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16
Discussion / Fixed SoaB will be broken as hell.
« on: October 24, 2007, 19:54 »
It obviously won't do too much with shotguns, BFGs, and stuff like that, but the boosts it gives to Chainguns and plasma rifles are absolutely ridiculous With Chaingun, you get +5 armor piercing damage per attack per level, meaning that at SoaB(3) you'd get +15 armor piercing damage per attack. This means that against unarmored monsters your average damage would be rising from 17.5 per attack to 32.5 per attack- that's almost twice as much damage! And that's without throwing armor into the mix. Against an enemy with level 2 armor, you'd be going from an average of 10 damage to an average of 25 damage- a 150% increase.
The effect on the Plasma Rifle are even more dramatic, giving +8 armor piercing damage per level per attack, with +24 piercing damage. This brings the damage of the Plasma rifle from ~36 damage per attack to ~60 damage per attack- meaning that you now have a good chance of taking out high-level monsters with a single attack. Moreover, piercing damage is more important in the later stages where plasma rifles would be used then in stages where one would be using chainguns. Against a monster with 2 armor for instance, 3 SoaB would change the Plasma rifle from doing ~23 damage to a ludicrous ~47 damage. Remember that the Baron of Hell only has 60 HP. And all this speculation doesn't even take into account Overloaded rifles. In addition to the ~180 damage minus armor penalties that an overloaded rifle normally gets, you be getting +120 armor piercing damage! The Cyberdemon, which is the final boss in the game, only has 200 HP, meaning that in a single turn you'd be guaranteed to do an absolute minimum of 75% damage.
What does this all mean? First of all, it would make the ludicrously easier. In addition, consider that the chaingun and plasma rifle are already, along with Rocket Launcher, the most used weapons in the game- well above pistols, melee weapons, or the shotgun series. this isn't like overhauling the shotgun or increasing the to-hit chance for chainsaws- these are weapons that 90%+ of normal runs use anyway. With this change there would be no reason for anyone, ever to use any non-bullet stream weapon after they've picked up the chaingun. The only exceptions to this would be the BFG which is only used in extremely select circumstances anyway, and the Rocket Launcher for destroying walls. Yes, even the RL would no longer be a viable option for damage doing.
I really think that Beta testers need to try this out and Kornal look at it before the next version comes out, because if the new version comes out with SoaB working as advertised, SoaB will become 0.9.8.5's Int3 on crack.
The effect on the Plasma Rifle are even more dramatic, giving +8 armor piercing damage per level per attack, with +24 piercing damage. This brings the damage of the Plasma rifle from ~36 damage per attack to ~60 damage per attack- meaning that you now have a good chance of taking out high-level monsters with a single attack. Moreover, piercing damage is more important in the later stages where plasma rifles would be used then in stages where one would be using chainguns. Against a monster with 2 armor for instance, 3 SoaB would change the Plasma rifle from doing ~23 damage to a ludicrous ~47 damage. Remember that the Baron of Hell only has 60 HP. And all this speculation doesn't even take into account Overloaded rifles. In addition to the ~180 damage minus armor penalties that an overloaded rifle normally gets, you be getting +120 armor piercing damage! The Cyberdemon, which is the final boss in the game, only has 200 HP, meaning that in a single turn you'd be guaranteed to do an absolute minimum of 75% damage.
What does this all mean? First of all, it would make the ludicrously easier. In addition, consider that the chaingun and plasma rifle are already, along with Rocket Launcher, the most used weapons in the game- well above pistols, melee weapons, or the shotgun series. this isn't like overhauling the shotgun or increasing the to-hit chance for chainsaws- these are weapons that 90%+ of normal runs use anyway. With this change there would be no reason for anyone, ever to use any non-bullet stream weapon after they've picked up the chaingun. The only exceptions to this would be the BFG which is only used in extremely select circumstances anyway, and the Rocket Launcher for destroying walls. Yes, even the RL would no longer be a viable option for damage doing.
I really think that Beta testers need to try this out and Kornal look at it before the next version comes out, because if the new version comes out with SoaB working as advertised, SoaB will become 0.9.8.5's Int3 on crack.
