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31
Discussion / Re: Juggler dual wield melee?
« on: January 10, 2009, 06:11 »I'm agreeing that this would be broken and shouldn't be implemented.
I don't think so, because unless you're very lucky, you'll move through these combinations:
Two combat knives. Spiffy, but there's the speed penalty to consider, and by the time you have all the prerequisite traits you have the chainsaw.
Chainsaw and knife. There's only one chainsaw. This is not too different from chainsaw alone, since the chainsaw does nearly twice the damage of the combat knife with Brute(3).
LS and chainsaw. If you have the LS, you've already won. So what if the damage is even higher?
However, as I said in a different post, I think the dual-wielding melee aspects should be removed from Juggler and have their own trait, with hefty prerequisites (like Brute(3) and Berserker(1)).
32
Requests For Features / Re: Armor Mod: Armor Regeneration
« on: January 10, 2009, 06:01 »
I concur that unique mods, and for that matter unique consumables in general, are a good idea. Other possibilities for artifact items:
A portal supercharge, usable like a medkit.
Ultraportable nuke. Can be dropped down a staircase to clear out the level before you enter it, with obvious applications.
Nuclear mod. Turns a plasma rifle or BFG into the nuclear equivalent.
Armor total upgrade mod. Adds all three mods to an armor, regardless of Whizkid.
Weapon total upgrade mod. Adds four random mods to a regular weapon, or twelve random mods to an advanced weapon, regardless of Whizkid.
Rapid fabricator. Generates huge stacks of every kind of ammunition, enough of any given type to fill even a backpack, around the player.
All of these would be destroyed on use, of course.
A portal supercharge, usable like a medkit.
Ultraportable nuke. Can be dropped down a staircase to clear out the level before you enter it, with obvious applications.
Nuclear mod. Turns a plasma rifle or BFG into the nuclear equivalent.
Armor total upgrade mod. Adds all three mods to an armor, regardless of Whizkid.
Weapon total upgrade mod. Adds four random mods to a regular weapon, or twelve random mods to an advanced weapon, regardless of Whizkid.
Rapid fabricator. Generates huge stacks of every kind of ammunition, enough of any given type to fill even a backpack, around the player.
All of these would be destroyed on use, of course.
33
Requests For Features / Re: Juggler trait to allow dual wielding melee
« on: January 10, 2009, 05:50 »
It seems like a decent idea (and not overpowered, since you have only one each of the chainsaw and LS), but not for the Juggler trait, since Finesse isn't particularly useful for the melee build. Maybe have a "Dual Wielder" which works like Dualgunner, but whose requirements are Brute(3) and Berserker(1).
Come to think of it, that would make a melee Ao100 game slightly less impossible.
Come to think of it, that would make a melee Ao100 game slightly less impossible.
34
Discussion / Re: Screenshots: ASCII and Graphics
« on: January 10, 2009, 05:36 »
I was playing an AoMs game. The screenshot says it all.
Fire -- Choose target... The missile hits the baron of hell. The baron of
hell dies.
###################################
..#....====.=..=.................#
#.###.#.#.#=#========####.#...#####..#
....#.#...#=#=..========... #..........#
##.#...#.#.#===#.=.==#==.#######.#.#....#
..........#.===.#.=====.#.........#.#....#
=....>......#====#..#=#.#==.#####.#.#.#.####
=............==.....#...#.=.......#...#....#
#.......====......#....=...##.##...#.#..#
.....|=========....%%===............#..#
==. ##.......===.====....#....==.#.#.......###..#
%=.. ......=====.=====...#.....====#.........#..#
.====.#....======.#===.===###...#=#...........####
..===.....#=====#..==....==.............=.=..=...#
##.#=......#=====#.###.###===..###.##=.====.===#..#
...........@..=...........==........=.======......#
.##.#........=##.###.###=#===#####.#..=#======#####
...................#...===..=......#.....======..
######################==#===#############=====##
###### #######
Poor Sod 12 Armor : modified red armor [2/4] (45%) (D)
Health: 4% Exp: 12/98% Weapon: Nuclear Plasma Rifle (1d7)x8 [17/24]
cautious Phobos Hell Lev9
Poor Sod XII went on to win the game.
