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Messages - Svankensen

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Century Lounge / Re: [M|Ao100|60%|100|YAVP w/Dragonslayer!
« on: December 24, 2018, 18:33 »
Good question. Pretty good actually. See, I was coming from doing Ao100 with pistols. But it translated poorly to Ao666. It is extremely powerful, the dps is through the roof with SoG and SoB. But the knockback is a pain in the ass, and you have to press 'f' a million times. I actually did some testing, and it's much more comfortable to use the nanomachic plasma rifle at SoB 4 rather than 5, since it doesn't have knockback (it needs 12 damage to knock back). But I was missing a good single target knockback weapon for when you need to protect some items from enemies blowing them up and there are barrels around. The nuclear burst plasma sounds like it fits the deal. That said, with juggler it is quite important to be able to access an item with shortcuts, and exotics don't do that. And carrying ammo for a weapon is soooo Ao100. So it is either a pistol (doubtful, needs lots of skill to be decent) or a chaingun. Maybe assault chaingun (N)? 2d5+4 has a good chance at dealing 12 or more.

Discussion / Re: Quick questions thread!
« on: December 24, 2018, 06:45 »
Damn, I don't think I'm up for 400+ levels of red, specially with a technician instead of a scout. I'll prolly retire this guy.

Century Lounge / Re: [M|Ao100|60%|100|YAVP w/Dragonslayer!
« on: December 24, 2018, 06:43 »
Why did you use a laser rifle as a base in a scavenger? I assume you got intuition, which means you have 2 levels in eagle eye. A plain plasma rifle would deal slightly more damage with the extra shot in this case. I guess we read the same "guide", but I did some wiki reading and at the edge of LOS you have a 91% to hit with EE 2, vs 98% with the laser rifle. The extra shot is a 12.5% increase in damage with firestorm, and if I did the math correctly you get a full 2 extra shots when chainfiring the plasma vs the laser (12 vs 10).

Discussion / Re: Quick questions thread!
« on: December 24, 2018, 05:16 »
Is there a way to turn off the Berserk red tint? I have 400+ floors to go on this run, and I'd like to be able to distinguish stuff... Been looking around in config.lua but I cant seem to find anything relevant there.

Discussion / Re: Halp, my sharpshooters keep dying!
« on: July 22, 2014, 11:08 »
Well, im so glad i asked, this has sparked a good discussion. I didnt know the reload on the combat shottie was so short, altrough i did notice it took far less than the rest of the shotties. Maybe just pmodding it. I think my overuse of shotties may be precisely cause i love knockback. I guess with this comeback of knockbacking pistols i may let the shotties rest a bit. It may be a thing of ultraviolence, but no matter the build i play shotguns take an important role almost until hell  (even on my intuition cateye builds). Im sad to hear the combat pistol is a rarity, for some reason i came across it a lot on my earlier games, so i tought it was just uncommon. I've actually never built a speedloader. I usually stick to the T-modded pistol until i can get a DPS upgrade (weird to use that phrase on a turn based game), since the faster shot time is priceless.

Oh and before i forget, you said one high power pistol or two. Wich is god damn confusing. Were you refering to dualgunner builds? Or just in case you dont have ammo chains you stick a second one the slot for quick (1s) swap?

Discussion / Re: Halp, my sharpshooters keep dying!
« on: July 19, 2014, 18:30 »
Im too sleepy ATM to articulate a decent response, so ill just say a big thank you for the answer for now ;)

Discussion / Re: Quick questions thread!
« on: July 19, 2014, 18:04 »
=P oops, phobos lab, the one with the nightmare demons.

Discussion / Re: Quick questions thread!
« on: July 19, 2014, 07:23 »
Can i skip most of phobos Base by destroying the doors/walls with a rocket launcher?