17
Review copies have been sent out, and it looks AMAZING. I feel bad for ever doubting that Wayforward could pull this off.
Impressions:
http://ds.ign.com/articles/828/828528p1.html
http://blog.wired.com/games/2007/10/hands-on-why-is.html?cid=87004172#comment-87004172
IGN playing the first level:
http://youtube.com/watch?v=-O-u06cmmAg
http://youtube.com/watch?v=jlbqaa-mQW4
(Note: click normal view on Youtube or else the videos will look terrible)
Impressions:
http://ds.ign.com/articles/828/828528p1.html
http://blog.wired.com/games/2007/10/hands-on-why-is.html?cid=87004172#comment-87004172
IGN playing the first level:
http://youtube.com/watch?v=-O-u06cmmAg
http://youtube.com/watch?v=jlbqaa-mQW4
(Note: click normal view on Youtube or else the videos will look terrible)
18
Forum / What's with the homepage?
« on: July 22, 2007, 02:11 »
I tried getting here via http://www.chaosforge.org today, and was surprised to see a message saying something to the effect of "This page will be getting a lot of visitors in the coming weeks (or months)" What's that all about? I couldn't find anything on it elsewhere on the forum.
19
Off Topic / How do I install/compile/whatever Stone Soup?
« on: May 13, 2007, 18:05 »
I downloaded it in order to see what all the fuss was about (and of course because I like rougelikes.)
Unfortunatly, it seems to be "some assembly required" and as a Windows user and have no idea what I'm supposed to do. I read the "Install" file in notepad but it all just seemed like a bunch of jargon. Is there a precompiled version somewhere I can download, or at least a guide to compiling it?
Unfortunatly, it seems to be "some assembly required" and as a Windows user and have no idea what I'm supposed to do. I read the "Install" file in notepad but it all just seemed like a bunch of jargon. Is there a precompiled version somewhere I can download, or at least a guide to compiling it?
20
Bug Reports / Game Crash
« on: May 08, 2007, 17:34 »
This was the second of two crashes I had within 7 games. I didn't bother saving the first one, but two crashes withing such a short time seemed unusual so I decided to post this one.
The demon hits you. The demon hits you. You die!... Game saved. Press
<Enter> to exit.
#???????????????
#??????????????? ??
#???????????????0 ???#
#??????c??????0?? ??????
#??????An unhandled exception occurred at $0041D428 :
EAccessViolation : Access violation############???????
$0041D428 TPLAYER__WRITEMEMORIAL, line 1490 of dfplayer.pas
$0044F276 TBEING__KILL, line 894 of dfbeing.pas????
$00450CEB TBEING__APPLYDAMAGE, line 1124 of dfbeing.pas
$00450205 TBEING__ATTACK, line 1027 of dfbeing.pas
$0044BE8D TBEING__AISEEK, line 399 of dfbeing.pas
$0044DE28 TBEING__AISCAN, line 719 of dfbeing.pas
$0044DFC2 TBEING__ACTION, line 735 of dfbeing.pas
$0044E120 TBEING__CALL, line 746 of dfbeing.pas
$00440DF9 TLEVEL__TICK, line 578 of dflevel.pas
$00403496 TDOOM__RUN, line 310 of doombase.pas
$00401097 main, line 19 of DoomRL.pasarmor [2/2] (72%) Phobos Base Lev6
Health: 10% Exp: 3/16% Weapon: chaingun (1d6)x5 [50/50]
Abnormal program termination! Please write down the above
to help get rid DoomRL of all those bugs! You only need
to write down the filenames and linenumbers.
Attempting to save game.... Press <Enter>
21
Bug Reports / More info on the two-player glitch, and a possible cause.
« on: May 08, 2007, 17:27 »
When attempting to rank up on my old player.dat file (to test the rank deletion report), I happened upon an Arena level. I killed a bunch of monsters, and then while (I thought) having a shootout with an offscreen Baron of Hell I suddenly died for no apparent reason. Upon looking at my mortem I noticed that there were two "Xs" designating my character (Mine being the one on the right):
Since I had already read the "you hit you" topic, I didn't think too much of it and went on my way. It was only after the second occurance of this glitch that I went back and looked at the "messages" section, which contained something rather strange: The Baron of Hell that was listed as killing me hadn't touched me.
