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Messages - Const

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16
Requests For Features / Re: Ammochain tweak
« on: April 01, 2011, 08:10 »
With ammochain you are trading accuracy (blocks EE) for infinite ammo.

Yes, lack of accuracy, but still power(SoaB), speed (Finesse) and mods. What to do after that? Take Ironman. With Iro(3), Ammochain and medpacks hoarding - you are immortal.

Quote
This can be fixed with agility mods, but then you are sacrificing either damage or firing speed in the form of having less mod slots to work with.

Yes, but nothing is perfect. And, power mod - only 8% damage for plasma with SoaB 3, so it's not a big deal.

Quote
This can be good sometimes, but bad others. I just feel the bad situations out weigh the good.

Don't see it. Single enemies = easy to kill, and multiple enemies = MAC shines (don't need to reload!)

Quote
I don't often find BFGs during Ao100, at least not early enough to really rely on.

Yes Ao100 = no BFG, but - cells are a problem after dlevel 25 UV (without MAC, of course). No cells - useless plasma.

Quote
If the requirements were changed to SoBx2, TH, Relx3, then when you fire that same plasma rifle only four traits are being used (Sobx2, TH and ammochain).

*Sigh* Again. If I have SoaB 3, Rel3, and no other traits, how much traits are being used?

17
Requests For Features / Re: Ammochain tweak
« on: March 31, 2011, 15:39 »
Actually, the dependency on Whizkid is the single biggest reason why Ammochain is overpowered.

Do you tried chaingun without SoaB?

Quote
Now, Triggerhappy 1 and Reloader 3, sure, you might be on to somthing.

I say "Whizkid" only because Ammochain is the one trait which requires it (we have Cat's Eye for Triggerhappy).

It could be because I only take ammochain during AoMC games, but I don't think ammochain is an 'I win' button during UV/N!.

During UV - is (except challenges like AoI). During N!... Speed is vital in Nightmare, right?

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Personally I prefer a finite amount of shots with high accuracy/knockback than an infinite number of low-average accuracy shots.

Average accuracy? Perhaps, but agility mods could fix it. And, they are very fast strong shots, don't underestimate it.

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This probably has a lot to do with my play style and the amount of xp available during UV/N!, but I find there are situations that you absolutely need the next shot to connect and all the ammo in the world isn't going to help that.

BFG?

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Currently if you rush to ammochain and start using it you have the power of seven traits in effect. In the same situation with reloader 3, you'd only have four traits in effect

Your math is wrong. You says that rel3 is 3 traits, and rel3 + MAC in 1 trait? So, you says that rel3>rel3+MAC???

18
Requests For Features / Ammochain tweak
« on: March 31, 2011, 09:58 »
How it now works: "I win" button.

How to fix it: change it's requirements to Whizkid 1 + reloader 3. It makes sense: one of this trait benefits is "zero time reload", and it would be more balanced trait.

Any questions?

19
Bug Reports / Angel of Purity = no shematics?
« on: February 24, 2011, 15:44 »
In AoP, I find energy pistol shematics, but can't get them, because it's powerup.

20
Discussion / Re: Master Traits
« on: November 23, 2009, 03:52 »
It's my opinion:

Ammochain: Suicide? Not at all. It's lightly overpowered, but I think it's OK because normal game must be easier than challenge anyway. Only real disadvantage - no EE, but "thre are no perfect things in the world". Better than reloader3 (you need not even reload) an backpack  (you wlill have INFINITE ammo). IDKFA trait.
Army of the Dead: I don't know, how to win without it in AoSg, if no good uniques, as Jackhammer.
Gun kata: Not very good, by low firepower. But right tactics can make it useful, I think.

Others I don't try.
Blademaster&Vampire: good for melee, but it's all I can say.
CatEye:
Good - no hard limitatons. Bad - no good advantages. Anyway, I prefer Int2.
Fireangel - not very good. I think offensive build is better for defensive. Only for fans of RL.

