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Messages - lmaoboat

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1
DoomRL is somewhat unique among RLs in how much is left to skill instead of dicerolls, I'd rather not see cornershooting changed into a percent chance to be hit.

2
Requests For Features / Re: New unique items
« on: May 01, 2013, 21:56 »
Palsma Rifle:
Pickup text: "The initials J.S. are etched into the side."
4d4 x 3 plasma damage.
Accuracy + 0
Gives intuition 2 effect.
Description: "But now in the space station base of the UAC... he knew there were demons."

3

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

 Zalminen, level 12 Hell Knight Sergeant Major Marine,
 was bruised by a baron of hell on level 4 of Hell.
 He survived 131420 turns and scored 125830 points.
 He played for 2 hours, 18 minutes and 25 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 784 out of 835 hellspawn. (93%)
 He held his right to remain violent.

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

  Levels generated : 11
  Levels visited   : 8
  Levels completed : 6

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

  UAC Star (bronze cluster)
  Aurora Medallion
  Hell Armorer Badge
  Hell Champion Medal

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

  ###########################################################
  #........h...................................%.....%.......
  .........O.............h........................%.%........
  #.....VB....h.h..................%.........................
  ..........A...h.......................%..%......%..........
  #....B.O..h................................................
  .............A.............................................
  ........A........................%...........%........%....
  .......i...................................................
  ..h....Bh....h..c...................%...........===........
  ...B.......................A...............%.}.===.=.......
  .................i...h..B..............%....%..=====.......
  ..A.....h...........Oh.........................=====.......
  ..B.A.....................................%...=====........
  #.B....................V..........%.}....%...=====........%
  ....h.......}...i.............X.}.....|}...%..====.........
  #.......Bh.|....B......%...............}.....===.=.........
  ........h...O.....O..|.................%.......==..%.......
  #......h..............%....................................
  ###########################################################

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

  Health 0/60   Experience 61039/12
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +2  ToDmg Melee +2

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

  Class : Marine

    Finesse          (Level 2)
    Son of a bitch   (Level 2)
    Reloader         (Level 2)
    Whizkid          (Level 2)
    Badass           (Level 1)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->TH->TH->Rel->Rel->MAc->Fin->Fin->WK->WK->Bad->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   BFG 10K (6d4)x5 [3/50]
    [c] [ Boots      ]   phaseshift boots [4/4] (100%)
    [d] [ Prepared   ]   laser rifle (1d7)x5 [25/40]

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

    [a] tactical shotgun (8d3) [4/5]
    [b] nuclear BFG 9000 (8d6) [40/40]
    [c] napalm launcher (7d7) [1/1]
    [d] Anti-Freak Jackal (5d3) [0/6]
    [e] red armor [2/4] (29%)
    [f] Necroarmor [6/6] (99%)
    [g] shotgun shell (x62)
    [h] rocket (x4)
    [i] thermonuclear bomb
    [j] agility mod pack
    [k] agility mod pack
    [l] bulk mod pack
    [m] bulk mod pack
    [n] firestorm weapon pack
    [o] shell box (x97)

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

    None

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

    106 former humans
    102 former sergeants
    31 former captains
    142 imps
    98 demons
    95 lost souls
    35 cacodemons
    37 hell knights
    53 barons of hell
    16 arachnotrons
    19 former commandos
    4 pain elementals
    20 revenants
    13 mancubi
    8 arch-viles
    2 bruiser brothers
    1 shambler
    1 Cyberdemon
    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 gatling gun!
  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 tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 11 he assembled a tactical shotgun!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he found the Anti-Freak Jackal!
  On level 14 he ventured into the Halls of Carnage.
  On level 15 he found the Necroarmor!
  On level 16 he found the Tower of Babel!
  On level 18 he assembled a fireproof armor!
  On level 19 he entered the Vaults.
  On level 19 he found the BFG 10K!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he finally was bruised by a baron of hell.

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

 The missile hits the hell knight. The missile hits the hell knight. The hell
 knight dies.
 You have no more ammo for the laser rifle!
 You hear the scream of a freed soul!
 You hear the scream of a freed soul!
 The missile hits the cacodemon. The missile hits the cacodemon. The missile
 hits the cacodemon. The missile hits the cacodemon. The missile hits the
 cacodemon. The cacodemon dies.
 The missile hits the cacodemon. The missile hits the cacodemon. The cacodemon
 dies.
 You have no more ammo for the laser rifle!
 You have no more ammo for the laser rifle!
 The arch-vile raises his arms!
 You swap your weapons.
 The hell knight dies. You are engulfed in flames!
 You dodge! Boom! You die!... Press <Enter>...

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

 68 brave souls have ventured into Phobos:
 59 of those were killed.
 1 of those was killed by something unknown.
 And 3 couldn't handle the stress and committed a stupid suicide.

 5 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 1 killed the bitch and survived.
 3 showed that it can outsmart Hell itself.

