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Messages - Stormlock

Pages: 1 [2]
16
Discussion / Re: Monster Tiers & Irks
« on: November 17, 2010, 16:19 »


The fact that Barons can use items is more an annoyance than it is a game-changer. This is only really important early on, too, where formers and HKs are far more common.

I have to disagree here. Formers with medpacks don't matter that much, since you can take them down in a single shotgun blast. On the other hand, if you're relying on low damage weaponry like pistols or a shotgun to take out a baron, they'll definitely get to use every item at their disposal. It's largely luck based, but in my last AoS game I splattered a former who dropped TWO large medkits and some armor. If it'd been a baron instead, I'd have probably died trying to kill him. I've also noticed enemies can pick up unique armor as well. A Baron with Cyber armor is no joke. A Baron with Cyber Armor and 2 medpacks is like running into the Cyberdemon several levels early. (Well, less hp, but damage is about the same, since he doesn't stop to reload, and more armor until you burn it off him.)

It's true they're not a problem if you have some decked out plasma rifle ammochain build, but if you aren't, and you're trying to take them out 10 damage at a time while they fling fireballs at you and other enemies are closing in from elsewhere, the difference between a 5 turn fight and a 15 turn fight is life or death. And there's no way to know if they have armor or items on them until they use them.

17
Bug Reports / Weird bug; not gameplay related.
« on: November 16, 2010, 19:33 »
When I hit enter at the startup screen, my mic volume get set to zero. Running windows XP. No idea why this would happen.

Version is win 0.9.9.1

18
Requests For Features / Re: The Horrible Ideas Thread
« on: November 14, 2010, 20:22 »
Angel of Min Carnage

"I'm the most unluckiest man alive."

You are a decent marine, having decent aim and all.  But whatever weapons you use, you always cause minimum damage.  In this Bizarro world twist, everyone and everything does the minimum possible damage while leaving hit percentages untouched.

That's one long way down...

Melee build anyone? Brute and Vampire would go a loooong way making this easy.

19
Requests For Features / Re: New unique items
« on: November 14, 2010, 15:41 »
I suppose. I was thinking of Marksmen and Shotty games, since you're weapon restricted there. Any time you can use ammochain you might as well use the thing to hack shit up anyways. Could add a health cost for swapping onto it too. Just 1-2 hp would probably be enough. Alternately, make it drain 1 hp every second or 2, so it's something you'd only want to whip out for combat. Juggler would make it useful for meleeing without weilding it then, but you couldn't abuse it for movement so easily.

20
Century Lounge / [M|Ao100|57%|YASD] What? Thats not fair!
« on: November 14, 2010, 15:27 »
So here I am, merrily chugging along in my first Ao100 attempt, plowing through with ammochain and a delightful assortment of uniques like Hellstaff and Necroarmor. Can't possibly lose right? Hmmm, valuable item on this level huh? Lookie an invuln sphere and I'm carrying a nuke. ...BOOOM. Ah theres the unique. BFG10K! Awesome! Now I can blast the shit out of the level without even looking at shit! This'll speed things up. Lets make a test shot. I'll just point it up and to my left a bit, nothing here to hit anyways in a nuked level. BOOMBOOMBOOMBOOMBOOMBOOMBOOM you have died. Apparently that thing can't be fired off into the distance like a rocket launcher. Either that or it hit an invisible wall. /cry

--------------------------------------------------------------
 DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------

 Stormlock, level 18 Mancubus Sergeant Major, committed a stupid suicide
 on level 66 of the Phobos base.
 He survived 131417 turns and scored 272230 points.
 He played for 3 hours, 13 minutes and 18 seconds.
 He didn't like it too rough.

 He killed 947 out of 1051 hellspawn. (90%)
 He held his right to remain violent.
 He was an Angel of 100!


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

  UAC Star (bronze cluster)

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

  ###########################################################
  ........=..===....................................=.=.....#
  ........=..........................................===....#
  ........==........................................===.=...#
  ....................................................=.....#
  .....................................................=....#
  ..............................X.......................=...#
  ..==......................................................#
  .===.......==.=...........................................#
  ==.=.........==...........................................#
  ..=...........==..........................................#
  ..===........==...........................................#
  ..==.........==.......=.=.................................#
  ..............=.....====.=................................#
  ...................=.==..=................................#
  ...................==.....=...............................#
  ...................=......................................#
  .....................................................>....#
  ..........................................................#
  ###########################################################

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

  Health -7/80   Experience 199314/18
  ToHit Ranged +0  ToHit Melee +2  ToDmg Ranged +3  ToDmg Melee +6