Meanwhile, while I was once again attempting a level up I ran into another arena. This time, I actually noticed my health decreasing for practically no reason. This put me on high alert, and after finishing the demons hounding me I ran towards the stairs...and didn't quite make it. This time, the mortem said that I had been killed by a former sergent, but there were no former sergents (or any monsters) close enough to hurt me! There was however, once again a second player on the graveyard...and a former sergent within shooting range of it. (Once again, I'm the X on the right)
Thus, not only can the dummy second player take damage from monsters, but I lost two rather promising characters because of it.
----
I was originally going to conclude this topic by talking about how this is a game-wrecking glitch much more prominent and damaging then most other glitches in the game, and suggesting that Kornel fix it and release a patch with the fix as soon as possible.
However, while I was writing all that out I realized a possible cause of the glitch. I originally intended to start over fresh for 0.9.8.7, but after all the hooplah about the possible rank-up glitch with the old player.dat I replaced the new player.dat with my one from 0.9.8.5 and set out to test it out. Before putting in the old file, I played the arena level 3 times and never met this error. After merging in the old player.dat I encountered the glitch both times that I got an arena level. This makes me think that the glitch may be caused by 0.9.8.7 using 0.9.8.5's player.dat file. The idea of player.dat compatibility problems is supported by the fact that I got two game crashes within 7 games of each other- initially I chalked it up to the new version being unstable, but now that I think about it they happened after merging over the old player.dat file. This seems kind of fishy considering I only had one game crash the entire time I used 0.9.8.5. If this isn't just a coincidence (which it may be) it would mean that for all intents and purposes the old player.dat isn't really compatible with the new version after all.
###########################################################
.........................................................>#
;...............=..........|..............................#
..........................................................#
.............^.=..........................................#
...................}..}..........................%........#
....................%..|..................%%..............#
.............................................%............#
.^........................................................#
................B.X.......................%%...X..........#
..........................................................#
..........................................................#
=.................=.===...................................#
=..................====....+..............................#
....................==.......................=..%.........#
.................=====........}.......==....===...........#
..................==.==..........\...==.==.===............#
..................=.====.............===..===...........}.#
..................======............===...=..............>#
###########################################################
Since I had already read the "you hit you" topic, I didn't think too much of it and went on my way. It was only after the second occurance of this glitch that I went back and looked at the "messages" section, which contained something rather strange: The Baron of Hell that was listed as killing me hadn't touched me.
the hell knight. The missile hits the hell knight. The hell knight
dies. The missile hits the demon. The missile hits the demon.
Fire -- Choose target... The missile hits the demon. The missile hits the
demon. The missile hits the demon. The missile hits the demon. The
missile hits the demon.
Fire -- Choose target... The missile hits the demon. The demon is bleeding!
The demon dies.
Unknown command. Press "?" for help.
You reload the chaingun with 10mm ammo.
Your chaingun is already loaded.
Your red armor is damaged!
Fire -- Choose target... Find a more constructive way to commit suicide.
Fire -- Choose target...
Fire -- Choose target...
Fire -- Choose target... You die!...
Meanwhile, while I was once again attempting a level up I ran into another arena. This time, I actually noticed my health decreasing for practically no reason. This put me on high alert, and after finishing the demons hounding me I ran towards the stairs...and didn't quite make it. This time, the mortem said that I had been killed by a former sergent, but there were no former sergents (or any monsters) close enough to hurt me! There was however, once again a second player on the graveyard...and a former sergent within shooting range of it. (Once again, I'm the X on the right)
###########################################################
........=====........=========...........................>#
........===.=......=======.==.............................#
.......======......=====.=====.........=..................#
...........===.....==========.==.......===..=...........%.#
............=.......===.=====..=........======............#
.............=.....===.=.===.=..=.......======............#
.............=..#...#...=...=....}..===.^=====..}}........#
..............==.........=..====.=|=...=====...%%.|.......#
..............h=..X......=======.====....==...............#
.............^.=}........=.===...====.\...............%...#
..............h=#...#......=...............=.........".}..#
.................==.....;......................=........|.#
..................==...........................}..........#
..................=..=..........................|=........#
..................====.....^............................X.#
...................=......................................#
..........................................................#
.........................................................>#
###########################################################
Thus, not only can the dummy second player take damage from monsters, but I lost two rather promising characters because of it.
