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Messages - Thomas

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46
Discussion / Re: Opinions on new special levels needed!
« on: March 23, 2013, 18:13 »
Containment Area is a fair bit easier than The Wall. Not only that, but if you're not feeling up to the challenge it's also easier to take a partial reward. Giving the player the missile launcher before they even need to fight the barons is a huge shift in difficulty and I don't feel like there was anything to balance it back to "as hard as The Wall".

Everything else is pretty fun and well balanced. I would say that halls of carnage is still a tad easier than spider's lair but I've only done the new halls of carnage as a Shottyhead scout, so I was essentially custom-built for perfect close-range cornershooting which is what halls of carnage is all about. Maybe I'll have more trouble doing it with pistols or something.

47
Ooh, you used my favorite build. MSh is the best kept secret imo. :)

The only thing I don't like about it is that DM before Cybie is such a tight squeeze.

The cyberdemon fight is never going to be a giant problem even without DM, but I was almost halfway between level 9 and 10 by the time I got to him so it was trivial. I suppose that the wall and halls of carnage gave me a whole bunch of baron kills to level up with.

48
When did Kornel make player files incompatible with old ones, forcing us all to make new ones? Version 0.9.9.0? That's the version my player file started on.

49
--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Thomas, level 11 Arch-Vile General Scout,
 nuked the Mastermind at the Hell Fortress.
 He survived 86132 turns and scored 183183 points.
 He played for 1 hour, 36 minutes and 43 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 657 out of 660 hellspawn. (99%)
 He was a real killing machine...
 He was an Angel of Masochism!

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

  Levels generated : 11
  Levels visited   : 3
  Levels completed : 3

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

  UAC Star (bronze cluster)
  Untouchable Badge
  Hell Champion Medal
  Masochist Platinum Badge

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

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

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

  Health 39/70   Experience 59051/11
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Ironman          (Level 2)
    Finesse          (Level 1)
    Hellrunner       (Level 2)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  Rel->Rel->SM->Fin->Jug->HR->MSh->HR->DM->Iro->Iro->

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

    [a] [ Armor      ]   fireproof red armor [4/4] (91%)
    [b] [ Weapon     ]   BFG 9000 (10d6) [45/100]
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   missile launcher (6d7) [1/4] (P1)

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

    [a] elephant gun (12d3) [1/1]
    [b] super shotgun (8d4)x2 [2/2] (S1)
    [c] tactical armor [0/0] (100%)
    [d] blue armor [2/2] (100%)
    [e] shotgun shell (x12)
    [f] shotgun shell (x70)
    [g] envirosuit pack

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

    Melee      - internal 0%    torso -30%  feet 0%   
    Fire       - internal 0%    torso 55%   feet 0%   

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

    72 former humans
    60 former sergeants
    29 former captains
    128 imps
    73 demons
    135 lost souls
    32 cacodemons
    14 hell knights
    50 barons of hell
    5 arachnotrons
    5 former commandos
    11 pain elementals
    18 revenants
    8 mancubi
    12 arch-viles
    2 bruiser brothers
    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 left the Arena as a champion!
  On level 6 he assembled a tactical boots!
  On level 7 he assembled a micro launcher!
  On level 8 he encountered the Phobos Anomaly.
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 14 he ventured into the Halls of Carnage.
  On level 14 he assembled a fireproof armor!
  On level 14 he assembled a elephant gun!
  On level 16 he found the Tower of Babel!
  On level 17 he stumbled into a complex full of imps!
  Level 20 blasted him with an unholy atmosphere!
  On level 22 he assembled a tactical armor!
  Then at last he found Dis!
  He nuked level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You see : John Carmack (mortally wounded) | pool of blood | [ m ]ore
 The missile hits John Carmack.
 Fire -- Choose target...
 You see : John Carmack (mortally wounded) | pool of blood | [ m ]ore
 Targeting canceled.
 You dodge! Boom!
 Fire -- Choose target...
 You see : John Carmack (mortally wounded) | pool of blood | [ m ]ore
 Targeting canceled.
 You swap your weapons instantly!
 You reload the BFG 9000.
 Fire -- Choose target...
 You see : John Carmack (mortally wounded) | floor | [ m ]ore
 The missile hits John Carmack. John Carmack dies. Congratulations! You
 defeated John Carmack! Press <Enter>...
 You feel relatively safe now.

