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DoomRL => Discussion => Topic started by: Khashishi on March 07, 2012, 21:49

Title: scavenger nearly worthless?
Post by: Khashishi on March 07, 2012, 21:49
I tried it, and realized it did nothing for me. It could use a buff. A really big buff.
Title: Re: scavenger nearly worthless?
Post by: IronBeer on March 07, 2012, 22:48
Try taking it on Ao100.
Title: Re: scavenger nearly worthless?
Post by: Pricklyman on March 07, 2012, 23:39
Although I personally haven't unlocked Ao100, I can see it's use from my little vantage.

In a normal game, the chance of you getting enough weapons/uniques/exotics/useless assemblies by the time you get Scavenger to make it worth while - is minimal.

On Ao100...you've got about 76 more chances...
Title: Re: scavenger nearly worthless?
Post by: bardysya on March 08, 2012, 00:20
Hmm... When I'm playing the technician, I mostly always use scavenger, it helps me very good. Almost with this trait I make my master and advanced assemblies, by scrapping useless guns I find... that's very good trait at all.
Title: Re: scavenger nearly worthless?
Post by: Zalminen on March 08, 2012, 06:52
I usually take Scavenger whenever i feel like playing Ao100 but so far it has been actually useful once or twice....

The game just loves throwing armors and melee weapons my way whenever I take it.
Title: Re: scavenger nearly worthless?
Post by: Dreadlord on March 09, 2012, 11:17
I entered Hell's Armory with a red armor and the Grammaton Cleric Beretta which was useless for my build turned into an Onyx Pack. A fair trade, I used this hard-modded armor throughout the whole game and got a full win, and a great deal of success came thanks to this trait.
Title: Re: scavenger nearly worthless?
Post by: Mogul on March 09, 2012, 16:24
Thanks to this trait I was able to make a Biggest Fucking Gun and twoshot the mastermind.

Also make a really spiffy sniper burst nuclear plasma rifle, but the BFG was the memorable part.
Title: Re: scavenger nearly worthless?
Post by: Tormuse on March 10, 2012, 09:51
Scavenger is hit or miss, really.  Sometimes, it's a spectacularly useful game-changer, and sometimes, it's completely useless.  As Ironbeer said above, it's a lot more likely to be useful on Ao100.
Title: Re: scavenger nearly worthless?
Post by: Dreadlord on March 10, 2012, 12:01
I think it is a matter of luck, or a matter of RNG blessing (which are pretty much the same). You either get enough useless exotic/unique weapons, or you regret all those wasted traits.
Title: Re: scavenger nearly worthless?
Post by: IronBeer on March 10, 2012, 14:24
...or you regret all those wasted traits.
Eagle Eye and Intuition at the very least are useful in their own right.
Title: Re: scavenger nearly worthless?
Post by: RSO on March 10, 2012, 18:53
The biggest advantage of Scavenger is its prereqs: Eagle Eye, Intuition, and Whizkid. Those three traits are better than some master traits, all on their own. Scavenger itself is a little underwhelming.

It's been hinted at that Intuition and Whizkid may be receiving nerfs soon (Whizkid already had been nerfed a bit by some of the Assembly changes). If they do, Scavenger will need a buff, but as it is, it's fine.
Title: Re: scavenger nearly worthless?
Post by: skarczew on March 11, 2012, 03:14
It's been hinted at that Intuition and Whizkid may be receiving nerfs soon
Intuition? WTH for? It has already been nerfed compared to the Intuition I remember from the older versions.
Title: Re: scavenger nearly worthless?
Post by: AlterAsc on March 11, 2012, 05:12
And it's still very good.
Not so sure about WK - seems balanced for me.
Title: Re: scavenger nearly worthless?
Post by: ultimate26 on March 15, 2012, 13:04
I have been testing Scavenger only to feel extremely weak and hard to stabilize...

One thing i really notice is that Without Reloader or Juggler, the first few levels you would rely on pistol or swapping shotguns.

Pinkies chew you up :(

Once you get the Chaingun, it feels kind of weak without SOB or P mods specially when fighting multiples CACOs in the arena or Chained Court.

I am thinking of trying again with EE-SOB-EE-SOB-INT-WK-WK-Msc for it to be tolerable.

The good side of getting it early on is that you can turn the chainsaw into a mod right away, but i end up dying the moment i gain Scavenger because of its extremely passive nature.

Anybody share some insight on how to use scavenger rush build properly?
Title: Re: scavenger nearly worthless?
Post by: skarczew on March 15, 2012, 16:20
And it's still very good.
It was nerfed, but now it is easier to get. Once it required EE*2 ...
Title: Re: scavenger nearly worthless?
Post by: AlterAsc on March 16, 2012, 03:10
Quote
Once it required EE*2 ...
...and it still does for all but Scout.
Quote
Anybody share some insight on how to use scavenger rush build properly?
I play it that way: EE-EE-Int-Int-WK-WK after that i take SoB untill i find some unique weapon and only after that i take MSc itself.
It's pretty easy once you get Int2.Pinkies won't chew you up if you start shooting them shotgun once you see them.Cornershooting ftw.

