demons should give a lot more EXP, I say giving as much as an Arachnotron at 263 would be fair. If you did this, the amount of EXP you get from Phobos Lab on UV and N! would become:

UV: 3055 -> 5057
N!: 4044 -> 9084

Conversely, if you slightly bump down the amount of EXP given by the Elite Formers (Elite Former Humans down to 128, Elite Former Sergeants down to 263, Elite Former Captains down to 320, we can keep Elite Former Commandos the same), the EXP yield of Military Base would become:

HNTR: 3424 -> 3053
HMP: 4557 -> 3813
UV: 7302 -> 6084
N!: 9698 -> 9028

This change would make their EXP yield a lot closer, and even nearly identical on Nightmare (with Phobos Lab coming up slightly ahead). The exact EXP numbers for each enemy can be debated, but this idea should be agreeable. This addresses the massive EXP yield disparity between the two levels, but Phobos Lab would still be a lot harder with a lot less material reward than Military Base, so I would farther suggest adding two more random mods, with one each being located in the far left trap rooms that open up upon reaching the shore after hitting the left acid pool's lever. Aside from making this more similar to other special level pairs where one is harder but correspondingly more rewarding (such as Deimos Lab giving you two rare mods instead of one), this could offer a nice dichotomy, where Military Base gives you more resources (ammo and medkits), while Phobos Lab offers better equipment by having two extra mods. The placement of these two extra mods would also incentivize players to actually do all the hard parts of the level, instead of just homing phasing out to run off with the Combat Shotgun and the two mods near the exit.

For one more change, you could also make the Elite Formers stronger in melee, so that they aren't so easy to cheese by just gift dropping them to come into melee range, which in turn would make Military Base a bit less free (maybe they could all use a Combat Knife in melee if that's possible to program? It would fit them being elite fully-armed soldiers).

32
When looking at the people who got Quartermaster Diamond according to the Badge Hunters thread, I noticed all but one (papilio's run) that were listed got it by combining it with Angel of Max Carnage. This inspired me to do it the "pure" way. Also since I usually play really campy and will willingly hit wait -> run for minutes on end to get a single enemy to walk into my vision, I wanted to try this challenge that will force me to play aggressively.

So first thing was deciding the build. I know Gunrunner is popular for this badge and papilio used it for his pure AoRA Quartermaster Diamond, but I had some major problems with it. For Gunrunner to be effective required getting Shottyman, so the build wouldn't truly come online until level 9 at minimum, and that's if I don't make a detour for Intuition, otherwise it would take all the way until level 11 to get everything, by which point I would be through most of the game already (I certainly wouldn't be able to safely handle most of the special levels with the incomplete Gunrunner build to get there faster). Papilio's run apparently did it without Intuition until late into the game, I don't know how he did it but I found Intuition too important to hold off, not only for finding enemies quickly but to also ensure I don't walk into enemy fire; with no time to camp, I really needed to know where enemies were to avoid taking too much damage. I also considered Cateye, which I used to get Quartermaster Gold on HNTR long ago, but for finding enemies, Intuition was usually enough, and rapid fire weapons are crappy at taking out the groups of enemies you often fight on UV. Additionally with no AoMC, I would have to spend levels in Eagle Eye rather than being able to speed myself up. This decision got solidified when I went to finally get Skull Silver a couple weeks ago and was trying Cateye, only to get frustrated with it even on just HNTR, with runs failing without me even reaching City of Skulls/Abyssal Plains, leading me to instead try Blademaster, which worked wonderfully and got me the idea to try it here.

So for the build strategy. First two levels I go straight to Intuition 2, immediately knowing powerup locations and the effectively enhanced vision to find enemies was imperative. Additionally this will delay Blademaster to just level 9, which I can get around the middle of the game, maybe even slightly sooner, quite a bit more workable than Gunrunner. After that I take the first level of Hellrunner, when that's essential for AoRA for obvious reasons and Brute is a dead level this early. After that I go for the two levels of Brute and Berserker however; that second level of Hellrunner would be really nice, but I'm approaching the Chained Court at this point, so I need Brute to effectively use the Chainsaw and Berserker itself is crucial. After Berserker, I go for the second level of Hellrunner, then the third level of Brute, and finally get Blademaster at level 9. Finesse and Whizkid came after for the extra attacking speed and some helpful assemblies.

Another part of the strategy was abusing Berserker to keep myself frequently berserked to do everything much faster. With the base 50 HP, you can reliably berserk yourself by blowing up a rocket in your face, and with good fire resistant armor, you can be taking as low as 1 HP in exchange for 20 actions of berserk, letting you blitz through levels. Combined with Blademaster and the Scythe, I'm able to clear out lategame levels in little over a minute, even when they have vaults with lots of extra enemies. Of course getting to that point wasn't easy, most runs just die in Phobos that I didn't Q+Y on, and by having to spend levels on Brute instead of getting Finesse, SoB, the second level of Hellrunner sooner, or even Reloader, those later Phobos floors got tough when I was still primarily using a Shotgun. Many floors just weren't winnable, but I was happy to exchange a tougher Phobos for ensuring the second half of the game would be a cinch, I would rather keep losing 15-30 minutes of work in Phobos than to lose an hour or two in late Deimos or Hell. Making it past Phobos though didn't guarantee victory; I would still be a few levels away from Blademaster, and indeed I have had quite a few runs die in early Deimos, two making it as far as Deimos 4 and no Blademaster still by that point (the first of those runs I lost from me missing a 98% hit on a Baron in melee when we were both near death and I still had medkits left, the other died when a lone enemy got lost in a maze that I couldn't find in time, while that first run I still also had no Rocket Launcher, and the second wouldn't just give me any armor). Finally after over 30 attempts that I didn't Q+Y near the start on, it came together...

The first couple floors were uneventful, as was Hell's Arena, where I did my usual strat of clearing two waves and running out. I found I could semi-reliably clear two waves in Hell's Arena, nice to get some extra EXP (enough to get me an extra level early on) as well as a large medkit and maybe a small medkit (if the RNG spawns it in a place I could still pick it up). Usually fully clearing it wasn't viable, and the couple times I possibly could I still declined; getting the guaranteed Rocket Launcher would be really nice (which was crucial for my strategy and the RNG was unkind with spawning them randomly, with most of my runs that made it to Deimos never finding one), but I really wanted the easy Chained Court, as I obviously needed the Chainsaw and wanted those two mods, while UnChained Court didn't seem viable without a big medkit expenditure and maybe still not even then. Speaking of the Chained Court, that went easy as always, but I also got an agility mod, great for speeding my boots up, and a power mod, which I found to be really helpful on the Shotgun for more reliably one-shotting formers and Imps, while also often saving me a shot on bigger demons (and increasing the likelihood that they don't get to me). Normally I would save the power mod for a Tactical Shotgun, but with no Phobos Lab/Military Base, I might not find a Combat Shotgun for several more levels and so learned the immediate utility with the P-modded Shotgun is better (and indeed I wouldn't find a Combat Shotgun this run until very late into the game). Shortly later on floor 6, I would find a Technical mod, which I wanted most on my Chainsaw (I initially would Bulk mod it before, but later found the faster attacking speed is more useful, as it would increase the likelihood of killing things without getting hit and would help activate Berserker quicker, especially important against strong melee enemies like Barons). Floor 7 gave me an easy Pinky/Caco cave, and I always skip Phobos Lab and Military Base; fuck trying to deal with the Nightmare Demons on a time limit, and the latter has so many enemies while the Elite Formers are actually dangerous when you can't just camp them, on top of both also having a ton of required running around and it being very easy for enemies to get lost wandering around in them. Then came Phobos Anomaly; the strategy here was trigger the ambush, run back to the starting room, then berserk Chainsaw through everything and heal back up with one of health globes. Then with the Bruisers, after triggering them, I would retreat to the halfway doorway and wait for them, as there the second one wouldn't be able to attack me at an awkward angle, then berserk Chainsaw through them and retreat back to the second health globe to heal up, with more than enough time to do so.

