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Messages - Napsterbater

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31
Discussion / Re: Original IP roguelike for the Chaosforge?
« on: August 28, 2012, 11:36 »
My dream roguelike would be a tactical espionage game, inspired by the television series, Burn Notice. Missions would be randomly generated, and then you'd start off in randomized environments and try to survive/accomplish the objective, in that order. Damage would be realistic, i.e. one gunshot can ruin your day. That said, getting hit would be rare given good play. The environment would still be quite dangerous, with explosions and the like affecting your reaction/movement speed.

Combat would be similar to real-world combat, with the laying of cover fire being the primary use of ammunition. Bigger weapons give you more options to shoot through walls/advantageous positioning

As you progress you might gain companions who help you complete missions. If the situation calls for it, you could do recon or draw up battle plans and deployment locations. It might take several visits to a locale before you can actually make a go at the objective.

My idea would be to NOT have a skill system, and have the game assume that you're adequately trained in whatever you decide to use and don't make mistakes. Superior tactics and firepower rule the day, here. That's what wins real engagements, anyway.

32
Nightmare! / Re: [N!|AoOC|98%|7|YASD] Didn't notice the lava
« on: August 25, 2012, 19:49 »
A Cleaver is a great find if playing Malicious Blades or Vampyre, you get two melee Master Traits for the price of one.

33
0.9.9.6 / Re: [U|AoRA|100%|YAVP] Quartermaster diamond
« on: August 25, 2012, 18:10 »
A Running Man build! Don't think I've ever seen one of those before. Nice job.

34
Discussion / Re: Optimization, the Wiki, and more!
« on: August 20, 2012, 12:57 »
Aha. I finally found it. Thanks for the head's up!

http://forum.chaosforge.org/index.php?action=dlattach;topic=5108.0;attach=896

That is apparently it right there; I'll have to try it when I get home. I'm not sure how it works yet but I'm definitely going to get a lot of use out of this.
Just put it in your modules directory, start the game up and go to "Custom Game" it'll be in there. Pretty fun to get decked out in all the best gear, bump up to level 26 and spawn a bunch of high level critters. With Butchers Cleaver in one hand, Dragonslayer in the other, Berserker armor and A-modded anti-grav phaseshift boots, Full zerk, MMB, Brute5, Iro5, HR3, DM, Fin3; you're unstoppable.

35
Discussion / Re: Optimization, the Wiki, and more!
« on: August 20, 2012, 11:27 »
Quote
Being as similar as it is, is there any reason to put different mods aside from P3B2 on the Blaster in an ideal set-up?
I rarely find blasters, even when I do I'm not playing pistols, but looking at the fact that they deal plasma damage, which is only reduced by half of the monster's armor value, and the fact that you can't manually reload it, you might be happier with 3 or even 4 bulk mods rather than P mods.

Edit: Can you manually reload it? Most recharging weapons can't be reloaded manually, but the Blaster's wiki page doesn't mention that it can't, and gives a reload time. I think the wiki page is either wrong or needs to be updated with the fact that it's the only recharging weapon that can be manually reloaded.

36
Dodgemaster already gives you perfect dodging, right? That makes that part of tactical set useless.
Hah, you wish. Dodgemaster only lets you dodge the first missile perfectly. Meaning it's all but worthless against chaingunners/plasma spewers. But great against Knights/Barons/Cyberdemons.

37
2dev's playstyle revolves around excessive amounts of speed, he prefers A-modded grav boots over tac boots, though, as dodging becomes less important than the tactical chess involved in never being in a position for enemies to fire at you.

38
Any advice for imps?
These guys I just run diagonally at until I reach melee range, they're only a little more dangerous than former humans, since they miss a lot because of dodge. Also you can walk out until they see you and shoot at you, then you can retreat behind a wall or pillar and wait for them to come to you. Chances are you'll dodge the first fireball, then you'll only take a hit or maybe two while you cut them up.

You should learn how dodge works, how to always move out of the line of fire with every move. Sometimes this means making lateral moves that don't bring you closer, but still mean you don't get hit as much. Once you do this then tactical boots/armor become much more valuable.