----
I was originally going to conclude this topic by talking about how this is a game-wrecking glitch much more prominent and damaging then most other glitches in the game, and suggesting that Kornel fix it and release a patch with the fix as soon as possible.
However, while I was writing all that out I realized a possible cause of the glitch. I originally intended to start over fresh for 0.9.8.7, but after all the hooplah about the possible rank-up glitch with the old player.dat I replaced the new player.dat with my one from 0.9.8.5 and set out to test it out. Before putting in the old file, I played the arena level 3 times and never met this error. After merging in the old player.dat I encountered the glitch both times that I got an arena level. This makes me think that the glitch may be caused by 0.9.8.7 using 0.9.8.5's player.dat file. The idea of player.dat compatibility problems is supported by the fact that I got two game crashes within 7 games of each other- initially I chalked it up to the new version being unstable, but now that I think about it they happened after merging over the old player.dat file. This seems kind of fishy considering I only had one game crash the entire time I used 0.9.8.5. If this isn't just a coincidence (which it may be) it would mean that for all intents and purposes the old player.dat isn't really compatible with the new version after all.
22
Discussion / Am I missing something with SoaB?
« on: May 04, 2007, 16:29 »
I keep hearing everyone say that this skill is useless, but if the information in the description and the wiki are true, it seems to me to be an extremely good skill for it's effects on the Chaingun and Plasma Rifle. With Chaingun, you get +5 armor piercing damage per attack per level, or +15 armor piercing damage per attack. Chaingun normally gets an average of just 17.5 damage per attack of NON-piercing damage, meaning that against unarmored monsters SoaB nearly doubles the damage of the chaingun- and against armored monsters it more than doubles it.
The effeect on the Plasma Rifle are even more insane, giving +8 armor piercing damage per level per attack, with +24 piercing damage. This brings the damage of the Plasma rifle from ~36 damage per attack to ~60 damage per attack- meaning that you now have a good chance of taking out high-level monsters with a single shot! Moreover, piercing damage is more important in the later stages where plasma rifles would be used then in stages where one would be using chainguns. And imagine what an overloaded plasma rifle would do- +120 armor piercing damage! So much for the cyberdemon.
If figured I must be doing something wrong, but I tried a game with SoaB and my chaingun and PR were much more effective than usual. Thoughts?
The effeect on the Plasma Rifle are even more insane, giving +8 armor piercing damage per level per attack, with +24 piercing damage. This brings the damage of the Plasma rifle from ~36 damage per attack to ~60 damage per attack- meaning that you now have a good chance of taking out high-level monsters with a single shot! Moreover, piercing damage is more important in the later stages where plasma rifles would be used then in stages where one would be using chainguns. And imagine what an overloaded plasma rifle would do- +120 armor piercing damage! So much for the cyberdemon.
If figured I must be doing something wrong, but I tried a game with SoaB and my chaingun and PR were much more effective than usual. Thoughts?
23
Discussion / Ideas for nerfing Int(3) and AoB.
« on: April 09, 2007, 13:53 »
Most people seem to agree that Int(3) and AoB need to be nerfed a bit. Here possible solutions I came up with that I think might work, so I though I'd at least throw them out there. :-)
For Int(3), you really would have to change what Int(3) does entirely, but it also has to be useful enough to invest in AND be Doomish without being overpowered. I would suggest a twofold benifit: first having the stairs show up on the map. The second part of it would be an "internal compass"- a line at the top of the sceen (or somewhere else) that tells you how many monsters are in each cardinal direction. The interface would looks something like [N:3 W:11 E: 4 S: 0] and when combined with soundmapping would allow played to find the general path of least resistance across the screen to the stairs, a batch of nice-looking items, and the like. I think this would make Int(3) useful but not overpowered, as well as relevant in that a seasoned Doom player would know where the exits are and approximately where the monsters would be (But not exactly since monsters move around).