Then came Deimos, most runs don't make it this far, and while I had no Rocket Launcher yet, I did have several medkits, phase devices, and my Red Armor fully intact, so it was looking promising. First Deimos floor was a maze, which could have been really bad... but a group of Pinkies spawned right next to the start, so I was able to quickly get berserked and run through much of the level, including taking out several potentially troublesome Barons with little time and health lost. After clearing out the floor, I saw I got Hell's Armory, which was great! I have cleared Deimos Lab in a prior run before, but only because I had a Homing Phase and I couldn't grab any of the mods, which would be the likely case in any attempt as enemies get lost too easily in it. While I spent a few medkits in the Armory, it had not only a Super Shotgun, but a Nano Mod, making it more than worth it. The first thought is making a Nano Super Shotgun or a Nanomachic Rocket Launcher or Antigrav Boots, but I decided to go with the unsung Power Red Armor. First, I didn't even have Blademaster yet and was still levels away from being able to get Whizkid, what good would saving up for one of those assemblies be if I end up dying before I could get them? Second, as a melee build that will be rocket jumping and blowing myself up for berserk while time is of the essence, an armor with great fire resistance, melee resistance, no movement penalty, and regenerating durability was really ideal, even with its knockback resistance nerfing rocket jumping. Then in the second floor of Deimos, I not only found a Rocket Launcher immediately, ensuring I wouldn't be deprived of this vital weapon, but I also found this...

Spoiler (click to show/hide)

A second nano mod, this early? This run went from very promising to being the run. The first thought was making a Nano Super Shotgun or Antigrav Boots, but I decided I would save up for the Nanomachic Rocket Launcher, as I believed an infinite Rocket Launcher would work best with my strat here. Of course it would take several more levels before I could make it still, so the game wasn't exactly won yet. Up then came Containment Area, my initial plan was to clear it out without triggering the ambush for the extra EXP, rocket box, and maybe something nice from the crates. However I did get Blademaster by this point and decided to go all the way with it, which went without a hitch. Then came City Of Skulls, which with Blademaster, was still very easy to clear on UV with multiple minutes to spare (I would have skipped Abyssal Plains though, as it would be too easy for enemies to get lost wandering around in circles). The luck with special levels didn't stop there, as I then got Halls Of Carnage; Spider's Lair would have concerned me as a melee build that would need to camp to not get shredded, but Halls of Carnage you need to beat fast anyway and so it was no different (just needed to make damn sure none of the Lost Souls escaped the central room before progressing). Later half Deimos was easy even with just a T-modded Chainsaw still for my melee weapon, one floor got a little iffy when it had a bunch of napalm barrels and a couple enemies got lost near the end. Probably could have still found them in time but there was an Invulnerability, so I just camped it until the end, grabbed it, and then used rocket jumping to also take it with me to the next floor.

The Cyberdemon went down easy, the first floor of Hell was easy, and then came the Cathedral, which was free as usual for a melee build, where I got the Scythe and the game was essentially won, compounded farther when I finally got that Nanomachic Rocket Launcher a couple floors later. At this point I was easily completing levels in under two minutes while taking minor damage, and even an Arachnotron cave was of little threat. I probably could have did the Mortuary but skipped it just to be safe (not that I needed the Nuclear BFG for a full win in AoRA anyway). In fact the only thing that threatened the run at this point was some hardware failure, which did nearly happened when my shitty keyboard started fucking up on the sixth floor of Hell. After many unplugs, replugs, and about an hour of troubleshooting while the game was still running, I finally got my keyboard and mice working properly again (which is the reason why the gameplay time stretched over three hours when it should have been around two). With that issue out of the way, I clear out floor 6 of Hell, clear The Lava Pits easily when Blademaster again let me kill all the Lost Souls in little time (and berserk Scythe gibbing Pain Elementals so they couldn't spawn Lost Souls was also nice for preserving my radsuits). The lategame also started drowning me in very good armor, with me finding a Plasma Shield on floor 5 of Hell, The Lava Pits had an Energy Shield and Lava Armor, and floor 7 had a Duelist Armor, but the Power Red Armor was all I needed and I never made use of them.

With an uneventful penultimate floor, I wait out the nuke's timer against the Mastermind before popping the Lava Element at the last second, then rocket myself ten times to build up berserk before entering Hell's Fortress. There I rocket jumped across to maintain my berserk and killed Carmack in a few clicks, finally netting me Quartermaster Diamond (my fifth diamond badge). Overall this is the most I grinded for a badge yet, but it was quite fun to be forced to play so aggressively. I don't think you need anywhere near as much luck as this run got to make the Blademaster strat work, just having some Red Armors and securing the Rocket Launcher in early Deimos should have been enough (which I cannot stress enough how much the RNG was hating me before this run by denying me Rocket Launchers), but I'm certainly not going to complain about the RNG giving me a break with the amazing item luck I got here.

With that all said, here's the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
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 NOTIME33, level 15 Arch-Vile Lt. General Scout,
 nuked the Mastermind at the Hell Fortress.
 He survived 66091 turns and scored 440520 points.
 He played for 3 hours, 11 minutes and 24 seconds.
 He was a man of Ultra-Violence!

 He killed 1158 out of 1158 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Red Alert!

 He saved himself 3 times.

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 8
  Levels completed : 7

-- Awards ----------------------------------------------------

  Medal of Prejudice
  UAC Star (bronze cluster)
  Aurora Medallion
  Hell Armorer Badge
  Quartermaster Diamond Badge

-- Graveyard -------------------------------------------------

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  ..........................................................#
  ..........................................................#
  ..........................................................#
  .......................................................%..#
  .......................................................%||#
  .......................................................X}%#
  .......................................................%%%#
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  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ###########################################################

-- Statistics ------------------------------------------------

  Health 31/50   Experience 107250/15
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +9

-- Traits ----------------------------------------------------

  Class : Scout

    Finesse          (Level 2)
    Hellrunner       (Level 3)
    Brute            (Level 3)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Blademaster      (Level 1)

  Int->Int->HR->Bru->Bru->Ber->HR->Bru->MBm->Fin->Fin->WK->WK->Jug->HR->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   powered red armor [5/5] (86%)
    [b] [ Weapon     ]   Azrael's Scythe (9d9)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shotgun (9d3) [1/1] (P1)