Quote
Also, I didn't know that run mode helped with melee; the wiki says that the melee damage you deal is halved in run mode, but does the -4 accuracy penalty that monsters get give you a net advantage?
I don't think damage is halved anymore. Whenever I play AoB, run mode is key to getting me through Hell's Arena, I die too much without it. The accuracy hit is more than balanced out by the dodge bonus.

39
Critical to taking on early-game demons and cacodemons in melee is run mode, you need far fewer medkits. Don't even bother with sergeants, even with run mode, you're gonna take too much damage. Instead spend lots of time hiding behind a door with a medkit luring the zombos into melee range.

40
DiabloRL / Re: Is this *EVER* going to be released?
« on: August 13, 2012, 13:14 »
Although I don't understand coding at all (attempting to read Structure and Interpretation of Computer Programs on MIT and failing more than once has turned me into a gibbering imp left with no recourse but to hurt myself) or any math more complicated than Dungeons and Dragons, I would still like to help (or prod others into helping).
Try How To Design Programs. Has a nicer learning curve. SICP is designed as a follow-on course to HtDP.

www.htdp.org

41
0.9.9.6 / Re: [H|YAAM|YAFW] This took me way too long.
« on: August 12, 2012, 23:04 »
Quote
Even though this is a pistol build, did you still use the "make a little tunnel, bait, and clean out with a small mountain of shotgun shells" trick for the Wall? I have no idea how I'd even begin to clear the Wall with pistols. Like at what point do you reliably switch over and start using pistols as your main weapon?
Because a Sharpshooter build doesn't allow Dualgunner, I don't switch to pistols until I have the master trait. The Wall is difficult, but doable, using mostly the rocket launcher and the shotgun. If I can lure a Knight/Baron into ideal corner shooting position, I'll switch to chaingun and chainfire it to death, but otherwise I'm either out in the open with the rocket launcher, or playing cat and mouse with shells. Basically I radar shoot out in the open, then retreat behind cover and wait for an enemy to show up, then pump it fulla lead.

42
Discussion / Re: Master assemblies
« on: August 11, 2012, 23:54 »
Should assemblies be something that should be aimed for at all times? or an addition?
That's a playstyle question, as the game can be won on any difficulty without assemblies. With proper tactics, you don't need such heavy firepower.

43
0.9.9.6 / Re: [BABY|100%|YAFW] G-Unit
« on: August 11, 2012, 22:55 »
Quote
I had the right mods to make a Ripper, but I put them on in the wrong order.
The Ripper blows. I assembled it once, tried to kill a Hell Baron with it, and when every other swing missed, I checked my hit percentage and found it at 50% with Bru3. Went right back to the Longinus Spear.

44
0.9.9.6 / [H|YAAM|YAFW] This took me way too long.
« on: August 10, 2012, 22:43 »
So, after a zillion tries, I finally got my HMP Sharpshooter strategy down. This was my first HMP victory and my first full win. EE always comes first, I don't use a pistol until I get Sharpshooter. I used a storm bolter in this one, but honestly I think a B2P3 modded pistol would have been better. Had two nukes and three invulnerability globes on the level before JC, so I was able to nuke the SM and get all the way to the stairs, but my invuln ran out as soon as I got on the next floor, so I had to fight him. He went down a lot easier than I thought he would. Found two onyx mods, threw the other one away cuz I really didn't feel like making lava boots. I got real lazy later on in the game.
--------------------------------------------------------------
 DoomRL (v.0.9.9.6) roguelike post-mortem character dump
--------------------------------------------------------------

 Vince, level 12 Arch-Vile 1st Lieutenant Technician,
 nuked the Mastermind on level 9 of Hell.
 He survived 126701 turns and scored 186231 points.
 He played for 1 hour, 44 minutes and 18 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 647 out of 647 hellspawn. (100%)
 This ass-kicking marine killed all of them!