The only thing I would change is that it shouldn't block SoG, mainly because pistols don't work with ammochain

Beretta works. And it would be too powerful with SoG 3 and Ammochain.

21
0.9.9 / [H|100%|MAc|YAVP]my first run in new version
« on: October 17, 2009, 05:32 »
--------------------------------------------------------------
 DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Const, level 12 Human Private, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 171047 turns and scored 177134 points.
 He played for 4 hours, 8 minutes and 3 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 692 out of 692 hellspawn. (100%)
 This ass-kicking marine killed all of them!


 He saved himself once.

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

  Medal of Prejudice
  UAC Star (bronze cluster)
  Grim Reaper's Badge
  Hell Champion Medal
  UAC Bronze Badge
  UAC Silver Badge
  Veteran Bronze Badge
  Veteran Silver Badge
  Reaper Bronze Badge
  Reaper Silver Badge
  Reaper Gold Badge
  Lava Bronze Badge
  Arena Bronze Badge

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

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

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

  Health 47/70   Experience 65089/12
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +3  ToDmg Melee +3

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

    Ironman          (Level 2)
    Finesse          (Level 2)
    Son of a bitch   (Level 3)
    Whizkid          (Level 2)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->SoB->TH->Fin->Fin->WK->MAc->WK->TH->Iro->Iro->

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

    [a] [ Armor      ]   Baron Armor [6/6] (71%)
    [b] [ Weapon     ]   modified plasma rifle (1d7)x6 [40/40] (A2T1)
    [c] [ Boots      ]   modified protective boots [2/2] (100%) (A)
    [d] [ Prepared   ]   double shotgun (8d3)x3 [2/2]

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

    [a] modified rocket launcher (6d7) [1/1] (P1)
    [b] modified red armor [6/6] (200%) (ABP)
    [c] modified red armor [6/6] (200%) (ABP)
    [d] Necroarmor [6/6] (100%)
    [e] Angelic Armor [7/7] (100%)
    [f] large med-pack
    [g] large med-pack
    [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] large med-pack
    [r] large med-pack
    [s] large med-pack
    [t] envirosuit pack
    [u] envirosuit pack

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

    75 former humans
    102 former sergeants
    28 former captains
    92 imps
    59 demons
    98 lost souls
    64 cacodemons
    30 barons of hell
    1 Cyberdemon
    26 hell knights
    25 arachnotrons
    21 former commandos
    8 pain elementals
    21 arch-viles
    12 mancubi
    30 revenants

-- 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 5 he stormed the Chained Court.
  On level 10 he found Hell's Armory.
  On level 14 he found the Necroarmor!
  On level 14 he ventured into the Halls of Carnage.
  On level 22 he was foolish enough to enter the Mortuary!
  On level 22 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 23 he entered the Lava Pits.
  On level 23 he found the Baron Armor!
  He managed to clear the Lava Pits completely!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 Chain fire (full) -- Choose target or abort...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The Cyberdemon reloads his rocket launcher.
 Chain fire (full) -- Choose target or abort...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon.
 Chain fire (full) -- Choose target or abort...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 Cyberdemon dies. You feel relatively safe now. Congratulations!

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

  He's the first brave soul to have ventured into Hell...

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

So, new version actually easyer...

22
Bug Reports / Bug with special levels
« on: October 08, 2009, 11:07 »
--------------------------------------------------------------
 DoomRL (v.0.9.8.10) roguelike post-mortem character dump
--------------------------------------------------------------

 Pig, level 6 Cacodemon Major, killed by a former commando
 on level 12 of the Phobos base.
 He survived 116870 turns and scored 43275 points.
 He wasn't afraid to be hurt plenty.

 He killed 305 out of 310 hellspawn. (98%)
 He held his right to remain violent.
 He was an Angel of D&D!


