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Messages - Sylph

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76
Discussion / Re: Halp, my sharpshooters keep dying!
« on: July 23, 2014, 02:56 »
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Oh and before i forget, you said one high power pistol or two. Wich is god damn confusing. Were you refering to dualgunner builds?
Sorry, that's an artifact from my cut-and-pasting while I was writing my post, above. I meant one highpower pistol for a sharpshooter, maybe changing to stormbolter if you bother with whizkid (I'd rather go for hellrunner or berserker, both of which are better than most advanced or expert assemblies - whizkid only become worth it if you use your finesse to also take juggler, imo).

77
Discussion / Re: Halp, my sharpshooters keep dying!
« on: July 21, 2014, 07:47 »
Here's another place where our styles differ; I prefer Speedloader pistols over Highpower pistols.  The way I see it, a pistol build's biggest disadvantage is that you can only shoot one enemy at a time.  This is fine if they're coming at you one at a time, but in this version of the game, you frequently encounter large groups of large enemies (especially at higher difficulty levels) which means frequent reloading is necessary

I'd totally see where you were coming from, but when playing sharpshooter games, I keep an ammo chain in the prepared slot almost all of the time (I only remove it to safely reload). Thus, I probably don't appreciate the advantages of the speedloader pistol at all, but very much enjoy the knockback and far higher damage of the highpower pistol.
The way I look at it, an ammo chain removes pretty much all of the advantage of a speedloader, whereas it removes pretty much all of the weakness of a highpower.

I like speedloaders for other pistol builds, but specifically for sharpshooters (since they aren't dualgunning) I really can't see the point in building them.

78
Discussion / Re: Halp, my sharpshooters keep dying!
« on: July 20, 2014, 14:07 »
- Only found the combat pistol once in UV. Just bad luck? Where should it start spawning?
You might find one in the armoury! It's extremely rare though, plan to go the whole game without it, and just shout at yourself when you find one after already making your storm pistols! :D

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- I tend to use plasma riffles against shamblers, are they better or worse than a Storm pistol? And with a single technical mod?
Remember that the plasma rifle needs reloading every 6 seconds, and the shambler just so happens to teleport every 6 seconds (on average)! This means pretty much no reloads for plasma! Every 6 turns, typically, your plasma rifle will deal 108 damage to the shamber. The same 6 turns with the storm pistol, assuming you have sharpshooter, will deal 192 damage due to the nearly *3 turns* of reloading you'll spend with it! Best advice here is get a 10mm bullet box for your storm bolter pistol, which will make your damage go up to 272!

I just checked a past video I posted of a nightmare pistol run I recorded on youtube sometime ago (https://www.youtube.com/watch?feature=player_detailpage&v=DEGKushTuBQ#t=2516) , and I noticed that on nightmare, close to but not exactly 100% completion, I was level 7 when I hit the armoury. I suspect a 100% ultra violence would be similar (but I don't play ultraviolence very often), meaning with the build posted here you might not yet have sharpshooter. Bear in mind that, without sharpshooter, the plasma rifle absolutely blows the storm bolter pistol out of the water!

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- When do you get rid of your tactical shotgun? (i ALWAYS build one)
You should be able to do without it. Personally, I wouldn't dream of bothering to build one. You're building for pistols, keep a combat shotgun around for radar shooting and corner knockback sure, but don't waste yummy mods on it! Power and tech mods are extremely useful for building towards special pistols (highpower is most important). Your first highpower pistol with a sharpshooter build is far more important than saving 0.2s pumping a shell into a combat shotgun between shots. Bear in mind that a sharpshooter will ALWAYS knock a target back when firing a P-modded or highpower pistol, and can fire it fast enough to knock a target back 2-3 squares for every 1 square forward it moves. Even without sharpshooter, a SoGx3 highpower pistol will tend to knock targets back as quickly as they advance, holding them in place until you start reloading!