-- Inventory -------------------------------------------------

    [a] combat shotgun (7d3) [4/5] (T1)
    [b] nanomachic rocket launcher (6d6) (T1)
    [c] super shotgun (10d4)x2 [2/2] (P2T2)
    [d] BFG 9000 (10d6) [130/130] (B1)
    [e] duelist armor [2/2] (100%)
    [f] plasma shield [0/0] (100%)
    [g] energy shield [0/0] (100%)
    [h] Lava Armor [4/4] (100%)
    [i] shotgun shell (x70)
    [j] shotgun shell (x70)
    [k] shotgun shell (x4)
    [l] shotgun shell (x70)
    [m] power cell (x70)
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] phase device
    [s] homing phase device
    [t] hatred skull
    [u] gothic boots [10/10] (200%)

-- Resistances -----------------------------------------------

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 85%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 60% 
    Fire       - internal 60%   torso 95%   feet 60% 
    Plasma     - internal 60%   torso 60%   feet 60% 

-- Kills -----------------------------------------------------

    120 former humans
    104 former sergeants
    52 former captains
    127 imps
    81 demons
    384 lost souls
    51 cacodemons
    21 hell knights
    59 barons of hell
    22 arachnotrons
    17 former commandos
    41 pain elementals
    14 revenants
    27 mancubi
    23 arch-viles
    6 nightmare imps
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He saw, left a present and left.
  On level 5 he stormed the Chained Court.
  On level 8 he encountered the Phobos Anomaly.
  Level 9 was a hard nut to crack!
  On level 9 he found the Trigun!
  On level 9 he assembled a tactical boots!
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a power armor!
  He decided to nuke Hell's production center.
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  Level 14 was a hard nut to crack!
  On level 14 he ventured into the Halls of Carnage.
  Level 15 was a hard nut to crack!
  On level 16 he found the Tower of Babel!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 19 he assembled a nanomanufacture ammo!
  On level 19 he found the Mjollnir!
  On level 22 he entered the Lava Pits.
  On level 22 he found the Lava Armor!
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

-- Messages --------------------------------------------------

 You need to taste blood!
 Fire -- Choose target...
 You see : floor
 You need to taste blood!
 Fire -- Choose target...
 You see : floor
 You need to taste blood!
 You need to taste blood!
 You prepare the Azrael's Scythe instantly!
 You hit John Carmack. Carmack raises his hands and summons hellspawn! You
 need to taste blood!
 You hit John Carmack. You're going berserk! You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You feel relatively safe now. Next! You're going berserk!

-- General ---------------------------------------------------

 180 brave souls have ventured into Phobos:
 67 of those were killed.
 48 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 59 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 29 killed the bitch and survived.
 24 showed that it can outsmart Hell itself.

--------------------------------------------------------------

33
For my 15th platinum badge, I went for Daredevil Platinum. Took a few deaths and a few other runs I Q +Y'd on before I got a starting level that was both doable and gave me enough resources to take on Deimos Lab/Hell's Armory. That second part is important; one run started me with a Lost Soul cave (I didn't even know you could still get those in Deimos on UV), which while very easy to beat with minimal damage, left me gaining only one level and with little ammo nor any armor, leading to me running out of shells in Hell's Armory before half the enemies were even dead, causing a swift demise once I had to try using the Chaingun with no SoB nor EE. When I finally got an ideal starting level that left me in good enough shape for Deimos Lab, it also had an Assault Shotgun and Laser Rifle. With getting such good weapons this early, I didn't dare try releasing the Shamblers (that I had little hope of taking on with not even having Berserker, due to going for a Malicious Blades build). This first run to get past Lab/Armory would prove successful, with the Assault Shotgun and Laser Rifle really helping with keeping me alive until I got MMB, and I would still make heavy use of them even after getting Azrael's Scythe. Unfortunately I didn't find many mods and so couldn't really mod them all out, making going for WK2 a mistake (at least I did get modded Tactical Boots out of it, so it wasn't entirely wasted).

For other notes, I was happy I got City of Skulls, not sure I could have handled the starting Hell Knight ambush in Abyssal Plains with the equipment I had and no Berserker to fall back on. The fight with the Agony Elemental got a bit out of hand, but with some strategic retreats I was able to handle only burning a single Medkit, and got a very nice two Hatred Skulls out of it (letting me beat Unholy Cathedral without a Piercing Knife and being some very good help in Mortuary). Really wanted Halls Of Carnage for the two mods there, but Spider's Lair wasn't bad. Was a bit unsure of tackling Mortuary with a generalist MMB build that lacked especially strong guns, but it went surprisingly well, coming out nearly net equal in Medkits and without burning too much ammo. It certainly helped that 4 Arch-Viles spawned near the start, so I was able to take out over half the Arch-Viles quickly after immediately using my second Hatred Skull. Then Lava Pits spawning instead of Mt. Erebus when I had no radsuits was bad, but thanks to MMB's fire resistance extending to your feet, running with just Protective Boots I found the floor before was enough to reduce lava damage to 1, making it easily doable after using a Phase Device to teleport to one of the islands. After going through an Arachnotron cave, a maze, and a lava flood for the final few floors before the end, Carmack went down without a real fight, netting me Daredevil Platinum.

Overall, Malicious Blades certainly didn't seem optimal for this badge and I may have survived one of the other attempts with a different build, but it worked out at the end and it was pretty fun.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 DOUBLADE5, level 14 Arch-Vile Lt. General Technician,
 defeated the Mastermind at the Hell Fortress.
 He survived 1065826 turns and scored 316399 points.
 He played for 4 hours, 20 minutes and 45 seconds.
 He was a man of Ultra-Violence!

 He killed 1404 out of 1404 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Confidence!

 He saved himself 2 times.

-- Special levels --------------------------------------------

  Levels generated : 8
  Levels visited   : 7
  Levels completed : 7

-- Awards ----------------------------------------------------

  Medal of Prejudice
  UAC Star (silver cluster)
  Aurora Medallion
  Grim Reaper's Badge
  Daredevil Platinum Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ..........................................................#
  .....................................................%%X%%#
  .....................................................%.}|.#
  .....................................................%||.%#
  .........................................................%#
  ........................................................%.#
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  ......................................................%%%.#
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  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ###########################################################

-- Statistics ------------------------------------------------

  Health 44/50   Experience 96190/14
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +1  ToDmg Melee +10

-- Traits ----------------------------------------------------

  Class : Technician

    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Son of a bitch   (Level 1)
    Brute            (Level 3)
    Dodgemaster      (Level 1)
    Whizkid          (Level 2)
    Malicious Blades (Level 1)

  Fin->HR->HR->DM->Bru->Bru->MMB->WK->WK->Bru->SoB->Fin->Fin->HR->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [6/6] (195%) (ABP)
    [b] [ Weapon     ]   Azrael's Scythe (9d9)
    [c] [ Boots      ]   tactical boots [0/0] (100%) (A)
    [d] [ Prepared   ]   combat knife (2d5)