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

  ###########################################################
  =...=..>..................................................#
  =##=############..........................................#
  .===...........#.............................^............#
  ....=.........c#..........####...................######...#
  ...........h...#..........#..#.....}.............#....#...#
  ################..........#..#....|.}............#....#...#
  ....."}|||................+..#.######|########...#....#.==#
  .....|}}|.....%...........#..#.#.....}|......#...#....=.==#
  ......}}}......%.....%....#..#.#.......|.}...#.0.#....===.#
  .......}|.....%...........#..#.#........&....#...#.=.=#=..#
  ..........%...............####.###############...##==##...#
  ..........#####.....^...................h.........=..=....#
  ..........#...#.................X...............hh===.+...#
  #########.#...#......#####################.........#+####.#
  ....^|..#.#...#......#.......0...===.....#.........#....#.#
  ........#.#...#....0.#............==.....#.........#....#.#
  #########.###+#......###+##########===####.........######.#
  ..............................|...0.==..^.................#
  ###########################################################

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

  Health 0/75   Experience 15346/6
  ToHit +3  ToDmg Ranged +2  ToDmg Melee +2

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

    Son of a bitch (Level 2)

  SoB->SoB->

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

    [a] [ Armor      ]   blue armor [2/2] (57%)
    [b] [ Weapon     ]   modified chaingun (1d7)x5 [50/50] (D1)
    [c] [ Boots      ]   protective boots [2/2] (100%)
    [d] [ Prepared   ]   modified plasma rifle (1d8)x8 [40/40] (S1)

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

    [a] plasma rifle (1d8)x8 [40/40]
    [b] BFG 9000 (10d8) [100/100]
    [c] green armor [1/1] (100%)
    [d] blue armor [1/2] (46%)
    [e] blue armor [2/2] (100%)
    [f] blue armor [2/2] (100%)
    [g] red armor [2/4] (34%)
    [h] 10mm ammo (x70)
    [i] 10mm ammo (x100)
    [j] power cell (x50)
    [k] power cell (x50)
    [l] power cell (x30)
    [m] small med-pack
    [n] small med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] homing phase device
    [t] homing phase device
    [u] envirosuit pack

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

    63 former humans
    48 former sergeants
    15 former captains
    72 imps
    34 demons
    28 lost souls
    6 cacodemons
    5 barons of hell
    19 hell knights
    4 former commandos
    2 pain elementals

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

  He started his journey on the surface of Phobos.
  On level 2 he stormed the Chained Court.
  On level 6 he ventured into the Halls of Carnage.
  On level 12 he finally was killed by a former commando.

Chained court on level 2, HoC on level 6, on level 11 was Mortuary. (I didn't went to).

It was after a game on Angel of Haste. Perhaps, level numbers of special levels sometime saved from previous game.

23
Discussion / Re: Gaming vs Reality (a.k.a. Flame War brewing ;P)
« on: January 30, 2008, 12:30 »
To hit a bottle from 50m with rifle is a piece of cake, to hit it with pistol it is a miracle.

In DoomRL there does not exist such thing as "rifles". Plasma Rifle is not a rifle, it is a fantastic weapon, and it can to have any kind of properties.
Second, the hero is not an ordinary human. He can to have some abilities, as high ability to-hit, and other superhuman abilities. It's a future, isn't it?

24
Bug Reports / Special levels
« on: January 24, 2008, 03:12 »
Their locations change only after victory.

For example, in my games was a row, when I had seen CC on level 5, Halls of carnage on level 11 and the wall on level 12.
After killing CD, CC was on level 5, the wall ol level 7 and HoC on level 13. And it didn't change, before I kill second CD.
After I did it, CC moved to level 4, and appeared hell's Armory on level 10 - I hadn't seen it before in 0989 version.

25
Pre-0.9.9 / Re: [H|84%|7] Hell Knights
« on: November 15, 2007, 12:16 »
I'm not sure I understand how I'm supposed to survive hell knights. Fully loaded chaingun and double shotgun, all of the health packs used, all of the health pickups used, all of the health traits used and yet no success.