Fire -- Choose target... The missile hits the baron of hell. The baron of
hell dies.
###################################
..#....====.=..=.................#
#.###.#.#.#=#========####.#...#####..#
....#.#...#=#=..========... #..........#
##.#...#.#.#===#.=.==#==.#######.#.#....#
..........#.===.#.=====.#.........#.#....#
=....>......#====#..#=#.#==.#####.#.#.#.####
=............==.....#...#.=.......#...#....#
#.......====......#....=...##.##...#.#..#
.....|=========....%%===............#..#
==. ##.......===.====....#....==.#.#.......###..#
%=.. ......=====.=====...#.....====#.........#..#
.====.#....======.#===.===###...#=#...........####
..===.....#=====#..==....==.............=.=..=...#
##.#=......#=====#.###.###===..###.##=.====.===#..#
...........@..=...........==........=.======......#
.##.#........=##.###.###=#===#####.#..=#======#####
...................#...===..=......#.....======..
######################==#===#############=====##
###### #######
Poor Sod 12 Armor : modified red armor [2/4] (45%) (D)
Health: 4% Exp: 12/98% Weapon: Nuclear Plasma Rifle (1d7)x8 [17/24]
cautious Phobos Hell Lev9
Poor Sod XII went on to win the game.
35
Discussion / Re: Singing more praises to Blaster
« on: January 10, 2009, 05:28 »
In my winning AoM game I found both the Blaster and the Grammaton Cleric Beretta. My firing rate was 0.36 seconds per doubleshot, and of course, some of those were more like septuple-shots. ;) I had 96% health after killing the Cyberdemon -- his one missile shot did some splash damage.
The RNG loved me in that game, by the way: I got the Beretta in Hell's Armory, the Blaster on level ten, Malek's Armor on twenty-two, and the Gothic Armor in the Lava Pits.
As for the rest of your run: I'd say build up your pistol specialization since you have such a great artifact. Get Dualgunner, SoG(3), Finesse, and Whizkid if you find an advanced pistol. I also found Juggler to be very useful on my Ao100 win, though having pistols may invalidate that approach.
The RNG loved me in that game, by the way: I got the Beretta in Hell's Armory, the Blaster on level ten, Malek's Armor on twenty-two, and the Gothic Armor in the Lava Pits.
As for the rest of your run: I'd say build up your pistol specialization since you have such a great artifact. Get Dualgunner, SoG(3), Finesse, and Whizkid if you find an advanced pistol. I also found Juggler to be very useful on my Ao100 win, though having pistols may invalidate that approach.
36
Requests For Features / Re: [Balance and Doomishness] A couple of N! changes:
« on: January 10, 2009, 02:18 »Yeh I had some ideas regarding N! resurrection. Note that these ideas are intended to be mutually exclusive (not all implemented together).
1) All monsters on the map regenerate their health slowly, both while alive and dead. This means that when monsters rise, they rise at "almost dead" status, but keep healing if the player doesn't deal with them again.
I think that's a good idea, provided it's coupled with the declining (or easier yet, disappearing) ammo drops mentioned earlier.
Also, it doesn't seem right to me that resurrected monsters give no experience. How about making them give exponentially decreasing experience instead? That is, you get a third the experience on the second kill, a ninth on the third... If this is combined with decreasing ammo, corpse farming still wouldn't be viable, but arch-viles and Nightmare mode would be less unfair.
Finally, how about an effect kicking in every two hundred rounds or so, which acts as though a summoning lever had been pulled? That would certainly add difficulty...
37
Requests For Features / Badass improvement
« on: January 10, 2009, 02:09 »
Hello all! I've played DoomRL fairly heavily, getting to Cacodemon Major with only a UV game keeping me from the Colonel rank, though I've decided to stop until the new version with all its new ranks is out. Anyway, here's a suggestion for Badass, which I consider underpowered at present (I only ever picked it up on AoMs, though it was vital there). Right now all attacks which hit do at least one point of damage, regardless of TaN or armor. How about letting Badass give a chance for attacks to deal zero damage, if appropriate given damage reduction? Say, a 25% chance at level one, a 50% chance at level two, and a 75% chance at level three. What do you think?