-- Inventory -------------------------------------------------

    [a] tactical rocket launcher (6d6) [4/5] (T1)
    [b] assault shotgun (8d3) [6/6] (P1)
    [c] laser rifle (1d8)x5 [40/40] (P1T1)
    [d] BFG 9000 (10d6) [100/100]
    [e] blue armor [1/2] (46%)
    [f] red armor [4/4] (100%)
    [g] Angelic Armor [7/7] (100%)
    [h] shotgun shell (x70)
    [i] shotgun shell (x70)
    [j] shotgun shell (x70)
    [k] rocket (x14)
    [l] rocket (x14)
    [m] power cell (x70)
    [n] power cell (x70)
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] homing phase device
    [t] phaseshift boots [4/4] (94%)

-- Resistances -----------------------------------------------

    Bullet     - internal 0%    torso 50%   feet 50% 
    Melee      - internal 0%    torso 75%   feet 75% 
    Shrapnel   - internal 0%    torso 50%   feet 50% 
    Fire       - internal 0%    torso 75%   feet 50% 

-- Kills -----------------------------------------------------

    35 former humans
    56 former sergeants
    65 former captains
    71 imps
    74 demons
    754 lost souls
    59 cacodemons
    23 hell knights
    56 barons of hell
    54 arachnotrons
    19 former commandos
    54 pain elementals
    26 revenants
    27 mancubi
    25 arch-viles
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

-- History ---------------------------------------------------

  On level 1 he entered Deimos Lab.
  He fought hard, but decided the reward was not worth it.
  On level 3 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 4 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 6 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 8 he found the Tower of Babel!
  On level 9 he assembled a tactical boots!
  On level 9 he invaded the Unholy Cathedral!
  On level 9 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 10 he found the Anti-Freak Jackal!
  On level 12 he was foolish enough to enter the Mortuary!
  On level 12 he assembled a tactical rocket launcher!
  On level 12 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 14 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  On level 15 he ran for his life from lava!
  On level 15 he found the Mega Buster!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 16!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

-- Messages --------------------------------------------------

 launcher.
 Fire -- Choose target...
 You see : floor
 You dodge! Boom!
 You dodge! The missile hits the cacodemon. You dodge! Boom! You dodge! The
 missile hits the cacodemon.
 Carmack raises his hands and summons hellspawn!
 You wear/wield : a Azrael's Scythe (9d9) You dodge! The missile hits the
 cacodemon. You dodge! The missile hits the baron of hell. You dodge! The
 missile hits the cacodemon.
 You hit John Carmack. You dodge! The missile hits the cacodemon. The
 cacodemon dies. The cacodemon dies. You dodge! The missile hits the baron of
 hell. You dodge! The missile hits the baron of hell. You are hit!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You feel relatively safe now.

-- General ---------------------------------------------------

 143 brave souls have ventured into Phobos:
 67 of those were killed.
 12 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 58 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 29 killed the bitch and survived.
 23 showed that it can outsmart Hell itself.

--------------------------------------------------------------

34
I was just going for only Berserker Platinum at first in this run and wasn't intending to kill everything. The first few attempts that made it past Phobos Base Entry without me hitting Q there didn't make it far once the Hell Knights came, however this attempt got me some very good luck with timely Berserk Packs and Supercharges being available during that awful dlevel 3-5 range. This early powerup luck allowed me to kill all those Hell Knights and Cacodemons on the way to The Chained Court, where maintaining a 100% kill rate is at its most difficult on AoB. I also found a Ballistic Armor on dlevel 5, helping me even farther with killing everything without burning too many resources before I got Vampyre, and made Phobos Lab a lot less painful, as well as ensuring I got very good Cerberus Armor later. With this early luck, I maintained a 100% kill rate throughout the game, netting me Azrael's Scythe, which allowed me to exploit its altfire in The Vaults to get Scavenger Diamond. I forgot Gargulec Cross was a medal you got for finishing with a 100% killrate in AoB on UV and I was one medal short of Heroic Platinum, so seeing them in the mortem at the end was a nice surprise, making me more thankful for that early luck and saving me from having to do another AoB UV run later on for the Gargulec Cross.

Deimos wasn't so nice with the luck though. Deimos Lab had a... Firestorm and Sniper mod, completely useless while I was really hoping to make Antigrav Boots and get infinite durability on my Cerberus Ballistic Armor. Then after I lost my Red Armor early in Deimos and before I could make Cerberus Armor, one level started me in a big open room full of Mancubi with nowhere to run. After one big blast from them, I was left at 16% health, but luckily I had a Homing Phase and nothing was waiting for me at the stairs, so I was able to recover and then clear out the level. I also accidentally built my second pair of Tactical Boots at WK1, so I wasted my chance at getting +25% speed Tactical Boots.

In Hell things went easier. I managed to find an Energy Shield, and combined with some nearby Invulnerability, really helped with clearing Limbo, which I found to be a lot harder than Mortuary when you're stuck to purely melee. Limbo still got dicey though; after clearing the middle and right islands, my Energy Shield was nearly destroyed, and trying to progress through the left islands wasn't working. I kept getting hit into lava, getting harassed by Nightmare Cacos out of reach in lava, and getting perpetually blown away by Mancubi and Revenants. I ended up fleeing to one of the corners on the right islands and huddling there waiting for all the enemies to come to me, killing them each one at a time until I finally finished them all. The rest of the run was smooth sailing after that.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 IMAMANANDAHALF4,
 level 15 Arch-Vile Lt. General Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 2251172 turns and scored 394538 points.
 He played for 3 hours, 46 minutes and 16 seconds.
 He was a man of Ultra-Violence!

 He killed 1215 out of 1215 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Berserk!

 He saved himself 3 times.

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 9
  Levels completed : 9

-- Awards ----------------------------------------------------

  Medal of Prejudice
  UAC Star (bronze cluster)
  Grim Reaper's Badge
  Hell Armorer Badge
  Gargulec Cross
  Heroic Platinum Badge
  Berserker Platinum Badge
  Scavenger Diamond Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
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  ..........................................................#
  .......................................................|X.#
  ........................................................}|#
  ........................................................|.#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ###########################################################

-- Statistics ------------------------------------------------

  Health 100/50   Experience 117276/15
  ToHit Ranged +0  ToHit Melee +10  ToDmg Ranged +0  ToDmg Melee +15

-- Traits ----------------------------------------------------

  Class : Marine

    Ironman          (Level 1)
    Finesse          (Level 3)
    Tough as nails   (Level 1)
    Brute            (Level 5)
    Berserker        (Level 1)
    Whizkid          (Level 2)
    Badass           (Level 1)
    Vampyre          (Level 1)

  Bru->Bru->Ber->Fin->Bad->MVm->Fin->WK->Bru->WK->TaN->Bru->Fin->Iro->Bru->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   cerberus ballistic vest [0/0] (105%) (B)
    [b] [ Weapon     ]   ripper (6d6) (T)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   combat knife (2d5)

-- Inventory -------------------------------------------------

    [a] blue armor [4/4] (75%) (ABP)
    [b] blue armor [2/2] (100%)
    [c] red armor [6/6] (100%) (AP)
    [d] red armor [6/6] (158%) (BPT)
    [e] red armor [4/4] (86%)
    [f] phaseshift armor [4/4] (72%) (AP)
    [g] energy shield [0/0] (15%)
    [h] Angelic Armor [7/7] (100%)
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] phase device
    [t] lava element
    [u] acid-proof boots [0/0] (100%)

