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Messages - Napsterbater

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91
Requests For Features / Re: Mancubus Experience Rank
« on: April 21, 2012, 13:23 »
Err, that *was* the reworking. You used to not be able to do that in 0.9.9.5, if you switched to a weapon, it would switch to the one with the least amount of ammo, specifically to prevent the "tac shotty" effect. But then I read that behavior was reversed for 0.9.9.6.

It's a bit cumbersome, but I don't consider it an exploit. I think what they really should have done was make it so switching weapons, period, whether through the prepared slot or numbers or inventory was instantaneous. That's basically what this allows.

92
Requests For Features / Re: Mancubus Experience Rank
« on: April 21, 2012, 13:06 »
Okay, it's not so bad if I lug around 3 or 4 shotguns to switch to using Juggler. Good thing I really don't need all that ammo during the early game. You can get the effect of a tactical shotgun if you're willing to sacrifice like 5 inventory slots. Shoot, press '2' for pistol while chaingun's in the prepared slot, press '3' for shotgun to bring a loaded shotgun back into your hands, then fire again. Reloading's a pain, but you do what you have to do. Hold on to that pistol, it's important.

93
Requests For Features / Re: Mancubus Experience Rank
« on: April 21, 2012, 11:40 »
You could invest in hellrunner to increase your chances to run/dodge your way to a safer place.
Yeah, I'm starting to try masterless runs and Hellrunner is usually my first or third pick after Juggler. Unfortuately that really cuts back on my firepower.  My problem seems to be tactical rather than strategic. Or maybe I'm just really unlucky. I've gotta learn how to actually use Juggler.

Quote from: Zecks
I think they're hell barons you're having problems with? Their standard depth is 12+ and the modifier for UV/N! is -6. A single rank of reloader is more than enough for HK's.
It would be if I didn't have to keep facing two of them out in the open at dlev 4. What invariably happens is I'm corner shooting a HK just out of melee range when a fucking imp or chaingunner or something shows up on the other side, demanding my attention. If I deal with the imp, then I get a HK in my face, if not, I take a ton of damage from the HK/imp/chaingunner/sergeant. Heck even former humans wear you down if you ignore them long enough.  My first plan was to take EE/SoB/TH, but that leaves no room for HR/Rel if shit gets real hairy, and it invariably does around level five or so.

UV maps are just way too busy. Usually in HMP I can count on the fact that the next room is probably empty if I drop into one with a ton of baddies. Now I can't.

94
0.9.9.6 / Re: [M|AoB|99%|18|YASD] Knives, knives, kni -
« on: April 21, 2012, 00:31 »
I only ever find the Cleaver when I'm playing Scout.

95
Requests For Features / Re: Mancubus Experience Rank
« on: April 21, 2012, 00:03 »
Currently playing Ao100 on UV, Hell Knights are spelling the end to every character I try to make past level six. I almost invariably drop into a level where I have to deal with two of them flanking me. Thinking I'm going to need to take Reloader and Juggler to start off with, and hold on to three or four shotguns, if only so I can keep the fuckers at bay. Feels like an abuse of the system to me, but it seems like the only way to survive.

96
If you remember the way Mancubi operated in the original Doom, you'll see why they act as they do here. Remember they always fired twice. Once when they saw you, then again whether they saw you or not. They fired two rockets each time, actually they were more like fireballs. One aimed at you and off to the side. In second shot the second rocket went to the other side.

It's the same way here, though they fire three rockets both times.

97
Releases / Re: The Inferno Module
« on: April 17, 2012, 19:01 »
Very intriguing. Really starting to want a bugfix release for 0.9.9.6 so I don't have to reload the game every time. Oh yeah, and so Fireangel will work.

98
Releases / Re: The Inferno Module
« on: April 17, 2012, 15:19 »
Got an access violation as soon as the game was supposed to start using the raw version. WAD version works fine.