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

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

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

  Medal of Prejudice
  UAC Star (bronze cluster)
  Grim Reaper's Badge
  Hell Champion Medal
  Hell Armorer Badge
  UAC Silver Badge
  Veteran Silver Badge

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

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

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

  Health 21/50   Experience 60532/12
  ToHit Ranged +6  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Technician

    Finesse          (Level 2)
    Son of a gun     (Level 4)
    Eagle Eye        (Level 3)
    Whizkid          (Level 2)
    Sharpshooter     (Level 1)

  EE->EE->EE->SoG->SoG->SoG->MSs->WK->WK->Fin->Fin->SoG->

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

    [a] [ Armor      ]   red armor [6] (AOP)
    [b] [ Weapon     ]   storm pistol (1d9)x2 [7/9] (P1)
    [c] [ Boots      ]   tactical boots [0/0] (100%) (A)
    [d] [ Prepared   ]   nuclear BFG 9000 (8d8) [23/40]

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

    [a] missile launcher (6d6) [1/4]
    [b] BFG 9000 (10d8) [9/169] (B2)
    [c] 10mm ammo (x77)
    [d] 10mm ammo (x140)
    [e] 10mm ammo (x140)
    [f] 10mm ammo (x140)
    [g] rocket (x13)
    [h] large med-pack
    [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] thermonuclear bomb
    [r] power mod pack
    [s] technical mod pack
    [t] 10mm ammo chain (x250)
    [u] power battery (x120)

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

    Fire       - internal 0%    torso 25%   feet 0%   

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

    73 former humans
    83 former sergeants
    31 former captains
    76 imps
    88 demons
    68 lost souls
    41 cacodemons
    51 hell knights
    35 barons of hell
    54 arachnotrons
    13 former commandos
    4 pain elementals
    1 revenant
    15 mancubi
    7 arch-viles
    2 bruiser brothers
    1 shambler
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 4 he stormed the Chained Court.
  On level 4 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  Entering level 7 he was almost dead...
  On level 7 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 8 he encountered the Phobos Anomaly.
  On level 10 he entered Hell's Armory.
  He destroyed the evil within and reaped the rewards!
  On level 12 he ventured into the Halls of Carnage.
  On level 14 he assembled a storm bolter pistol!
  On level 14 he assembled a tactical boots!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 16 he found the Tower of Babel!
  On level 20 he was foolish enough to enter the Mortuary!
  He managed to clear the Mortuary from evil!
  On level 23 he stumbled into complex full of mancubi!
  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 --------------------------------------------------

 The missile hits the hell knight. The hell knight dies. The hell knight dies.
 The hell knight dies.
 You see : a hell knight (mortally wounded) | pool of blood | [ m ]ore
 The missile hits the hell knight. The hell knight dies. The hell knight dies.
 The hell knight dies. The hell knight dies. The hell knight dies. The hell
 knight dies. The hell knight dies. The hell knight dies.
 You see : John Carmack (mortally wounded) | pool of blood | [ m ]ore
 The missile hits John Carmack. You hear the scream of a freed soul! You hear
 the scream of a freed soul! You hear the scream of a freed soul! You hear the
 scream of a freed soul!
 You wear/wield : a storm pistol (1d9)x2 [9/9] (P1) The hell knight dies.
 You see : John Carmack (almost dead) | floor | [ m ]ore
 The missile hits John Carmack. John Carmack dies. Congratulations! You
 defeated John Carmack! Press <Enter>...
 You feel relatively safe now.
 Argh!!! Lava!

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

 1082 brave souls have ventured into Phobos:
 1042 of those were killed.
 3 of those were killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 25 couldn't handle the stress and committed a stupid suicide.

 10 souls destroyed the Mastermind...
 9 killed the bitch and survived.
 1 showed that it can outsmart hell itself.

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

45
Discussion / Re: Best mods for Nuclear plasma rifle
« on: August 10, 2012, 12:49 »
Quote
now FDS vs Tactical Shotgun? which one would be better?
My usual answer is that the FDS is a better use of the mods, but if I have that choice, I'm usually playing a shotgun build. Without Shottyman the choice isn't as clear. You don't really need all that damage when corner shooting as you can just use a TS (or any normal/focused shotgun for that matter) to lure enemies in range of your heavy hitting rapid-fire weapons. FDS just seems to waste a power mod here. Out in the open, reload times would kill if you planned on using it more than once, you're better off with a missile launcher

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