--------------------------------------------------------------
So the this was my first HMP run, and since my last run as Ammochain seemed to be pretty lucky, I figured I'd give it another shot. Everything was going pretty well. Not only did Armory give me a firestorm pack and a laser rifle, but the vaults provided me with a BFG 10k, which much to be delight, I discovered worked with Ammochain. My last Ammochain run had also provided me with a laser rifle, which I had later turned into a burst laser rifle that had served me quite well, so I was intent on making a new one. Unfortunately while the RNG was generous with the weapons, it was stingy with the power mods. I had only found one, which I used to make a tactical shotgun for the first boss. By the time I had gotten to Mortuary, I had still yet to find another, bit I knew there should be one at one of the mortuary exits. I wasn't able to do City of Skulls at the point I had reached it, so I didn't have any Rage Skulls to smooth things over, but I figured my laser rifle and BFG 10K would serve me well enough. Indeed, they were quite useful, but the endless waves of enemies raised by those pesky, ever-fleeing Archviles eventually wore down my health and ammo reserves until I had 40% health, no heath packs, and only the ammo still inside the magazines. But I still didn't have that power pack. At any point, I could have left safely, but there I was no way I was letting those asshole coward archviles keep my pack from me. And so it was that the RNG that had saw how I meet it's generosity with only more greed saw it fit to end my hubris once and for once, and leave me to my sell deserved, self-inflicted fate.

4
Requests For Features / Re: Relief after clearing level
« on: April 25, 2013, 19:14 »
I think this would be pretty cool if only for an aesthetics reason.

5
I think it would be cool to see corner shooting made a little more offical by letting you see anything that you could hit with a trade off of the difficulty being increased in some other way. I thought it would probably increase pace quite a bit.

6
Discussion / Re: Branching Out to Other Roguelikes
« on: April 23, 2013, 16:07 »
Incursion is one of my favorites:
http://www.incursion-roguelike.net/
It's got some of the best varied ASCII dungeon design I've seen, tons of interesting and unique loot, and is based off D&D 3.5.
Unfortunately, it's been in development hell forever, and was recently shelved by it's developer.

SotS: The Pit is one I've been playing recently:
http://sots-thepit.com/
The RNG can be rather cruel in terms of not being able to find vital equipment, and the combat is rather slow and simple, but it's otherwise a surprisingly polished and well thought out RL. There's a huge variety of items that can be found and crafted, and a metagame involving learning crafting recipes for useful equipment or food are persistent between characters. You could just looked them up on the wiki, but this is one of the few game's I've not been felt the urge to do so.

7
Discussion / Re: Opinions on new special levels needed!
« on: April 17, 2013, 22:40 »
For some reason, I just really dread doing chained court.

8
Requests For Features / Re: A small suggestion.
« on: April 15, 2013, 18:53 »
Ammo isn't the problem, it's all those skulls and hellwave packs I never use because I'm afraid I'll need them even more later.

9
Requests For Features / Re: Balance suggestions
« on: April 14, 2013, 21:10 »
I meant just the generic weapons. Like melee, shotguns, and chain guns all have guaranteed upgrades at some point.

10
I think giving resistances depending on armor types is a good idea.
Another would be to allow any mod use for resistances improvement, as another way of improving armors. e.g. bulk could add 100% durability or 25% "low" resists (melee/shrap/bullets). P could give +2 armor or 25%.. maybe acid ? T and A would improve plasma/fire.
What I don't like in this idea is that it makes mod use "more complicated", but what seems good is that I would use something else than always A and P. Carrying multiple armors would become quite interesting.
Same opinion here.
I love roguelikes for their difficulty, but I *hate* hidden knowledge. Some call information spoilers, but this just appears to be the game rules to me.

Anyway, even after reading wikis or whatever, you'll still need to experiment, since there is a huge gap between theory and practice. But not having enough in-game informations (like monsters resistances, or some precise items effects, e.g. forshockwave pack) is really frustrating, especially when discovering the game.
It's the same problem with unintuitive cornershooting... if I didn't watch a video of gameHunter, I would'nt have figured that monster's line of sight are intentionally bad, and would have stopped playing, because "HMP is too hard"...
As long as roguelikes are so complicated, they will remain a niche for geeks... It's too bad millions of people play WoW but only a few know doomRL :(
I'm pretty much the same way, I'm constantly looking at wikis. The only exception is SotS: The Pit, where learning new recipes is one of the core mechanics of the game.

11
Requests For Features / Re: Balance suggestions
« on: April 14, 2013, 12:06 »
Started playing again, and finally managed to beat the game on HNTR, so I thought I'd post some thoughts.

It kind of feels like pistol variety is lacking compared to the other weapons. Everything else has at least one other guaranteed upgrade, and their two-mod assemblies also seem better. I also feel like Oynx, Sniper, and Firestorm are a bit behind Nano in terms of assemblies. Also, don't if it's a bug, but Shamblers don't make hit sounds, which makes it hard to tell if I'm hitting them or not.

12
Discussion / Re: Quick questions thread!
« on: September 04, 2011, 13:57 »
Man this game is hard. I get dominated in hell on the easiest difficulty even with Fireangel.

13
Discussion / Re: Quick questions thread!
« on: September 04, 2011, 13:01 »
The wiki says exotics can be used to make my assemblies, but I tried making my assault shotgun into a tactical shotgun, and it didn't work.

14
Discussion / Re: Quick questions thread!
« on: September 02, 2011, 08:59 »
Oh, that must have been it. I guess I only had the box left as ammo.

15
Discussion / Re: Quick questions thread!
« on: September 02, 2011, 07:45 »
I noticed my tactical shotgun doesn't work with the Shottyman trait. Was it always like this?
Edit:
Seems to bee all shotguns actually. I didn't get any blocked perks.

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