Timestamp   : 17-4-12 17:14:03
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $005501A4 :
EAccessViolation : Access violation
  $005501A4
  $004A6214
  $081D64EF
  $081026F7
  $080DB224
  $080D8F5C
  $081CB0D8
  $081D3EC2
  $081CB588
  $081C7BC1
  $081CA8A7
  $081CB71C
  $081C8F8B
  $08102714
  $080DB224
  $080ECDFE
  $0807F3D8

99
Century Lounge / Re: [M|Ao100|100%|YAVP]
« on: April 17, 2012, 15:06 »
Yeah, I used to sweat not finding unique weapons/armor at the right times when playing Ao100. But after I played enough games, I learned to get by with stock stuff. It's really traits and tactics that make you kick ass, not equipment.

100
Modding / Re: Blood demo
« on: April 15, 2012, 22:28 »
Really cool. With careful play, I was able to get to HR2 without getting hit, that made me faster than the hands, then Shottyman let me wreck shop. Cool effect!

101
Discussion / Re: Shotguns
« on: April 14, 2012, 23:26 »
Hmm.

I guess my main problem with shotguns is that when I use them I feel like a fire-breathing dragon. The chaingun is supposed to be a better weapon, but it takes a heck of a lot of traits/mods to use one effectively. On MAc runs I find myself using a regular shotgun until I get TH2. Chainguns just don't pack enough of a punch to justify using it over firing blindly with a shotgun. I suppose with EE1 and SOB1 it's powerful enough to oneshot most imps/formers, but even then you're better off hiding in a doorway with a shotgun breathing undodgable fire at everything.

In fact there's no weapon-restricted build that doesn't benefit from early use of the shotgun for a long long time, in many cases right up until you get the Master. I've been trying out other challenges lately rather than Ao100 MMB, and the dominance of the shotgun never wanes. Is it even possible to survive the first five levels in a normal UV game without one?

102
Discussion / Re: Shotguns
« on: April 14, 2012, 20:40 »
The original Doom shotgun did not have an area of effect cone but rather fired seven pellets, each of which inflicted 5-15 points of damage. Each pellet was as accurate as a pistol shot. My idea is getting closer to the original Doom.

http://doom.wikia.com/wiki/Shotgun

103
Discussion / Shotguns
« on: April 14, 2012, 17:59 »
I've recently had the thought that shotguns, as they are in the game, are rather unrealistic. A real shotgun would not do the same amount of damage to an enemy behind the one in front. They don't have nearly as much of a cone of effect in real life. And physics dictates that if an enemy gets knocked back, it takes less kinetic energy from the blast. I propose that shotguns and combat shotguns do 85% of the damage to the enemy it first hits that's in the line of fire, minus a certain percentage considering the knockback tiles, which should proceed based on enemy weight rather than amount of damage. Flying enemies should get knocked back more and take the least amount of damage. The other 15% goes to the next enemy behind the primary target.

Double shotguns maybe should get an area of effect cone, where the damage is greatest in the center of the cone. Damage should be relatively constant, and divided up by where the enemy is in that cone.

This would make shotguns not so darned effective, but on the other hand, barrels become less of a problem around sergeants. Maybe plasma shotguns could work the way shotguns work now.

104
Off Topic / Re: Medical Armor - what a point?
« on: April 14, 2012, 16:18 »
It does have decent stats. 2 armor and 20% bullet, melee, shrapnel resists isn't really all that bad. Personally I value armor protection over health, as health powerups and medkits are more common than armor shards, so I would tend to take it off when I get low on health, but it's perfectly serviceable otherwise. It's no duelist armor, but it's much better than green.

105
If the "you feel there's something really valuable here" message is displayed, that means a unique. But I'm not sure if I've ever actually lost a unique to a barrel before, I was just pretty sure I had. I think next time I find the Anti-Freak Jackal in a MMB game, I'll see what a barrel does to it.

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