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- I ALWAYS do hells armory, specifically cause i wouldnt know how to kill the bruiser brothers without the rocket launcher and the extra experience is very nice early on. The blue armor deosnt hurt either. I usually spend 1-3 medkits in there. However, ive heard that the Chained court is much easier otherwise, and it tends to be one of my problem levels. So, Pros-Cons?
I tend to do a couple of waves of hell's armoury when doing pistols, but neglect to finish it specifically so that I get the easier chained court. This is on nightmare difficulty though, on ultra violence outside of a challenge mode I'd probably complete it too. However, you shouldn't be struggling to beat the bruiser brothers on UV whether you have a rocket launcher or not. I tend to use corner shooting and running mode to beat them. You can do it taking next to zero damage on UV even without any shotgun or hellrunner traits. This video is on HMP, but the same stuff basically works for UV (with perhaps a medkit to get a second burst of running mode to get you back to the start room): https://www.youtube.com/watch?feature=player_detailpage&list=UUBAtJjL3jUl_hIv6ufIRigQ&v=jdPcxR6yDbQ#t=1958

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- Im starting to hate radar shooting (not really). It almost always causes humanoids to spend medkits i could have gotten otherwise. Also frequently blows up barrels wich destroy other items. Am i using it too much? Is the only other alternative run-wait?
- Sometimes when i run wait mobs shoot at me. Usually near closed doors. Is it location dependant? Any advice on how to prevent it? 
I'd say use more run-wait than radar shooting. You're right that sometimes monsters can see you when you can't see them, getting to attack you 'from the dark' while you're runwaiting, but as time goes on you'll get better at recognising the waiting positions that normally cause it, and avoiding them.

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- What do you build for Sharpshooter?
A highpower pistol, maybe 2. That's all a sharpshooter really needs to finish the game, but after that I'd probably make your priority tactical boots, tactical armour, and hellrunner so that you can really abuse the fast fire speed and perfect cornershooting that sharpshooter offers.
If you're not going to try to be super-clever against every monster, and wanna play a bit more 'wet and wild' with it, then I'd perhaps focus on whizkid like you do, but I wouldn't dream of building the assemblies that you do. I'd go highpower pistol, tactical boots, power + bulk red, fireproof red, storm pistol, energy pistol. If on nightmare, I'd make demolition ammo pistol my number 1 priority, but outside of nightmare, don't go near it with a bargepole!

I think you aught to give other assemblies/mods a try btw - your modding is a little sub-optimal! Microlauncher is pointless, tactical shottie is not worth it on a pistol user, P mod a red BEFORE B-modding it. Hyperblaster is pointless on most rapidfire builds, never mind pistol ones! Energy pistol is not worth it for a sharpshooter - it's greatest strength is being able to play without 10mm ammo in an angel of marksmanship challenge game, and even then a sharpshooter is so ammo efficient you'll never need it!

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I've usually aimed at stormbolt, since i had a stormbolt combat pistol in my previous Sharpshooter win (HMP) and it was amazing, but the normal Storm pistol doent cause knockback, so i've been thinking of simply modding a normal pistol with power mods and abuse knockback instead.
You're on the right track! You can just make a highpower pistol for good knockback with pistol builds, but a sharpshooter is capable of achieving 100% knockback with a normal P-modded pistol, so for a sharpshooter the highpower pistol is more for getting through the early-mid game - if you can go without it, then save the mods and make do with a power pistol! Oh, and you don't want a storm pistol to knockback, since it will make the second bullet miss, halving the damage! If you want a dream pistol for a sharpshooter, haev a play with a demolition ammo combat pistol! ;)

79
Off Topic / Re: Now playing... (games)
« on: July 16, 2014, 11:23 »
I used to really enjoy titan quest!
I hated diablo 3 though... I've heard it's a lot better since they closed down the auction house, but for diablo games I've always been a fan of ironman diablo 1! Diablo 1 just had such a lonely atmosphere, and my heart identifies with haunting loneliness a lot more than it does with perilous dread!



As for me, I've been absolutely hammering starcraft 2 recently! Back-to-back games for hours on end!
In between those, though, I've been putting a few hours into FTL (now that there's a hard more in the advanced edition), Don't starve, ADOM, and hearthstone.
It feels very good to have kicked my League of Legends addiction once and for all! x

80
Discussion / Re: Quick questions thread!
« on: July 09, 2014, 17:15 »
Shamblers...I don't think they actually have any fire resistance.  (Nor do they in the original Quake, as far as I know)
In quake they took 50% damage from rockets and grenades.