-- Resistances -----------------------------------------------

    Bullet     - internal 60%   torso 95%   feet 60% 
    Melee      - internal 60%   torso 95%   feet 60% 
    Shrapnel   - internal 60%   torso 95%   feet 60% 
    Acid       - internal 60%   torso 95%   feet 60% 
    Fire       - internal 60%   torso 95%   feet 60% 
    Plasma     - internal 60%   torso 95%   feet 60% 

-- Kills -----------------------------------------------------

    96 former humans
    72 former sergeants
    61 former captains
    167 imps
    62 demons
    336 lost souls
    58 cacodemons
    40 hell knights
    34 barons of hell
    68 arachnotrons
    14 former commandos
    29 pain elementals
    58 revenants
    31 mancubi
    35 arch-viles
    16 nightmare imps
    11 nightmare cacodemons
    17 nightmare demons
    2 bruiser brothers
    2 shamblers
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 7 he sneaked into the Phobos Lab.
  On level 7 he assembled a tactical boots!
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  He sounded the alarm on level 9!
  On level 9 he entered Deimos Lab.
  He destroyed the evil within and reaped the rewards!
  On level 11 he assembled a tactical boots!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 13 he assembled a ripper!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 15 he assembled a cerberus armor!
  On level 16 he found the Tower of Babel!
  He sounded the alarm on level 17!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 19 he found the Acid Spitter!
  On level 19 he entered the Vaults.
  He managed to clear the Vaults completely!
  On level 20 he was foolish enough to enter Limbo!
  On level 20 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  On level 23 he was targeted for extermination!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

-- Messages --------------------------------------------------

 You need to taste blood!
 You hit the lost soul. The lost soul dies. You need to taste blood!
 John Carmack reloads his rocket launcher. You need to taste blood!
 You hit the lost soul. The lost soul dies. You need to taste blood!
 Carmack raises his hands and summons hellspawn! You need to taste blood!
 You hit the lost soul. The lost soul dies. You're going berserk! You need to
 taste blood!
 You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You're going berserk! You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You're going berserk! You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You feel relatively safe now. You're going berserk!

-- General ---------------------------------------------------

 138 brave souls have ventured into Phobos:
 63 of those were killed.
 12 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 57 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 28 killed the bitch and survived.
 23 showed that it can outsmart Hell itself.

--------------------------------------------------------------

35
I was playing a Fireangel build for fun, but realized that I could take advantage of the free rocket jumps to get past Phobos Anomaly damageless without having to get lucky with a Phase Device, and then Cybie is completely free with the requisite Dodgemaster (alongside Fireangel ensuring any splash if I get cornered near walls won't hurt me either). The first run I got past Anomaly without damage, but then got killed by the Shamblers in Deimos Lab (trying to fight them without having a Focused Double Shotgun nor Tactical Rocket Launcher turned out to be a very bad idea). The second run I got past Anomaly damageless again, and then got to Cybie this time, where he was effortlessly beaten without damage, netting Gatekeeper Diamond. I then completed the rest of the run for a full win.

Of particularly notable events, I found an Assault Shotgun on dlevel 5, which was amazing, never found one that early before. The luck got cruelly balanced out however by not finding a single Double Shotgun until Hell, so no Focused Double Shotgun for most of the run. Then I also ran into a big ammo crunch at the end, having to resort to killing individual Lost Souls with the Nuclear BFG in The Lava Pits to desperately conserve my shells. But I managed to get through with enough ammo at the end to finish off Carmack.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Boomer, level 16 Arch-Vile Mjr General Technician,
 nuked the Mastermind at the Hell Fortress.
 He survived 981294 turns and scored 409220 points.
 He played for 5 hours, 59 minutes and 18 seconds.
 He was a man of Ultra-Violence!

 He killed 1458 out of 1458 hellspawn. (100%)
 This ass-kicking marine killed all of them!

 He saved himself 3 times.

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 10
  Levels completed : 10

-- Awards ----------------------------------------------------

  Cyberdemon's Head
  Medal of Prejudice
  UAC Star (gold cluster)
  Aurora Medallion
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Arena Key
  Gatekeeper Diamond Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ........................................................||#
  ........................................................|.#
  ....................................................X.....#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ###########################################################

-- Statistics ------------------------------------------------

  Health 70/70   Experience 123704/16
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

  Class : Technician

    Ironman          (Level 2)
    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Whizkid          (Level 2)
    Shottyman        (Level 1)
    Fireangel        (Level 1)

  HR->Rel->Rel->SM->HR->DM->MFa->WK->WK->Fin->Jug->Fin->HR->Fin->Iro->Iro->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [6/6] (77%) (AP)
    [b] [ Weapon     ]   BFG 9000 (10d6) [79/169] (B2F1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x78)

-- Inventory -------------------------------------------------

    [a] focused double shotgun (9d4)x2 [0/2] (P1)
    [b] tactical rocket launcher (6d6) [3/5] (T1)
    [c] assault shotgun (10d3) [5/6] (P3T2)
    [d] red armor [4/4] (100%) (A)
    [e] red armor [4/4] (72%)
    [f] red armor [2/4] (45%) (A)
    [g] Cybernetic Armor [7/7] (100%)
    [h] Necroarmor [6/6] (100%)
    [i] Angelic Armor [7/7] (95%)
    [j] shotgun shell (x12)
    [k] rocket (x5)
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] homing phase device
    [r] acid-proof boots [0/0] (100%)

-- Resistances -----------------------------------------------

    Fire       - internal 0%    torso 25%   feet 0%   

-- Kills -----------------------------------------------------

    127 former humans
    90 former sergeants
    78 former captains
    147 imps
    89 demons
    458 lost souls
    59 cacodemons
    75 hell knights
    53 barons of hell
    38 arachnotrons
    34 former commandos
    36 pain elementals
    58 revenants
    33 mancubi
    54 arch-viles
    8 nightmare imps
    12 nightmare demons
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he sneaked into the Phobos Lab.
  On level 7 he assembled a tactical boots!
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  He destroyed the evil within and reaped the rewards!
  On level 11 he assembled a tactical rocket launcher!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 14 he ventured into the Halls of Carnage.
  On level 16 he found the Tower of Babel!
  On level 17 he assembled a focused double shotgun!
  On level 18 he found the Hellwave Pack!
  On level 19 he stumbled into a complex full of arch-viles!
  On level 19 he entered the Vaults.
  On level 19 he found the Acid Spitter!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 22 he entered the Lava Pits.
  On level 22 he found the Necroarmor!
  He managed to clear the Lava Pits completely!
  On level 23 he was targeted for extermination!
  On level 23 he found the Cybernetic Armor!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

-- Messages --------------------------------------------------

 You use a large med-pack. You feel fully healed.
 You quickly reload the focused double shotgun.
 John Carmack reloads his rocket launcher.
 You don't have a plasma rifle!
 You prepare the tactical rocket launcher instantly!
 You prepare the BFG 9000 instantly!
 You prepare the focused double shotgun instantly!
 You quickly reload the focused double shotgun.
 You dodge!
 Carmack raises his hands and summons hellspawn!
 The revenant dies. The revenant dies. The revenant dies. The revenant dies.
 The revenant dies. The revenant dies.
 You prepare the BFG 9000 instantly!
 The missile hits John Carmack. The revenant dies. John Carmack dies.
 Congratulations! You defeated John Carmack! Press <Enter>...
 You feel relatively safe now.