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

    Ironman          (Level 3)
    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Son of a bitch   (Level 3)
    Brute            (Level 1)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Whizkid          (Level 2)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  Fin->Fin->HR->WK->SoB->SoB->TH->MAc->Iro->WK->HR->Iro->Iro->TH->SoB->DM->Jug->Bru->

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

    [a] [ Armor      ]   Necroarmor [1/6] (9%)
    [b] [ Weapon     ]   BFG 10K (6d6)x5 [40/40]
    [c] [ Boots      ]   modified plasteel boots [8/8] (96%) (APT)
    [d] [ Prepared   ]   combat knife (2d5)

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

    [a] plasma rifle (1d7)x6 [40/40]
    [b] modified plasma rifle (1d7)x6 [40/40] (A3T2)
    [c] modified phaseshift armor [4/4] (100%) (APT)
    [d] large med-pack
    [e] large med-pack
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] homing phase device
    [n] homing phase device
    [o] homing phase device
    [p] homing phase device
    [q] envirosuit pack
    [r] agility mod pack
    [s] firestorm weapon pack
    [t] Hell Staff

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

    71 former humans
    107 former sergeants
    96 former captains
    62 imps
    24 demons
    107 lost souls
    68 cacodemons
    112 barons of hell
    13 hell knights
    68 arachnotrons
    4 former commandos
    9 pain elementals
    77 arch-viles
    54 mancubi
    57 revenants
    4 nightmare imps
    5 nightmare cacodemons
    9 nightmare demons

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

  On level 9 he found the Grammaton Cleric Beretta!
  On level 21 he found the Necroarmor!
  On level 24 he found the Cybernetic Armor!
  He nuked level 32!
  On level 36 he found the Hell Staff!
  He nuked level 45!
  On level 52 he found the Revenant's Launcher!
  He nuked level 66!
  On level 66 he found the BFG 10K!
  On level 66 he finally committed a stupid suicide.

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

 Warning! Explosion in 6 seconds!
 Warning! Explosion in 5 seconds!
 Warning! Explosion in 4 seconds!
 Warning! Explosion in 3 seconds!
 Warning! Explosion in 2 seconds!
 Warning! Explosion in 1 seconds!
 You hear an explosion! You hear an explosion! You hear an explosion! You
 hear an explosion! You feel relatively safe now.
 Run - direction...
 You feel vulnerable again.
 Run - direction...
 Run - direction...
 There is a BFG 10K (6d6)x5 [40/40] lying here.
 You picked up a BFG 10K (6d6)x5 [40/40].
 Fire -- Choose target...   Your Necroarmor is damaged! Your

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

 Before him 84 brave souls have ventured into Phobos:
 68 of those were killed.
 1 of those was killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 8 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 5 souls claim to have killed him...
 3 killed the bastard and survived.
 2 showed that it can outsmart hell itself.

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

21
Requests For Features / Re: New unique items
« on: November 14, 2010, 00:58 »
Forgot to edit it back when I was toying with how much ammo it should use. Normal shot should be 50 ammo.

And obviously, the satellite simply blasts through all the floors above you. Well, it makes at least as much sense as invincibility orbs anyways. But you're right, it's easily the poorest suggestion of the group. I just had the idea for a weapon you need to wait stationary before firing like that and couldn't think of anything else that fit that premise.

Balancing the elixir is really tricky. Invincibility lets you plant a nuke without having to find the powerup, and berserk on demand is pretty much a free kill if it lasts long enough and you have a chainsaw, especially if it supercharges. The basic function is kind of like the monkey paw too: helps get through those horribly sticky situations, like certain special levels or just using your last phase and ending up in a room with 2 viles and 4 revenants.

Abusing the Asura with juggler seems like a fair trade considering you'd be getting a trait that otherwise is doing nothing for you while blocking off your swap weapon.

22
Requests For Features / Re: New unique items
« on: November 13, 2010, 23:38 »
Hmmm, some ideas:

Monkey Claw
Unique Weapon
Type: Special
Damage: (67d1)
Spread: None, but auto hits what you aim at, like the Revenant rocket launcher.
Firing time: 0.0s (Yes, really)
Clip size: 5 fingers.
Reload time: N/A (Cannot be reloaded)
Damage: Plasma
Alt-Fire: None
Alt-Reload: None
Description: Seems dangerous. Better be careful how you use it...
Special note: Imparts juggler when wielded, so swapping back from it when it's empty doesn't waste any time.