For nerfing AoB, most people point to the aquisition of the chainsaw as the point in which the game changes from being very difficult to being "a cakewalk". The problem this poses is that something like lowering melee accuracy would make the earlygame even harder than it already is, plus it would make the entire game more reliant on luck than skill. My solution would be to target another thing that I feel is more overpowered than the chainsaw, and shows up at about the same time- the ability for large medpacks and healing globes to change the character to berserk mode. This causes a massive balance issue, and I feel is largely responsible for the "cakewalk" difficulty later on. My suggestion is to simply eliminate this bonus. This would not make the already difficult early game harder as such items are not available then, but it would fix the issue of players being able to just rampage their way through the later game (At least compared to the way things are.) This would make the lategame pretty tough, but it would still be possible with good item management and an appropriate skill set- the challenge is supposed to be "Hard" anyway. If this challange were deemed too hard or to easy after this change is implemented, minor across the board changes (Such as changing accuracy rate) could then be implemented without having the deal with the current balance nightmare that messing with AoB causes.
For Int(3), you really would have to change what Int(3) does entirely, but it also has to be useful enough to invest in AND be Doomish without being overpowered. I would suggest a twofold benifit: first having the stairs show up on the map. The second part of it would be an "internal compass"- a line at the top of the sceen (or somewhere else) that tells you how many monsters are in each cardinal direction. The interface would looks something like [N:3 W:11 E: 4 S: 0] and when combined with soundmapping would allow played to find the general path of least resistance across the screen to the stairs, a batch of nice-looking items, and the like. I think this would make Int(3) useful but not overpowered, as well as relevant in that a seasoned Doom player would know where the exits are and approximately where the monsters would be (But not exactly since monsters move around).
For nerfing AoB, most people point to the aquisition of the chainsaw as the point in which the game changes from being very difficult to being "a cakewalk". The problem this poses is that something like lowering melee accuracy would make the earlygame even harder than it already is, plus it would make the entire game more reliant on luck than skill. My solution would be to target another thing that I feel is more overpowered than the chainsaw, and shows up at about the same time- the ability for large medpacks and healing globes to change the character to berserk mode. This causes a massive balance issue, and I feel is largely responsible for the "cakewalk" difficulty later on. My suggestion is to simply eliminate this bonus. This would not make the already difficult early game harder as such items are not available then, but it would fix the issue of players being able to just rampage their way through the later game (At least compared to the way things are.) This would make the lategame pretty tough, but it would still be possible with good item management and an appropriate skill set- the challenge is supposed to be "Hard" anyway. If this challange were deemed too hard or to easy after this change is implemented, minor across the board changes (Such as changing accuracy rate) could then be implemented without having the deal with the current balance nightmare that messing with AoB causes.
24
Pre-0.9.9 / [E|90%] YAFVP
« on: April 08, 2007, 12:49 »--------------------------------------------------------------
DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------
loldongs, level 9 Former Human Corporal, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 104482 turns and scored 24972 points.
He was too young to die!
He killed 351 out of 391 hellspawn. (90%)
He found the Phobos Arena.
He ventured into the Halls of Carnage.
He fought on Hell's Arena.
He became a champion of Hell's Arena!
He invaded Spider's lair.
He witnessed the City of Skulls.
He faced The Wall.
He wandered into the Unholy Cathedral.
He was caught in the Mortuary!
And he managed to clear it!
-- Statistics ------------------------------------------------
Health 9/80 Experience 32979/9
ToHit +3 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Ironman (Level 3)
Tough as nails (Level 3)
Reloader (Level 2)
Eagle Eye (Level 1)
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [2/4] (29%)
[b] [ Weapon ] double shotgun (6d3)x2 [0/2]
[c] [ Boots ] plasteel boots [8/8] (65%)
[d] [ Prepared ] advanced BFG 9000 (8d9) [20/100]
-- Inventory -------------------------------------------------
[a] red armor [4/4] (100%)
[b] red armor [4/4] (100%)
[c] advanced rocket launcher (4d5) [1/1]
[d] BFG 9000 (8d8) [0/100]
[e] BFG 9000 (8d8) [0/100]
[f] BFG 9000 (8d8) [0/100]
[g] shotgun shell (x6)
[h] shotgun shell (x50)
[i] shotgun shell (x50)
[j] rocket (x8)
[k] rocket (x10)
[l] rocket (x10)
[m] rocket (x10)
[n] rocket (x10)
-- Kills -----------------------------------------------------
25 former humans
22 former sergeants
12 former captains
30 imps
49 demons
63 lost souls
29 cacodemons
8 barons of hell
1 Cyberdemon
23 hell knights
11 arachnotrons
14 former commandos
9 pain elementals
7 arch-viles
-- History ---------------------------------------------------
He started his journey on the suface of Phobos.