General Discussion / Re: Design Rant : Inventory
« on: July 19, 2014, 04:55 »
I like the idea of a "pouch" mechanic. Simple and customizable depending on your weapon needs. Cause i have a single BIG gripe with the "weapon box" system as initialli proposed: RNG. Say you get dropped too little of some ammo boxes, but that constitutes your main weapon. You may be able to survive or work around it, but do you want the game to go that way? I think not. Thats what i disliked of SOTS: the pit (and i loved that game): Way too heavy RNG dependency. The setable pouches work nicely in that direction. I mean, ammo pouches would be common enough that they could be dropped without big worries, while the total quantity of them you carry is an important tactical decision. It also helps introduce some nice concepts easily, allowing for advanced stuff like for example an automated ammo glove. It reloads weapons almost instantly, but only fits 1 magazine (until you have time to reload the glove) and only for some ammo types (shells or energy based weapons, prolly).

Also, i do like the idea of being able to carry ammo in a suboptimal way, great if you are desperate for saving some rare ammo. Put it in one of your equipment slots. I was gonna say your off hand, but of course my mind went on and tought of a few interesting things that could relate to that concept. They may go against your design concepts tho, but i think you are smart enough to filter trough that. In the awesome game Space Station 13 you have a "back" slot, belt, Inner layer of clothes, outher layer (space suits, armor, coats). So, if you want to have a big oxygen tank, you must either hold it in one of your hands or in your back, so no backpack, just what you can store in your belt and pockets. So you could start the game with just an utility belt (who goes around with a backpack all day?) and maybe a good but oversized melee weapon that uses your backslot. Hell, maybe tank and blowtorch. Or you could find an energy backpack that stores a metric fuckton of power for one or another weapon. Excellent if you are near the endgame, you can abuse that plasma rifle or BFG. Will it last long enough? maybe youll find yourself saving ammo by using a belt weapon like a pistol or something. Also allows for suit changes with different pocket sizes and protections. Small strategic decisions like those.

Discussion / Halp, my sharpshooters keep dying!
« on: July 18, 2014, 18:23 »
After taking a break cause exams were comming, i decided to give the Sharpshooter another try. I've had to fight strongly against my hoarding instincs in my UV sharpsooter runs. Yesterday they took a victim that was almost a win, cause i tried to save one large medkit (and also cause i was using that shield armor, and when you kill the cyberdemon the bastard doenst let you prepare for the next floor), but that didnt anger me, cause i took a bad tactical decision. I've died a million and 1 times trying this build, and i plan to die one million and 1 more until i master it. Its all fun. BUT, i still need to learn, and UV doesnt lend itself easily for experimentation.

For context, i usually go SoG->SoG->SoG->EE->EE->WK->EE->MSs->Int->Int (by usually i mean the 2 times i've actually gotten sharpshooter in UV) with the WK mostly being after MSs, but in rare ocasions like this one entering earlier cause i had all the mods for stormbolt and i needed a strong single target weapon quickly.

So, a few questions:
- Only found the combat pistol once in UV. Just bad luck? Where should it start spawning?
- I tend to use plasma riffles against shamblers, are they better or worse than a Storm pistol? And with a single technical mod?
- When do you get rid of your tactical shotgun? (i ALWAYS build one) I usually do around city of skulls (wich i usually dont do, since i always seem to end up behind in resources).
- 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?
- 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?
- What do you build for Sharpshooter?

I usually go:
* Tactical Shottie
* Maybe a microlauncher
* Stormbolt
* Tactical boots
* B+P Red armor if i have them. In that order, i wont P a red armor without B unless im swimming in Ps or red armors.
* Hyperblaster
* Energy pistol

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.