Damage is high enough to kill a Baron in a single shot, but not an Arch-Vile (Though it'll be damned weak.) A cool and very useful item to have, but won't change the rest of your game the way the most powerful uniques do. 0 firing time means it's useful even if you're surrounded, as long as you're willing to burn through your shots or can switch quickly and just need to take out a key enemy.

---

Elixir

Type: Exotic Consumable

Grants Supercharge, 3 turns of invincibility, and 10 turns of berserking. For when you need to take on 40 barons at once with your bare hands.

Description: Just like that flask dad hid in the grandfather clock...

---

Asura

Type: Unique Melee
Damage: (8d5)x1/x2/x3
Firing time: .5s/1s/1.5s
Damage Type: Normal
Alt-Fire: Switches modes between single strike, double strike, and triple strike. Takes no time.
Description: Painful to hold. A frightening sword not of this world.

Special: Drains 1 HP per strike. Increases movement speed 10%

Was inspired by SaGa Frontier and the Grammaton Cleric Barretta. Would be nice to have a unique melee weapon you wouldn't necessarily use for every swing after you pick it up, and switching modes is fun. Technically does more DPS than any other melee weapon. Of course, it has it's drawback.

---

Sat. Linker

Type: Extreme Artillery

Damage: (12d12)
Spread: Radius 12. Or one, for alt fire.
Accuracy: +6
Firing time: 0.0s
Clip size: 50 cells.
Reload time: 4.0s
Damage: Plasma
Alt-Fire: Snipe shot, hits a tiny area target, uses 12 ammo instead of 100.
Alt-Reload: None
Description: Seems to be some sort of artillery targeting system. That's odd, it's showing everywhere you point it as a valid site.

Special: Ammo drains entirely if you don't fire it immediately after loading it. In other words, you have to reload it from a position where you can fire it from. Of course, if your target walks in at just the right time or you can fire it blindly into the distance, it's practically a certain kill on a massive scale. Unless something kills you while you reloaded. Intuition 2 would sure be handy. And reloader 3 would almost make it not suicidal to fire at an enemy that can see you. Almost.

23
Discussion / Re: Monster Tiers & Irks
« on: November 13, 2010, 02:24 »
I sort of think of the barons and archviles as being in their own tier personally. Barons are just incredibly difficult to kill when they make use of items. Full healing, phasing, red armor wearing barons are a nightmare. Archviles are there for the obvious reasons. Mancubus and Revenants aren't nearly as troublesome, since they're harmless in melee range and not especially fast or durable. Arachnotrons are also nearly harmless in melee range, considering the xp and ammo they cough up.

Don't the barons also destroy armor faster with their attack?

24
Discussion / Re: Melee weapons and mods, an inquiry into
« on: February 01, 2010, 16:10 »
This was mentioned in another topic. Multiple levels of one bonus stack for skills, different skills and tech mods multiply with eachother.

Tech mods work by reducing the firing rate of the weapon by 15% then rounding to the nearest decimal. So for a standard 1 sec firing rate it goes 1>.8>.7>.6 (Dunno what the floor is, but the first tech mod makes a big difference.)


So a pistol with SoaG 3, Finesse 2 (Finesse is 15% per level right?), and 3 Tech mods works out to:  1*.4*.7*.6 = .168 firing time. Throw in Gun Kata and you can chew through ammo faster than a chain gun.

25
What about adding knockback resistance to the levels? Seems very in theme to me and would be quite useful.

26
Discussion / Re: Melee weapons and mods, an inquiry into
« on: January 22, 2010, 00:32 »
It's 25% of .80. In 8 seconds, a bulk modded chainsaw will hit 8 times for 40d6. A tech modded chainsaw will hit 10 times (25% more than 8) for 40d6.

This is why getting the third level of SoaG is such a huge bonus. Moving from .60 to .40 is 50% more shots. Well, until you run out of ammo anyways.

27
Discussion / Re: Melee weapons and mods, an inquiry into
« on: January 21, 2010, 20:21 »
Well, Tech mod is viable though, if the speed increase works. 1.00 > .80 speed is 25% increase in speed, and therefore damage. (Although that means applying armor more, chainsaw does massive damage anyways) assuming you're upgrading the chainsaw anyways, you've probably got brute 2 or 3, so your average damage is already 20 or 23. Adding an extra 3.5 isn't as good as 25% more attacks except vs a target with 6 or 9 armor, depending on brute level 2 or 3. Especially if you're berserking for one shot kills anyways and want your berserk time to last longer.

28
Discussion / Re: Melee weapons and mods, an inquiry into
« on: January 20, 2010, 22:49 »
What about tech and power? Does power change it to 4d7 instead of 5d6? Does tech actually let you melee faster?

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