On level 2 he battled through the complex.
Afterwards he fought on Hell's Arena.
On level 3 he battled through the complex.
On level 4 he battled through the complex.
On level 5 he battled through the complex.
On level 6 he battled through the complex.
On level 7 he battled through the complex.
On level 8 he battled through the complex.
Afterwards he witnessed the Wall.
On level 9 he battled through the complex.
On level 10 he battled through the complex.
On level 11 he battled through the complex.
He then ventured into the Halls of Carnage.
On level 12 he found a hellish city.
On level 13 he found a hellish city.
On level 14 he battled through the complex.
On level 15 he found hellish caves.
Then he found the City of Skulls.
On level 16 he battled through the complex.
Then he invaded the Unholy Cathedral.
On level 17 he battled through the complex.
On level 18 he battled through a maze of rooms.
On level 19 he battled through a maze of rooms.
Then he ventured into the Spider's Lair.
On level 20 he found a hellish city.
On level 21 he battled through the complex.
On level 22 he battled through a maze of rooms.
He was foolish enough to enter the Mortuary!
On level 23 he battled through a maze of rooms.
On level 24 he battled through the complex.
Then at last he found the Phobos Arena.
There he finally defeated the Cyberdemon.
-- General ---------------------------------------------------
Before him 13 brave souls have ventured into Phobos:
12 of those were killed.
And 1 couldn't handle the stress and commited a stupid suicide.
--------------------------------------------------------------
My first win! Yeah I know, Easy isn't very impressive but I'm still happy with it.
This was a really close one, I ran out of Power Cells after 3 BFG blasts and had to use my Double Shotgun. I was one turn away from dying, but it all worked out in the end.
I made a lot of stupid mistakes this game, not the least of which was using the resources needed to clear the Mortuary and then forgetting to pick up the Angelic Armor. >_< Hopefully I'll be less careless on my future games, especially since I plan to do medium.
Also, I have a spoilery question.
Spoiler (click to show/hide)
25
Pre-0.9.9 / [E|23|92%] My best run so far...any tips?
« on: April 06, 2007, 10:51 »--------------------------------------------------------------
DoomRL (v.0.9.8.5) roguelike post-mortem character dump
--------------------------------------------------------------
Johosephat, level 8 Former Human Corporal, killed by a arch-vile
on level 23 of the Phobos base.
He survived 113200 turns and scored 18182 points.
He was too young to die!
He killed 353 out of 384 hellspawn. (92%)
He held his right to remain violent.
He stormed the Chained Court.
He ventured into the Halls of Carnage.
He fought on Hell's Arena.
He became a champion of Hell's Arena!
He witnessed the City of Skulls.
He faced The Wall.
He wandered into the Unholy Cathedral.
He was caught in the Mortuary!
And he managed to clear it!