81
Discussion / Re: Nightmare demons, how to deal with them?
« on: June 28, 2014, 04:29 »
To add to this - you probably ARE knocking the nightmare demons back with your shotgun. Nightmare demons are *fast*, easily fast enough to often get a couple of turns in the time you get one shot, which would let them gain ground on you even after being knocked back.

82
Discussion / Re: Good builds and tips for ultra-violence
« on: June 24, 2014, 02:01 »
Are you using the 'wait on the spot' command regularly?

83
I probably should have mentioned that I was referring specifically to the CHAINGUN version of the assault rifle, not the assault plasma gun (which was too powerful).

LuckyDee: I was referring tot he +2 on top of the chaingun's +2 for a total of +4.

84
'An item that costs a trait' just means that an assembly that requires whizkid should be a little stronger than one that does not.

"It's only useful in games where the player takes levels in triggerhappy, but not eagle eye"
means that the strenth of the assault rifle is in it's massive accuracy, which is a boost that only offsets it's poor damage when the player doesn't have ranks in eagle eye, BUT it only get's it's 'poor damage' if a player has ranks in triggerhappy. This comment is more focused on the trait builds that go best with specific weapons, but basically a gatling gun is stronger than an assault rifle with almost all character builds, and the only builds where the assault rifle can compete are builds that have triggerhappy, but not eagle eye (which is a ridiculous build in almost all situations).

85
Discussion / Restore the assault rifle to it's former glory.
« on: June 18, 2014, 11:41 »
Hi folks,
I'm starting this topic to encourage discussion on the assault rifle assembly. It's my opinion that, while it was arguably the strongest 'mid tier' assembly a player could make, it was NOT overpowered.
Further, it's my opinion that, in it's current form, it's a bit rubbish!
I'd like to talk about the option of getting the assault rifle assembly back down to 0.5s firing speed, and in turn preventing it from being built on to any weapons other than chainguns (we have the hyperblaster assembly for plasmaguns, and it's hard to balance an assembly that can be put on 2 vastly different weapons without being too powerful on one and too weak on the other).

The assault rifle was perhaps a little too strong when compared with it's rivals among non-rare mod asssemblies, but it's my impression that requiring 3 agility mods is just about as taxing as a mod requirement can possibly get, outside of nano or onyx. Preventing a player build tactical boots and tactical armour is a huge cost. Whether or not it was strong, though, the full half-damage nerf was too hard a hit, imo. It's only useful in games where the player takes levels in triggerhappy, but not eagle eye, which is a ridiculous build path outside of ammochain (given that triggerhappy only works with rapidfire weapons, and eagleeye is the most important trait for rapidfire weapon builds). It's greatest advantage over similar weapons (gatling gun, burst laser etc) is ammo efficiency, which makes it pointless even when taking ammochain, and it builds out of *3* agility mod packs. For a whizkid character, this means it costs you your 25% movespeed boots.
Overall, I'd argue that assault rifle needs strengthening dramatically. While 0.5s firing speed was extremely good, I'm tempted to suggest it's ok. The assault rifle / plasma assault rifle, back when it used to have 0.5s firing time, does indeed have among the highest DPS of all rapidfiring weapons/assemblies (losing out to tech-modded laser rifles and miniguns). That said, I'd prefer to have a higher single-burst damage than a high DPS, because 0.5s time between 2 shots gives a chance of retaliatory fire, depending on chance, whereas a more powerful burst can often kill the monster outright, making firing time irrelevant.
With that in mind, I'd say 'among the highest DPS, but not the very highest' is just about perfect for an item that costs a trait, 3 of the most saught-after modpacks, and has a reduced ammo consumption.
To be honest, the fact that this item was nerfed so heavily baffles me. I think, provided is can only be made out of a minigun, it was pretty close to perfect before.

86
Nice win!
Your build was more than powerful enough to kill JC without breaking a sweat.
Just a tip - whizkid was a little pointless here, there are far better skills. Another rank in hellrunner would probably be ideal!

