Chaosforge Forum

  • June 21, 2024, 04:31
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - grommile

Pages: 1 2 [3] 4 5 ... 12
31
OK. Add "HMP+" to it, then :)

32
Discussion / Re: Corner shooting oddities
« on: April 07, 2013, 08:29 »
Well since cornershooting is actually a bug - I would call this the first steps of a corrective action
There are at least two medals whose very existence implies cornershooting has been declared a feature.

33
Infiltrator's Medal: Clear Phobos Base Entry without taking damage or firing a shotgun.

34
Discussion / Corner shooting oddities
« on: April 07, 2013, 08:09 »
I have noticed (while trying to complete Phobos Base Entry on HMP AoMC) a Really Unpleasant Thing about cornershooting: It appears that transparent walls are ignored by the line-of-fire selector, so you can't use trees as shelters to cornershoot from.

35
Discussion / Re: Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 10:44 »
If you manage to create a storm bolter from a halfway decent base weapon (BLASTER!),
As the Spartans said to Alexander:

"If."

36
Discussion / Re: Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 07:55 »
Oh, you should try it on N!. After being killed before reaching Deimos a hundred times, you'll speak differently =)
One step at a time, eh? :)

37
Discussion / Re: Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 07:44 »
I do understand that game can be tedious, but with that kind of approach I hardly see you stepping out of HNTR.
Angel of Berserk is never tedious (a bit too easy after the Cathedral, perhaps, but never tedious), Angel of Max Carnage is seldom tedious, and Angel of 100 doesn't have bosses in the usual sense.

38
Discussion / Re: Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 06:48 »
... OK. I'll give Sharpshooter a try. (The XP budget's a little tight on HNTR, but never mind.)

I should point out that it's not damage-per-game-second that affects tedium for me, but damage-per-keystroke - on which no firearms build except possibly MAc+WK2 can compete with Bru3 + bulkmodded chainsaw.

39
Discussion / Re: Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 06:34 »
... actually, no. I give up on AoMr permanently. Killing 200+hp of 4-armor boss with pistols is just too damned tedious.

40
Discussion / Re: Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 05:42 »
Ah, I'd been following 0.9.9.5-ish instincts on my marine build: no DG, because DG slows you down when you're chewing through a bunch of glass cannons.

Edit: Now I just need to get a Phobos Base 2 that isn't a barrel garden :)

41
Discussion / Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 05:16 »
Any good tips on a class / build / approach for HNTR Angel of Marksmanship on 0.9.9.7? (Assume HNTR for now; the thought of trying to burn through 360hp worth of UV Cybie with pistols is giving me the fear.)

I'm thinking Scout may be the way to go; Marine seems to suck for pistols.

42
Requests For Features / Re: Different name for SoG
« on: April 04, 2013, 15:01 »
Hamster has it: very similar names, right next to each other in a selection list, when picking the wrong one can destroy your intended build.

43
Requests For Features / Different name for SoG
« on: April 04, 2013, 14:28 »
It would be really nice if Son of a Gun had a different name. One that didn't begin with "Son of a". It's a bit of a user-interface fail.

(Alternatively: Load the trait names from an external text file.)

44
After a failed attempt at Dead Simple in the Windows console version of 0.9.9.7, in which I died without killing any of the monsters, I got an access violation crash on the mortem screen.

Error log file attached.

45
Discussion / Re: ASCII graphics for Doom - Now with download!
« on: April 04, 2013, 06:57 »
Edit: I'm making hallways just wide enough so that doomguy can't walk around a former human, but demons barely fit into those and some bigger enemies have absolutely no way to fit inside. I'm NOT looking forward to finding out whatever needs to be modded to make all the enemies smaller.
A BEX file making all the monsters smaller should be pretty simple to write.

http://www.doomworld.com/eternity/engine/dehref.html#things

Pages: 1 2 [3] 4 5 ... 12