-- General ---------------------------------------------------

 126 brave souls have ventured into Phobos:
 60 of those were killed.
 7 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 53 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 27 killed the bitch and survived.
 20 showed that it can outsmart Hell itself.

--------------------------------------------------------------

36
Nothing special about this run, was just a run for fun when the schematics for Nanofiber Skin Armor dropped on Hell's Armory. This would normally annoy me, but that was the last assembly I never made nor found the schematics for prior, so this run netted me Technician Platinum and Technician Diamond. I know Technician Diamond is probably the least impressive Diamond badge, but thought to post this in case the Badge Hunters thread ever gets updated. I did get exceptional luck with finding both Duelist Armor and Phaseshift Boots, especially nice when doing a MAD build so I wasn't painfully slow during it. Also despite the schematics drop, I found two random Onyx mods later. Unfortunately they came after I already modded the Duelist Armor and MAD means no Whizkid, so I ended up slapping one on a Red Armor, and then the other on Gothic Boots late in the run for the hell of it because I found nothing else worthwhile to use it on. Ended up missing out on a full win when the Nuclear BFG got blown up in Limbo and I couldn't find another nuke before reaching Dis, oh well.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Monsieur Crow,
 level 16 Arch-Vile Br. General Marine,
 defeated the Mastermind at the City of Dis.
 He survived 821336 turns and scored 393705 points.
 He played for 5 hours, 42 minutes and 55 seconds.
 He was a man of Ultra-Violence!

 He killed 1429 out of 1429 hellspawn. (100%)
 This ass-kicking marine killed all of them!

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 11
  Levels completed : 11

-- Awards ----------------------------------------------------

  Cyberdemon's Head
  Medal of Prejudice
  UAC Star (gold cluster)
  Aurora Medallion
  Conqueror Badge
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal
  Technician Platinum Badge
  Technician Diamond Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ##################................................#########
  #################...............####...............########
  ################.......####.....####.....####.......#######
  ###############........####.....####.....####........######
  ##############.........####.....####.....####.........#####
  #############..........####..............####..........####
  ############............................................###
  ############....####............................####....###
  ############....####............................####....###
  ############....####............................####&...###
  ############....###.............................####....###
  ############............................................###
  #############..........####..............####..........####
  ##############.........####.....####.....####.........#####
  ###############........####.....####.....####........######
  ################.......####.....####.....####.......#######
  #################.............X.####...............########
  ##################.............%..................#########
  ###########################################################

-- Statistics ------------------------------------------------

  Health 54/60   Experience 127762/16
  ToHit Ranged +0  ToHit Melee +10  ToDmg Ranged +2  ToDmg Melee +17

-- Traits ----------------------------------------------------

  Class : Marine

    Tough as nails   (Level 3)
    Son of a bitch   (Level 2)
    Reloader         (Level 2)
    Brute            (Level 5)
    Berserker        (Level 1)
    Badass           (Level 1)
    Shottyman        (Level 1)
    Army of the Dead (Level 1)

  Rel->Rel->SM->Bru->Bru->Ber->Bad->MAD->TaN->Bru->TaN->Bru->TaN->SoB->SoB->Bru->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   duelist armor [4/4] (69%) (P)
    [b] [ Weapon     ]   Azrael's Scythe (9d9)
    [c] [ Boots      ]   phaseshift boots [4/4] (84%) (A)
    [d] [ Prepared   ]   shell box (x91)

-- Inventory -------------------------------------------------

    [a] elephant gun (12d3) [1/1]
    [b] tactical shotgun (8d3) [5/5]
    [c] rocket launcher (6d6) [0/1] (T1)
    [d] BFG 9000 (10d6) [130/130] (B1)
    [e] Railgun (8d8) [40/40]
    [f] red armor [4] (O)
    [g] shotgun shell (x70)
    [h] shotgun shell (x70)
    [i] shotgun shell (x70)
    [j] rocket (x14)
    [k] rocket (x14)
    [l] rocket (x14)
    [m] power cell (x70)
    [n] power cell (x70)
    [o] power cell (x70)
    [p] power cell (x70)
    [q] large med-pack
    [r] large med-pack
    [s] large med-pack
    [t] gothic boots [10] (O)
    [u] shell box (x100)

-- Resistances -----------------------------------------------

    Bullet     - internal 60%   torso 95%   feet 60% 
    Melee      - internal 60%   torso 95%   feet 60% 
    Shrapnel   - internal 60%   torso 95%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 60% 
    Fire       - internal 60%   torso 60%   feet 60% 
    Plasma     - internal 60%   torso 60%   feet 60% 

-- Kills -----------------------------------------------------

    109 former humans
    96 former sergeants
    51 former captains
    173 imps
    72 demons
    541 lost souls
    61 cacodemons
    27 hell knights
    77 barons of hell
    17 arachnotrons
    19 former commandos
    41 pain elementals
    35 revenants
    28 mancubi
    43 arch-viles
    2 nightmare imps
    4 nightmare cacodemons
    5 nightmare demons
    7 elite former humans
    5 elite former sergeants
    5 elite former captains
    2 elite former commandos
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 Arena Master

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 8 he assembled a fireproof armor!
  On level 9 he entered Hell's Armory.
  On level 9 he found the Railgun!
  On level 9 he assembled a tactical shotgun!
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 13 he found the Cybernetic Armor!
  On level 13 he assembled a tactical boots!
  On level 14 he ventured into the Halls of Carnage.
  On level 16 he found the Tower of Babel!
  He left level 16 as soon as possible.
  On level 17 he assembled a elephant gun!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 18 he found the Mega Buster!
  On level 19 he entered the Vaults.
  On level 19 he found the Charch's Null Pointer!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter Limbo!
  On level 20 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  On level 21 he encountered an armed nuke!
  On level 22 he ran for his life from lava!
  On level 22 he arrived at Mt. Erebus.
  On level 22 he found the Medical Powerarmor!
  He managed to raise Mt. Erebus completely!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

-- Messages --------------------------------------------------

 You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You need to taste blood! You feel vulnerable again.
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You miss the Spider Mastermind. You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You are hit! You are hit! You are hit! You are hit! You are hit! You are hit!
 You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
 You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now.

-- General ---------------------------------------------------

 124 brave souls have ventured into Phobos:
 59 of those were killed.
 7 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 52 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 27 killed the bitch and survived.
 19 showed that it can outsmart Hell itself.

--------------------------------------------------------------

37
Discussion / Re: Quick questions thread!
« on: February 03, 2018, 06:59 »
Wiki says "original shotgun blast" so I confused it with the damage type

By that it means it keeps the type of shotgun blast the shotgun previously had, e.g. a Double Shotgun will still have a wide blast, a Combat Shotgun will have a focused blast, a Plasma Shotgun will have a plasma blast (which despite the name, does not necessarily equate to plasma-type damage), etc.