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

 1108 brave souls have ventured into Phobos:
 942 of those were killed.
 11 of those were killed by something unknown.
 59 didn't read the thermonuclear bomb manual.
 And 35 couldn't handle the stress and committed a stupid suicide.

 62 souls destroyed the Mastermind...
 7 sacrificed itself for the good of mankind.
 49 killed the bitch and survived.
 6 showed that it can outsmart Hell itself.

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

After trying a few different builds I finally got Masochist Platinum + 100% (close enough). The three kills I missed were all on level 20, I really couldn't stick around to get them on a unholy radiation level considering the challenge mode. Shottyhead + Dodgemaster is rather absurd, almost feels like 'gun kata but for shotguns'.

Despite blowing 4 phases in the stretch from Mastermind to JC, I still didn't manage to keep any invincibility time for the JC fight. That said, I still beat him without taking damage thanks to dodgemaster.

My phobos anomaly was incredibly lucky. Not only did I have a phase device, but it dropped me behind the teleporter room. I corner-shot the bruisers from there using an unmodded shotgun (with a couple of rockets from my micro launcher) and killed them without taking damage.


On level 22 or so I found a sniper mod so I thought I could finally get plasmatic shrapnel, but no luck. I'm still missing 2 basic assemblies.

50
The solution to DoomRL is always cowardice (well, a little bit)

As the others said, learning 'corner-shooting' will go a long way to making your fights less dangerous. Stand right next to a corner and fire around it, get a feel for the kind of weird shots you can get away with.

Sidestepping is great, but the idea is to use it in situations where shooting is impossible or not a good idea for some reason. Fighting numerous enemies at once out in the open is a bad idea, so you sidestep as you run from them. Or maybe you need to position yourself behind a wall so only one can see you, or maybe you need to get away from an explosive barrel, whatever. Even with shottyman I wouldn't try to just run and gun more than 1 enemy to death out in the open. Without shottyman (and especially on ITYTD, where the enemies aren't nearly as dangerous) you should just be shooting them until they die instead of trying to get fancy.

Red stairs lead to optional special levels as you've no doubt figured out. The wall is a place where marines go to die, so don't go there again until you're more confident with the game. Hell's Arena is also one of the trickier ones despite being first, but it's also a great place to learn corner shooting. A common way to set up a good fight is like this:
Code: [Select]
..####.
..####@
.O****.
.......

The cacodemon in this picture cannot see the marine and can't shoot at him either. The other great thing about this particular corner-shooting setup is that even as the cacodemon moves forward it won't get the marine in sight until he is right next to him - on the rightmost asterix.

But essentially it sounds like you're trying to kill everything you see the moment you see it or something when DoomRL is all about avoiding danger - running away from tough fights or repositioning yourself until they aren't as deadly.

51
Discussion / Re: Demolition ammo and other useless(?) assemblies
« on: February 15, 2013, 23:15 »
To go back to the original post for a second - the wiki says that the damage from demolition ammo is supposed to be (X+2)d2, where X is the dice rolled by the original weapon. In this case, the '6' in the chaingun's original 1d6 is completely ignored and the damage is based off the '1' instead. That said, 3d2 is still a fair bit better than 1d6 - it deals about 30% more damage on average.

As for assembly balance in general, the ones I always find myself making are:
Tactical Boots, Armour, Shotgun: Everybodys' favourites. Moving fast and shooting often is obviously way more powerful than almost anything else.
Micro Launcher: A perfect compliment to the average no-EE no-Wiz shotgun run. Is vastly inferior to the missile launcher, but is easier to get and what else are you spending tech mods on?