Also, when playing a melee build that's NOT angel of berserk, always consider rocket jumping as an option. With those ranks in hellrunner, you can expect to rocket jump then change weapons while only receiving 2 turns of incoming fire (at 50% damage resistance, no less). Add running mode to the mid, and you'll be amazed at how easy packs of revenants, viles, and mancubi can become!

Congrats on your win! I'm guessing from how late you started relying on melee, that you weren't doing much giftdropping? Might be worth picking it up a little more as you move into higher difficulties. :)

87
Off Topic / Re: Terran Marines vs Ultramarines
« on: June 09, 2014, 05:23 »
I disagree with the rest, actually. I always used to be quite a 40k nut (I moderate the warpshadow forum, which is kindof the main Tyranid forum on the internet). I'm also a diamond-league starcraft 2 player, so I'm quite a fan of both! I'd love to think I'm not completely clueless in suggesting that the terrans would probably beat a marine chapter.

A single terran marine vs a space marine wouldn't necessarily be a stomping - they make good rivals, I think! First if we assume protoss psy blades are akin to eldar power weapons, giving protoss a conservative str:3 (which feels a little low for the mighty protoss zealots, and in fairnes psy blades are probably more akin to force weapons, but that would be crazy-strong), and let's also assume that zerglings are a lot like hormagaunts. We can conclude that a terran marine, able to withstand 6 hits from a zealot psy blade or 8 strikes from a small clawed alien, is less durable than an ultramarine (who can withstand 6 hits from an eldar power weapon, or 18 hits from a gaunt). BTW the ultramarine only actually withstands 3 hits from an eldar power weapon, and only 9 hits from a hormagaunt, but I'm going to include the 'miss chance' as durability, I think that's only fair.

In this comparison, the marine is considerably tougher, but the point is the two are *comparable* in combat. Space marines get seemingly stronger firepower (autogun vs boltgun), too, but terrans get stimpacks and combat shields, *hugely* increasing their combat skills! Overall I think it's safe to say that a space marine can beat a terran marine, but wouldn't have a chance against TWO terran marines!

Now a chapter of space marines consists of no more than 1,000 marines. Some chapters, of course, break these rules, but Ultramarines are famous, in fact they're pretty much DEFINED by, their Codex-compliance. Of all chapters, ultramarines are pretty much the most certified, sure and truly gauranteed to be only 1000 marines strong.
Terrans, on the other hand, can field more marines than that in a single battle! (6 players in a game together can produce 1200 marines). The terrans as a race can probably field a hundred to a thousand times more marines than the ultramarines can manage. It's not even close.

Going on from the basic marine comparison, there's:
marauders are more numerous, more durable, and more heavily armed than terminators.
Thors would absolutely destroy dreadnaughts.
Siege tanks are massively weaker than both predators and landraiders.
Valkyries, vikings, and dropships are weaker than thunderhawk gunships.
Battlecruisers are much weaker, but FAR more numerous than a battle barge (of which the ultramarines have 3).
Before anyone mentions them, ultramarines don't have any titans. No chapters do.
(Oh, and if you're going to be quoting exterminatus, then it's only fair to do an Arcturus Mengsk and call the zerg down on Ultramar, which is a much more powerful 'doomsday weapon' with far more dire repercussions for the space marines.)

Everyone here is already right about the numbers being on Terrans' side, but I think the respective power of spacemarine units is getting overestimated here, and the limited numbers of the spacemarines is definately getting underestimated.
Space marine chapters don't fight wars in warhammer 40,000. The space marine *legions* in the ancient past (and they *were* able to call upon titans for assistance) fought wars. 41st-millenium chapters are shock troops - they're like a squad of paratroopers or navy seals, they get in, take out a target, and get out again. They're neither designed for nor suited to fighting pitched battles in the way the terrans are.

Now if you were to compare an ancient space marine *legion* (the ones that were led by primarchs) to the terrans, I'd say it was a fair fight and an interesting question... (Numbers slightly in favour of terrans, power in favour of space marines).

A chapter, though, would be a cakewalk for the terrans, I think.

88
I'd like to see a warning that running mode is wearing off, similar to the current warning for berserk and invulnerability.

89
Post Mortem / Re: [M|AoPC|9%|YAVP] I did _what_?!
« on: May 02, 2014, 11:13 »
Give me a tip! What should I be looking at?

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