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Messages - raekuul

Pages: 1 2 [3] 4 5 ... 61
31
Discussion / Re: Tiles or ASCII?
« on: July 23, 2013, 19:46 »
I love the ascii version, it just feels more responsive than the graphical version, what with not having to wait for the tiles to slide into place...

32
Requests For Features / Re: Wandering Monsters?
« on: May 27, 2013, 08:47 »
In a roguelike (or other game) where you can camp and restore your health as a core game mechanic, I would be in support of this.

DoomRL has no resting mechanic. In my mind, there's no need to introduce one, nor is there any reason to introduce a mechanic that's traditionally used to combat one.

Besides, if you want monsters to keep coming at you, there's always Nightmare.

33
YAAM was blown, you had homing phases in your inventory... I'm guessing you got mobbed unexpectedly? Or are you standing on the stairs already?

34
Off Topic / Re: The NEW Horrible Ideas Thread
« on: May 09, 2013, 19:19 »
Adamantine Boots
;
[4/4]
Provides feet 80% acid resistance and feet 50% fire resistance
Silently causes an "alarm" effect (meaning the monsters basically are tracking you) on all levels when worn
Cursed

35
Gives me an idea for a new Horrible Idea.

36
Requests For Features / Re: New unique items
« on: May 02, 2013, 19:39 »
The Yatagarasu set... is it Indestructible like the Angelic set or Impervious like something that's been Onyx modded? Because the former would be closer to balanced.

Also take out the nuke at negative ammo, it's way too exploitable when coupled with the nuke resistance.

Speaking of nukes...

Mini-Hakkero
+

On use, fires a 100d1 railgun shot with plasma damage in each of the four cardinal directions. Mostly because the Master Spark is next to impossible to recreate within the engine (but a Nondirectional laser is easy enough to fake)

37
Requests For Features / Re: New unique items
« on: April 30, 2013, 19:13 »
Mind statting that and giving us a better explanation of how that would work?
----
Hell Raven's Arm
{

"Looks like a black pole... thing..."
Holds 6 rockets at once
4d7 fire damage
Splash Range 6, 1.0 fire time
Altfire: Splash Range 9, 2.0 fire time

38
Bug Reports / Re: Impossible to reach the exit
« on: April 20, 2013, 12:40 »
So the basic issue here is that you're a... well, a moving target, but an easily-targetable moving target while you're crossing those streams, and the fact that you have to sacrifice an inventory slot for it.

...never mind the fact that you should be switching tactics for crossings like that anyway, whether you have boots/envirosuit/lava element/memory hacking or not.

39
Damageless Genocidal Approach on Ultra-Violent Archangel of Berserk would be very impressive.

40
The only goodies that can survive nukery are the Angelic set, and they don't spawn if you nuke (to the best of my knowledge)

41
Discussion / Re: Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 12:14 »
I'm sure it does, but I've never had any success when going for Gun Kata

42
Discussion / Re: Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 08:24 »
I generally only go for Dualgunner if I get regenerating ammo early enough on; it's far too easy for me to forget the cardinal rule of Alt-Reloading.

43
Discussion / Re: What does Survivalist exactly do?
« on: April 03, 2013, 20:08 »
The main perk of Survivalist is being able to go over 100% with Medpacks; since you need both levels of Badass (why isn't it called Diehard?) to get Survivalist, you're just a couple of spare medpacks away from a Supercharge!.

The graze reduction, even with not being 100% reliable 100% of the time, can really help to stretch out those medpacks.

44
I really don't see the point of going into the vaults without explosives/AMS.

45
Or use a hex editor to make themselves invincible.
DoomRL is the only Roguelike I've played where locking the HP was the only precaution a hex cheater had to take to win.

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