-- Statistics ------------------------------------------------
Health -1/80 Experience 29643/8
ToHit +3 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Ironman (Level 3)
Hellrunner (Level 1)
Tough as nails (Level 3)
Eagle Eye (Level 1)
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [4/4] (95%)
[b] [ Weapon ] advanced rocket launcher (4d5) [0/1]
[c] [ Boots ] plasteel boots [8/8] (51%)
[d] [ Prepared ] BFG 9000 (8d8) [72/100]
-- Inventory -------------------------------------------------
[a] red armor [4/4] (100%)
[b] red armor [4/4] (100%)
[c] red armor [4/4] (100%)
[d] rocket launcher (4d4) [1/1]
[e] chaingun (1d6)x5 [35/50]
[f] advanced plasma rifle (1d9)x8 [0/40]
[g] plasma rifle (1d8)x8 [0/40]
[h] plasma rifle (1d8)x8 [0/40]
[i] plasma rifle (1d8)x8 [0/40]
[j] plasma rifle (1d8)x8 [0/40]
[k] 10mm ammo (x56)
[l] rocket (x5)
-- Kills -----------------------------------------------------
28 former humans
18 former sergeants
7 former captains
15 imps
43 demons
73 lost souls
30 cacodemons
8 barons of hell
20 hell knights
16 arachnotrons
6 former commandos
5 pain elementals
4 arch-viles
-- History ---------------------------------------------------
He started his journey on the suface of Phobos.
On level 2 he battled through the complex.
Afterwards he fought on Hell's Arena.
On level 3 he battled through the complex.
On level 4 he battled through the complex.
On level 5 he battled through the complex.
He then stormed the Chained Court.
On level 6 he found hellish caves.
On level 7 he battled through the complex.
On level 8 he found a hellish city.
On level 9 he battled through the complex.
On level 10 he found hellish caves.
Afterwards he witnessed the Wall.
On level 11 he battled through the complex.
On level 12 he battled through the complex.
On level 13 he found a hellish city.
He then ventured into the Halls of Carnage.
On level 14 he found a hellish city.
On level 15 he battled through the complex.
Then he found the City of Skulls.
On level 16 he found hellish caves.
Then he invaded the Unholy Cathedral.
On level 17 he found hellish caves.
On level 18 he found hellish caves.
On level 19 he battled through the complex.
On level 20 he battled through a maze of rooms.
On level 21 he found a hellish city.
On level 22 he found hellish caves.
He was foolish enough to enter the Mortuary!
On level 23 he battled through a maze of rooms.
There he finally was killed by a arch-vile.
-- General ---------------------------------------------------
Before him 10 brave souls have ventured into Phobos:
10 of those were killed.
--------------------------------------------------------------
Someone in another topic said that for newer players defensive skills were the best chance for survival. This seems to be true, as previously I had always taken offensive skill sets and had never made it past level 12. My skill sequence was IM-IM-IM-TaN-EE-TaN-TaN-HR. I took the level of Eagle Eye because I was at The Wall when I hit level 5 and was getting frustrated with only getting like 70% accuracy with my rocket launcher. The EE worked wonders for me, and I have no doubt that it led to much conservation of ammo and earlier taking out of enemies in the later levels. The Hellrunner didn't seem to make a very big difference, I'd probably choose a different skill in the future.
Level 22 and 23 were fucking intense. On level 22, I entered the level into swarm of 10 Arachnotrons and burnt 3 large medkits moving 7 spaces to the Mortuary stairs. If the stairs hadn't been right there I would have been wasted almost immediatly. On level 23 I was met with a group of 4 archviles that shredded my angelic armor in like 4 turns. I fought valiently and dumped the remainder of my power cells into the BFG to try and take them out, but it was to no avail. Are there any tips on surviving these two situations in the future?
In comparison, the Mortuary was a cakewalk-two rounds from my BFG, mopped up quickly with the rocket launcher, and collected the loot.
A few other notes- I encounted the famed Pain Elemental melee attack- it did about 30% damage with red armor on at char level 6. The reason I had so many plasma rifles was that I was planning on overclocking them and wasting the cyberdemon. As it was I ended up unloading them and using the ammo in the BFG. I wandering into the unholy Cathedral, but upon realizing guns didn't work I quickly wandered back out. I didn't encounter any enemies.
I didn't notice it aside from the power cells while ingame (I had arch-viles to be worrying about) but looking at the post-mortem I was just about out of every reasource possible. Are there any good tips on conserving resources in the future?
Thanks in advance for taking the time to look at this and help me out! ^_^
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Bug Reports / High score dissapearing?
« on: April 06, 2007, 08:30 »
I just had the second place game on my highscore list seemingly randomly dissapear! :-O It cost me a rank, although I was on Easy so it wasn't hard to get back. I can see this being a problem if someone lost their N! win though. Anyone else have this problem?
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