Title: Re: scavenger nearly worthless?
Post by: Klear on March 16, 2012, 03:23
Pinkies won't chew you up if you start shooting them shotgun once you see them.Cornershooting ftw.

Also it's good to be prepared to slam some door in an emergency.
Title: Re: scavenger nearly worthless?
Post by: Cotonou on March 16, 2012, 03:57
I can't see myself ever doing a Scavenger build... the trait locks just really gimp the potential of any character who takes it.  Moreover, I think Scavenger is even *less* useful on Ao100 in 0.9.9.6 compared to 0.9.9.5.  My last run I got 2 nanos, 2 firestorms, 2 onyxs, and a sniper.  If I had taken Scavenger I would have felt pretty stupid.  In addition, many assemblies have been reworked to require fewer rare mods. 

Honestly, the only real use for a "tons more mods" perk is dualgunning pistols when you need twice the mods to for twice the weapons... but with dualgunner explicitly banned this just leaves the trait without a natural build.

Intuition just has to be removed.  In the hands of a skilled player it is total immunity to damage -- fun for badges, bad for the game.  An alternate idea is to reduce it to vision-area only, meaning you can see behind walls but not spot enemies beyond sight range.
Title: Re: scavenger nearly worthless?
Post by: AlterAsc on March 16, 2012, 04:04
Quote
My last run I got 2 nanos, 2 firestorms, 2 onyxs, and a sniper
Lucky you.I usually get none at all, so MSc helps.
Title: Re: scavenger nearly worthless?
Post by: ultimate26 on March 16, 2012, 05:08
The only way to take full advantage of EE*2 is abusing the minigun/burst cannon, but the character would be very weak until you get there.
Title: Re: scavenger nearly worthless?
Post by: skarczew on March 16, 2012, 05:16
Quote
Intuition just has to be removed.  In the hands of a skilled player it is total immunity to damage -- fun for badges, bad for the game.  An alternate idea is to reduce it to vision-area only, meaning you can see behind walls but not spot enemies beyond sight range.
I had fun using it, why do you want to remove it? =(

Berserker needs to be removed as well, because in the hands of a skilled player it means that all of Diamond Badges are going to be completed before the end of Universe.
Dodgemaster as well, because it makes you immune to the bosses like JC and Cybie.

Or maybe just remove all of the traits and lets have fun while painfully grinding the game?
Title: Re: scavenger nearly worthless?
Post by: Klear on March 16, 2012, 05:24
Or maybe just remove all of the traits and lets have fun while painfully grinding the game?

Has a challenge that would remove all experience gain, leaving you level 1 (or level 0, without even the first trait?) throughout the game already been suggested in the horrible ideas thread? =)
Title: Re: scavenger nearly worthless?
Post by: Game Hunter on March 16, 2012, 12:30
Has a challenge that would remove all experience gain, leaving you level 1 (or level 0, without even the first trait?) throughout the game already been suggested in the horrible ideas thread? =)
That actually gives me a really good idea for a new challenge mode. Something like, you don't gain levels and no exotics/uniques/mods(?), but all of the typical equipment is much better than normal, so it probably starts out real easy but keeps getting harder and harder. Kind of more like the original DooM: less character-building and more straight-up carnal tactics. (Granted, removing traits/classes altogether from selection might be a little tricky, and I don't know how desirable it would be to hack something up.)
Title: Re: scavenger nearly worthless?
Post by: Matt_S on March 16, 2012, 12:46
That actually gives me a really good idea for a new challenge mode. Something like, you don't gain levels and no exotics/uniques/mods(?), but all of the typical equipment is much better than normal, so it probably starts out real easy but keeps getting harder and harder. Kind of more like the original DooM: less character-building and more straight-up carnal tactics. (Granted, removing traits/classes altogether from selection might be a little tricky, and I don't know how desirable it would be to hack something up.)
Remember to spare chainsaws from the cut exotics :)  And what about artifacts? (mainly concerned with Arena Master staff for its other purpose)
Title: Re: scavenger nearly worthless?
Post by: Klear on March 16, 2012, 14:13
Maybe you could dispense with the special levels as well, if the point of the challenge is to make it more like Doom. I like it.
Title: Re: scavenger nearly worthless?
Post by: Deathwind on March 16, 2012, 14:48
Quote
Granted, removing traits/classes altogether from selection might be a little tricky, and I don't know how desirable it would be to hack something up.
For a quick test just set exp gain to 0 and bypass the 1st trait, leave the class thing alone as all you get is the inbuilt bonuses.
Title: Re: scavenger nearly worthless?
Post by: shark20061 on March 16, 2012, 19:51
That actually gives me a really good idea for a new challenge mode. Something like, you don't gain levels and no exotics/uniques/mods(?), but all of the typical equipment is much better than normal, so it probably starts out real easy but keeps getting harder and harder. Kind of more like the original DooM: less character-building and more straight-up carnal tactics. (Granted, removing traits/classes altogether from selection might be a little tricky, and I don't know how desirable it would be to hack something up.)

I kindly hacked part of this up for you guys!  You can find it here (http://forum.chaosforge.org/index.php/topic,5402.0.html).