More situational:
Chainsword: A must-have for certain challenges and malicious blades runs.
Gatling Gun, Hyperblaster: I don't do rapidfire runs often, but these are both nice when I do.
Grappling Boots: Melee-only. Tech mods would otherwise be worthless to a melee character, so I'll sometimes take 50% less knockback. Melee characters are also the only people with enough inventory space to consider boots-swapping, so you can take them off if you want to run fast or be propelled by an explosion.
Speedloader Pistol: The simplest pistol to get, I generally don't get Wiz in my AoMr runs.

Others worth mentioning:
Literally anything that requires a special mod: Isn't worth mentioning. Aside from nano mods, I never think about assemblies when I use a special mod.
Tactcial Rocket Launcher and Focused Double Shotgun: Both intrigue me, but I never go for Wizkid in a shottyman run.
Assault Rifle: I wish I could get this to work, but you need TH 2 and Wiz 1 and by then it just isn't worth it uuugh
Piercing Blade: I made this for the achievement once. It says '+2 die if you put the power mod on first' - does this mean 6d6 or 4d8? Either way, a single bulk mod gets you to 5d6 and armour really couldn't be any less of a problem to a melee character who can deal upwards of 40 damage in one shot without even trying.
Elephant Gun: I'm a bit surprised to hear this one get attention too. Its main upside over the double shotgun seems to be ammo efficiency (more damage per shell AND less damage falloff) but this doesn't matter at all to a shotgunner. The double shotgun puts out more damage per turn, the tactical shotgun fires faster (and has even less falloff), does this have a niche between them?
Fireproof Armour: I always forget this exists! I generally try to agility-mod my red armour, but most endgame enemies deal fire damage (and only revenants will ever melee you, really) so we should all try to remember to make this just before Hell.

52
Discussion / Re: Is Angel of marksmanship challenge really easy?
« on: January 21, 2013, 18:42 »
What is so "easy" about AoB??? I cant even get the bronze badge for it, let alone make it far enough to get the chainsaw to have a chance at it.  All classes, starting with brute first or hellrunner first, or any other trait.  I am always dead after the first couple floors and its almost always because of the knockback from former sergeants.

Before you get your chainsaw you should play passively and avoid shotgunners entirely unless you can sneak in to melee range.

I would personally start as a scout with brute (Brute first isn't optional - Berserker is a huge gamechanger, moreso than the chainsaw) and use stair-sense to take the shortest path through levels 2-4. Only fight when it's convenient.

EDIT: Oh uh, yeah. Once you're level 3 and you get the chainsaw feel free to get a bit more manly. You'll always need to be at least a little bit careful while you're not berserk or invulnerable though.

53
Announcements / Re: ChaosForge Donation Drive - Stretch Goals!
« on: November 07, 2012, 20:51 »
I decided to make a donation too. I've been getting my name and ideas in the game for free, so I'm essentially paying for what you've already given me.

I hope you start up a beta and some 'requests-for-ideas' soon, I've got plenty of free time for a while!


54
Forum / Re: First unread post redirection
« on: July 18, 2012, 10:32 »
I'm pretty sure that's what happens when you click on the blue 'new' button.

55
Discussion / Re: Screenshots: ASCII and Graphics
« on: January 15, 2012, 08:16 »
Just run in there swinging, you wuss. It's barely a short jog to the viles, and then the 'h's will be no problem!

56
Discussion / Re: Nub question - where abouts should I be by now?
« on: November 22, 2011, 22:07 »
Halls of Carnage fills with lava faster on higher difficulties, making it a bit of a rush on UV and hardly any spare time at all on N!. The AI overhaul in the BETAs also makes it a bit more tricky, with the enemies in the final room sometimes wandering around a bit more than usual and ending up being really annoying and camping doorways or the supercharge on the right... while the lava is catching up to you if you're playing on UV or N!.

57
Discussion / Re: Nub question - where abouts should I be by now?
« on: November 19, 2011, 23:29 »
When you're not fighting anything and just going from A to B, try to move exclusively diagonally. It'll partially supress the urge to just hold the key down and if you do get caught by an enemy, you're more likely to sidestep their shot.