38
Discussion / Re: Sniper mod pack on shotgun
« on: January 23, 2018, 00:31 »
Missile Launchers are a rare drop; it's unlikely that you'll find one in Ao100.

Unless you're me, in which case you'll find three of them outside the special levels in a normal game, while you don't want to use it :|

Anyway, anyone have the answers to these prior questions of mine?

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 and Missile launcher pages, their average damage is listed as 21, while the 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?

39
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 21, 2018, 08:40 »
Schematic drops are annoying after the first few times when you have access to the wiki, but I do appreciate that they count as "finding" assemblies towards the Technician badges (thus saving me the trouble of having to make some of the useless or heavily luck-based assemblies), and I'm in agreement that a game shouldn't essentially require players to look up external information to figure out things that are essential to the game. Schematics also aren't even the worst drop you can get in Hell's Armory/Deimos Lab; firestorm mods are counterproductive, if not useless, most of the time, and Cybernetic Armor is just a "fuck you" unless you're playing a Technician and are lucky enough to get a nano and/or an onyx mod, and unlike Schematics, you can't ever stop them from spawning.

40
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 20, 2018, 12:20 »
Barons destroying the berserk packs are the biggest issue for me, which is why I aim to pursue and kill them outside the center building, instead of trying to camp there for them. I avoid the Arena Master blowing them up by using the strategy I mentioned to deal with him.

To pick up the Chainsaw with a full inventory, if your hands are empty, you can hit the use button over it and that will pick it up. You can also do that to pick up any weapon, armor, and boots from the ground and equip them instantly without them going into your inventory, as long as the corresponding equip slot for them is empty.

By camping in the central area waiting for the Arena Master as I described, you'll be able to avoid Formers getting in there when you need to get to a Berserk, while also limiting the amount of distance you need to go to run away from him (which reduces damage and decreases the chance of him blowing up the Berserk as you get to it).

41
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 20, 2018, 06:31 »
Once you make an assembly or get the schematics for it, the schematics for it can never spawn again (and thus once you find all assemblies, you'll never get schematics again). Doing an Ao100 game is a good way to build all the assemblies (the only two assemblies you won't be able to make together in the same run are Nanofiber Skin Armor and Cybernano Armor), and you could do it as a Scavenger to help you get as many mods as quickly as possible. And you can kill yourself once you make enough assemblies if you don't want to do a whole Ao100 run. Or you could spam HNTR games up to the Armory/Deimos Lab as a Scavenger, and get yourself killed once you got some assemblies made. Just creating all the basic assemblies would significantly reduce the chance of schematics spawning, and master assemblies are very rare drops as schematics unless you're playing on Nightmare. Finding all the assemblies will also get you the Technician Diamond badge.

As for the Unchained Court, what part are you having difficulty with? I find it really hard on UV for most builds, though melee builds should have it easiest; grab a berserk, take out the Barons ASAP, destroy their corpses if they weren't killed on the right side, and then camp out in the door on the left side, while shooting at the Formers that come into view. Once the Arena Master comes into view, shoot at him to get his attention if he hasn't already initiated an attack, and then activate run and get a Berserk (while first closing the door if he hasn't already initiated an attack). Then when berserked, just run up to him and click until he dies, then just camp out in the middle and take out the rest of the formers, while gift dropping if you want to attract their attention faster.

42
Post Mortem / Re: [U|AoP|93%|YAVP] Inquisitor Platinum
« on: January 19, 2018, 20:03 »
Oh that's why I didn't get the Backpack, I thought I picked it up, and when I noticed I didn't have it afterward, I assumed I didn't and it got blown up. Well good to keep that in mind if I ever try for Inquisitor Diamond.

In any case, this is a really unpopular challenge, for myself included, because there's so much you can't use!  I mean not that I depend on Invulnerabilities or Berserk packs, but they sure are nice when you have access to them.  So, good for you for completing this.  It takes a certain kind of dedication!  :)

Yeah it wasn't really any fun and I don't see myself playing it again just for the sake of it, Invulnerabilities and Berserks are just too fun to miss out on.

43
Pistols are my least favorite build, but with me missing Marksman Gold and Platinum, as well as Arena Gold, I saw this as an opportunity to knock three of them out. I went as a Sharpshooter, as it's the only Pistol master I like (when I have it that is, how rough it is pre-Sharpshooter usually keeps me away from using it). And surprisingly, I managed to complete the run and get all three badges in the first try.

It nearly ended right away though at Hell's Arena. When I got to the third wave I was out of medkits, tired, and decently damaged, then when I gift dropped an armor to attract the first Baron, it got to me before I could get damage it much, leaving me about one hit from death after killing it. Instead of gift dropping the armor near me for the second Baron, I just waited at a corner, hoping it would show up in a farther away spot in the open so I could get more shots at it before it got near and reload while it was out of view. Fortunately it did do that, and I was able to kill it before it got to me. With the power mod I made a high power Pistol, as I figured the extra power, chance of knockback, and an ammochain would offset the lower clip size.

After Hell's Arena the rest of Phobos went really well, and I skipped the Unchained Court as I had no idea how I would handle the Barons there with just a Pistol, but when Phobos Lab spawned instead of Military Base, I decided to take it on, as I really wanted to get Sharpshooter before the Bruiser Brothers and Deimos. Despite coming into the level with many medkits (including three large ones and a Blood Skull), a radsuit, and two phase devices, trying to take on the Nightmare Demons with Pistols, without Sharpshooter, no ammochain, and nothing boosting my movement speed, turned out to be a really really bad idea. I was able to take out the first couple of them in the cave without issue, by going in, taking a couple potshots, getting out, closing the door, and repeating. But then it all went to shit with the rest of the caved Nightmare Demons, who would get up to me before I could exit the cave, I couldn't get to run much in the acid without going in myself, and took a really really long time to die in the acid. I ended up clearing the cave, but not without expending my radsuit, Blood Skull, and all my medkits bar one small one, while still having the rest of the level to go. Then when I opened the door to the left portion of the map, the two Nightmare Demons there were already on top of me, and I promptly ran away, but they would then corner me in the lower right of the acid pool while still not near death from the acid running, so I used a phase device and prayed, which ended up teleporting me away in the lower left portion of the map, saving me. Then when I hit the final switch and activated the final ambush, I immediately used my final radsuit and ran back in to the lever pool away from the Nightmare Demons, but I would then get cornered by three of them in the lower right while they were again not near death. So I used my second phase device, and the RNG favored me once more, teleporting me back to the central acid pool room. I then went across the bridge, and perpetually waited at the door there, shooting at the Formers/Imps that came into view and hoping the Nightmare Demons would kill themselves in the acid, while ready to run in and close the door if any popped into my view. Fortunately they all died offscreen and once I got the message that everything was dead, I went around picking up the remaining rewards and left.

Going into Anomaly with no phase device on AoMr and still no Sharpshooter concerned me, but I was able to run back into the starting room without taking too much damage, and part way into dealing with the ambush I finally got Sharpshooter, where I promptly finished the rest of the ambush and killed the brothers without much of an issue.