First, conserve medikits. They are life-savers.
Second, one spare armor is insufficient. I, if it is possible, have about 3 of them.
Third, perks. If you took one level of TaN, on next level you must to take second. Second level gives better comparative bonus. Or, don't get TaN - there are exist better perks.
Forth, if you plan to use double shotgun, you must to take Shottyman - it's indispensable!
Fifth, Knights have very high to-hit chance. If you shoot with chaingun, it's better to use agressive tactics. By my experience, it's the best choice.
Sixth, visit chained couirt. (red stair on level 4-6). It's easy, and free experience can help.
Seventh, knife as weapon is useless, if you don't play AoB. Only it's useful function - to lure enemies, but ammo is better.

Quote
Ok, maybe going Hard on the first day of play isn't ultra smart, but this was the best run of the day (other than a boring easy lvl 10, died to --guess what-- a Hell Knight.)

Try Angel of Markmanship challenge. On medium or hard it's easier than regular game.

26
I can think of but it would be a nice thing just for a) nostalgia reasons and b) just because it seems like a nice feature.

There are some distictions between Doom and DoomRL. And because them, some features from Doom won't do for DoomRL. In particular, Doom and the RL version have essential distinctions in ammo/inventory system (for example, ammo system in AliensRL is more similar to Doom than ammo system in DoomRL). And because them, big packs of ammo are useless for DoomRL gameplay.
Nostalgia isn't enough reason. For making big packs it is needed to increase length of code, and it does not change gameplay and does not change game appearance, in contrast to graphic and sound changes.

Quote
The only problem I see is if the bigger power cells (or whatever) will need some way to distinguish between the small ones how will that be shown on the screen?

Also don't needed. There are already can be different packs (dropped by enemies or player). And their appearnce, of course, isn't change, because there are can be a lot of different sizes.

And the main. One size of pack is better for decreasing luck influence, than two different sizes, when probability of founding a unicue pack is equal to sum of probabilities of founding two others, and size of unique pack is equal to average pack size of two others. For example, if small pack have size 20 and probability 4%, and big pack have size 100 and probability 1%, it's better to replace them by pack with probability 5% and size 36.

27
Requests For Features / Re: Intuition
« on: October 27, 2007, 14:46 »
Never being sure about what awaits you on the other side of the door.

And what can be a sense of the perk, if it gives very unreliable information? It would be better to take another perk, which has undeniable usefulness.

Common part of all proposed intuition*3 in what, that all of them have very questionable usefulness. It's better to cap intuition by 2 level, than to create hard-programmed useless perk.

28
Requests For Features / Re: Intuition
« on: October 27, 2007, 12:47 »
  Monsters within normal sight range (8 tiles as I understand it) of each other are, for the sake of simplicity, considered a part of a group.

Not so easy.

How about such thing:



                            #......#O.
                            #......#..
                            #......#O.
                            +......#..
                            #...@..+O.
                            #......#..
                            #......#O.
                            #......#..
                            #......#O.
                            #......#..


How your Intuition must show that Cacodemons?

Counting the number of monsters in a room/area should be trivial. That's not just a blob of spreadsheet cells you're walking across; maps in roguelikes are created by fitting together predefined "pieces" of a dungeon, with the possible exception of cave levels. With this in mind, simply create a function which takes the XP total of all the monsters in each "piece," and colors the entryways to that piece (door or not) accordingly.


Entering to room, player can stand before strong monsters from adjacent rooms, if there are some breaches in walls. It's very bad to enter to "safe" room and stand before three AV. False information is worse than no information.

29
Requests For Features / Re: A coupla little things
« on: October 27, 2007, 12:03 »
I'm not sure when a Baron would get the chance to snag one, either.

He would.
http://forum.chaosforge.org/index.php?topic=1102.msg10076#msg10076

What about Viles resurrecting each other, I don't see such events, even they had such possibility.

30
Discussion / Re: Scariest Hellknight moment?
« on: October 27, 2007, 11:50 »
In Mortuary, I really have seen Baron with BFG. Luckily, he missed, and shooted only once.

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