If your problem is revenants and mancubi, Tough as Nails will not help you. Unless your master trait requires TaN, just go for Ironman 3 instead. Red Armour, however, is a godsend against them for the fire resistance, and +4 damage reduction is nice too. You should pick up almost every red armour you find and mod them with Bulk for staying power or Agility to almost totally remove the movespeed penalty.

On the subject of traits, badass is great, but not as great as ironman. Taking it second on a melee character for the knockback resistance is a good idea, but I'd get it as my 4th trait if I was building to survivalist.

Unless you're building a pure shotgun build (Army of Darkness) or a pure melee build (Vampyre), you'll want a rocket launcher and/or BFG for the really nasty stuff. Accuracy will be a problem with the rocket launcher so either make a micro launcher (2 tech mods, heavily reduces firing delay, reloading delay and chance to miss), or get eagle eye after you get survivalist, or aim at walls near enemies.

58
Discussion / Re: Quick questions thread!
« on: November 19, 2011, 23:12 »
Frontal Start Angel of Berserk on Ultra-Violence or Nightmare is near impossible.

Besides, most of us are just used to not changing the start location setting anyway.

That used to be true, but now that the shotgunners don't start outside of the base you can just use running mode to get the 2 pistol guys then giftdrop everyone else. Of course, that's a bit best case scenario but UV/N! AoB is all about going for the best case scenario.

Frontal mode is more convenient in almost every case, so I also don't realise why it isn't default.

59
Discussion / Re: Hell's Armory: those darn arachnotrons
« on: November 13, 2011, 22:08 »
Arachnotrons have one of the worst melee attacks in the game. (Right on par with Imps.) So close to melee distance and fire away.

They also have -100% melee resistance (that is, they take double damage) so even a completely unskilled melee fighter can put on some major hurt with a knife or chainsaw.

This might not seem that handy, but the knife does comparable damage to a shotgun and the chainsaw does way more, with the added bonus of not knocking them back and letting them shoot you.

60
Discussion / Re: Hurt Me Plenty is hard
« on: November 10, 2011, 18:46 »
If you're dying on levels 2-3 on HMP then you're probably letting the enemies shoot at you way too much. Maybe you're never using the corner trick, or you're trying to reposition yourself during combat too much or something. Here are some suggestions:

1. You're probably using the shotgun, so keep in mind that it's almost always better to just two-shot an enemy from far away than closing in for a one-hit kill. If they ambush you at middle-short range then you can try to zig-zag towards them (unless it's a shotgunner, they never miss and whatnot)
2. Doors are great. Fight near open doors so you can always run away behind them to reload or get in position for a corner trick, and open them diagonally so you reveal less tiles at once (and thus less chance for things to get free shots on you). If you're feeling really non-confident, close doors ('c') as you go through them, because you can see doors open on the map even if they're not currently in view. This can help you figure out where enemies are.
3. (feel free to ignore this tip if it gets you killed) If you're remembering to use your medpacks and always die with 0 medpacks, then that's a good thing but also a bad thing. As a level gets closer to being relatively safe, you should try not to use your medpacks. They're most important at the start of a level where the enemies still control the level and you don't decide where you get to fight them. But at the end, corner tricks are much easier to set up and killing enemies without taking damage is way easier. This might save you 1 or 2 medpacks in the long run and allow you to use them when you're really surrounded.
4. Your shotgun has a range that's a few squares further than your field of vision. In narrow rooms, you can shoot in to the other side of the room and damage things you can't see. If you hear a pain noise, either continue firing (especially if it's a lost soul or a demon or something) or run back in to a spot where you can easily do the corner trick as they follow you (human enemies may require this treatment because who knows what weapon, health packs and armour they have)
5. Fighting lots of things at once isn't a good idea unless they're all on the same side of you, which upgrades it to 'sometimes an okay idea'. If you start off surrounded, run towards the side that looks safer or easier to kill and kill them first. You should be trying to fight at max range in general, but it's especially important when lots of accuracy rolls are being thrown by lots of dudes.

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