Deimos as a whole went with no bumps. Hell's Armory went really easily, and I got a nano mod out of it; making a Nanomachic Pistol was an obvious usage of it, but I held onto it, figuring I wouldn't need it that much as a Sharpshooter and either to make Nanofiber Skin Armor (as that and Cybernano are the only assemblies I have yet to make for Technician Diamond), or to hopefully find a Combat Pistol or Blaster I could make Nanomachic. I was planning to do The Wall/Containment Area for Brick Silver, but unfortunately I couldn't find another power mod to make an Energy Pistol by the time it showed up (power mods ended up really scarce on this run). I skipped the City of Skulls, as fuck trying it on AoMr. I went into Spider's Lair, and though I took a bit more damaged than I should have, I expended only a single medkit that I had a copious supply of and cleared it. Then for Cybie I had no Dodgemaster and still no Energy Pistol nor any exotic/unique Pistols, but I was able to still dodge most of his rockets, while Fireproof Red Armor well protected me from the few rockets I was hit by.

Then Hell went just as easily as Deimos. Skipping UC on AoMr is without question, and I skipped The Vaults too, as I wasn't going to gamble away the 100% killrate on a single phase device. Then I was going to skip The Mortuary, as going into it on AoMr is suicidal, especially with no skulls. But with me still down two power mods to make Nanofiber Skin Armor and no Combat Pistol/Blaster in sight, I decided to make a Pistol I've been bulk modding to a Nanomachic Pistol, and with it and SoG4 I figured I would be able to kill everything in the Mortuary faster than the Arch-viles could revive them. Entering the level, I immediately used a Shockwave Pack I had after grabbing a Supercharge, killed the three Archies in sight, and starting making my way left to get the power mod to use on my Nanomachic Pistol. I was taking a decent beating as I made my way left, but my assessment about the Nanomachic Pistol proved correct, and my Energy Shield protected me well enough from taking too much damage. I would get to the power mod and get SoG5, finish the left area, and then made myself right. When I reached the center, I just started mashing click all towards the right side, slaughtering enemies out of my view and promptly knocking them back as they went into it, and when I heard an Archie screech, I would just keep shooting towards its direction until it died. I took little damage from this point, saving my Energy Shield that had 6% durability left, and after a few things were left alive, I wandered around and finished the stragglers to clear it.

I then clicked to win throughout the rest of Hell, found a Megasphere to restore my Energy Shield, cleared the Lava Pits with no issues at all, and then killed John Carmack without getting hit. Even with no exotic nor unique Pistols, Sharpshooter can still be broken.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Octozooka, level 14 Arch-Vile Br. General Technician,
 nuked the Mastermind at the Hell Fortress.
 He survived 1865259 turns and scored 340522 points.
 He played for 4 hours, 26 minutes and 38 seconds.
 He was a man of Ultra-Violence!

 He killed 1200 out of 1200 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Marksmanship!

 He saved himself once.

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 6
  Levels completed : 6

-- Awards ----------------------------------------------------

  Medal of Prejudice
  UAC Star (silver cluster)
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal
  Marksman Gold Badge
  Marksman Platinum Badge
  Arena Gold Badge

-- Graveyard -------------------------------------------------

  ###########################################################
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  ................................................X.........#
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  ..............................................|...........#
  ..............................................|||.........#
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  ###########################################################

-- Statistics ------------------------------------------------

  Health 86/50   Experience 96244/14
  ToHit Ranged +6  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

  Class : Technician

    Hellrunner       (Level 2)
    Son of a gun     (Level 5)
    Eagle Eye        (Level 3)
    Dodgemaster      (Level 1)
    Whizkid          (Level 2)
    Sharpshooter     (Level 1)

  SoG->SoG->SoG->EE->EE->EE->MSs->WK->WK->HR->HR->SoG->SoG->DM->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   energy shield [0/0] (100%)
    [b] [ Weapon     ]   nanomachic pistol (2d5) (P1)
    [c] [ Boots      ]   tactical boots [0/0] (100%) (A)
    [d] [ Prepared   ]   power battery (x120)

-- Inventory -------------------------------------------------

    [a] energy pistol (2d5) [6/6]
    [b] BFG 9000 (10d6) [220/220] (B3)
    [c] fireproof red armor [4/4] (100%)
    [d] red armor [4/4] (90%) (A)
    [e] Angelic Armor [7/7] (100%)
    [f] power cell (x50)
    [g] power cell (x50)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] homing phase device
    [r] envirosuit pack
    [s] plasteel boots [2/2] (100%)

-- Resistances -----------------------------------------------

    Acid       - internal 25%   torso 95%   feet 25% 
    Fire       - internal 25%   torso 95%   feet 25% 
    Plasma     - internal 0%    torso 80%   feet 0%   

-- Kills -----------------------------------------------------

    126 former humans
    141 former sergeants
    47 former captains
    188 imps
    89 demons
    228 lost souls
    65 cacodemons
    42 hell knights
    31 barons of hell
    45 arachnotrons
    38 former commandos
    30 pain elementals
    39 revenants
    42 mancubi
    30 arch-viles
    12 nightmare demons
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  On level 2 he assembled a high power weapon!
  He left the Arena as a champion!
  On level 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a fireproof armor!
  He destroyed the evil within and reaped the rewards!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 15 he assembled a tactical boots!
  On level 16 he found the Tower of Babel!
  On level 19 he assembled a energy pistol!
  On level 20 he assembled a nanomanufacture ammo!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

-- Messages --------------------------------------------------

 The missile hits John Carmack.
 The missile hits John Carmack.
 The missile hits John Carmack.
 Carmack raises his hands and summons hellspawn!
 The missile hits the revenant.
 The missile hits the revenant.
 The missile hits the revenant.
 The missile hits the revenant.
 The missile hits the revenant. The revenant dies.
 The missile hits John Carmack.
 The missile hits John Carmack.
 The missile hits John Carmack.
 The missile hits John Carmack.
 The missile hits John Carmack. John Carmack dies. Congratulations! You
 defeated John Carmack! Press <Enter>...
 You feel relatively safe now.

-- General ---------------------------------------------------

 119 brave souls have ventured into Phobos:
 59 of those were killed.
 7 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 47 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 25 killed the bitch and survived.
 16 showed that it can outsmart Hell itself.

--------------------------------------------------------------

44
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 17, 2018, 07:40 »
I think not levelling IM as a Scout/Technician to aid Berserker procs can be a good tactic, a decent source of things will proc it, which besides getting you berserked, can significantly aid your survivability when the resistances kick in against the initial heavy blow. And multiple things can set it off reliably, including barrels and your own rockets. As a Marine though, I can see it being impractical to not invest in IM for Berserker, as Arch-viles are the only thing that will set it off reliably, and you'll have a hard time trying to intentionally set it off yourself.

45
Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 16, 2018, 12:20 »
WK can be worthwhile on Vampyre; besides farther modded armor/boots, I think the Ripper is superior to the Spear/Scythe for Vampyre, as besides better DPS, you can potentially be killing every two enemies for each one, thus clearing out hordes and taking less damage/healing faster, and you'll activate Berserker faster/easier. Though with only two inventory slots, it becomes less practical to make.

Fin is definitely the goto trait after Vampyre, though if WK isn't being picked up, I think taking the third level of Brute before Vampyre would be better than Fin.

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