Post Mortem / [YASD] Damn UV Sharpshooter
« on: July 18, 2014, 18:08 »
After taking a break cause exams were comming, i decided to give the Sharpshooter another try. I've had to fight strongly against my hoarding instincs in my UV sharpsooter runs. Yesterday they took a victim that was almost a win, cause i tried to save one large medkit (and also cause i was using that shield armor, and when you kill the cyberdemon the bastard doenst let you prepare for the next floor), but that didnt anger me, cause i took a bad tactical decision. I've died a million and 1 times trying this build, and i plan to die one million and 1 more until i master it. Its all fun. But deaths like this one anger me. This run started really strong, finding a combat shotgun in lvl 2 and having enough mods to turn it into a tactical immediately after the (un)chained court. At the start of military base i had a storm pistol, and at the end i had sharpshooter online, wich is a rarity in my games. I breezed trhough the bruiser brothers, and then came hells armory. I had a BP Red armor, and i cleared most of the floor easily. I reached the switch, and after preparing for the incoming battle i defeated the shambler with 14% left. So, happy about my victory, i go for the loot and the supercharge to replenish my health... keeping 4 (left) pressed. A former commando i had missed shows up and gets what i think were 2 rounds of shots on me, might have been one, and BAM, GG. I should have known, i keep close watch on the corner color, but boss levels have that feeling of "ok, im done" when you kill them. Now i had only one medkit left, but i was swiming in mods and would have been swimming in some more after looting hells armory, so i would have probably made it to the end.

Now, rant over, a few questions:

[Decided they were too many for a mortem, will post a link],7158.0.html
 DoomRL ( roguelike post-mortem character dump

 Eol Armok, level 9 Imp Sergeant Major Technician,
 was melted by former commando's plasma gun on level 1 of the Deimos base.
 He survived 97663 turns and scored 80920 points.
 He played for 1 hour, 30 minutes and 38 seconds.
 He was a man of Ultra-Violence!

 He killed 407 out of 408 hellspawn. (99%)
 He was a real killing machine...

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 4
  Levels completed : 3

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

  Hell Champion Medal

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


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

  Health 0/50   Experience 30199/9
  ToHit Ranged +6  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Technician

    Son of a gun     (Level 3)
    Eagle Eye        (Level 3)
    Intuition        (Level 1)
    Whizkid          (Level 1)
    Sharpshooter     (Level 1)


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

    [a] [ Armor      ]   red armor [6/6] (168%) (BP)
    [b] [ Weapon     ]   storm pistol (1d8)x2 [9/9]
    [c] [ Boots      ]   steel boots [1/1] (100%) (A)
    [d] [ Prepared   ]   tactical shotgun (8d3) [5/5]

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

    [a] rocket launcher (6d6) [1/1]
    [b] plasma rifle (1d7)x6 [28/40]
    [c] blue armor [2/2] (100%)
    [d] blue armor [2/2] (100%)
    [e] blue armor [2/2] (100%)
    [f] 10mm ammo (x100)
    [g] rocket (x10)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] large med-pack
    [k] envirosuit pack
    [l] power mod pack
    [m] power mod pack
    [n] technical mod pack
    [o] technical mod pack
    [p] Arena Master's Staff
    [q] 10mm ammo chain (x250)
    [r] 10mm ammo chain (x250)
    [s] 10mm ammo chain (x250)
    [t] 10mm ammo chain (x193)
    [u] rocket box (x20)

-- Resistances -----------------------------------------------

    Fire       - internal 0%    torso 25%   feet 0%   

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

    56 former humans
    32 former sergeants
    29 former captains
    70 imps
    32 demons
    98 lost souls
    32 cacodemons
    8 hell knights
    14 barons of hell
    4 former commandos
    7 pain elementals
    2 revenants
    7 elite former humans
    5 elite former sergeants
    5 elite former captains
    2 elite former commandos
    2 bruiser brothers
    1 shambler
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  He defeated the Hell Arena Master!
  On level 5 he found the Arena Master's Staff!
  On level 5 he assembled a tactical shotgun!
  On level 7 he assembled a storm bolter pistol!
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he finally was melted by former commando's plasma gun.

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

 There is 10mm ammo (x100) lying here.
 There is a shell box (x100) lying here.
 You dropped power cell (x10). There is power cell (x10) lying here.
 There is a shell box (x100) lying here.
 There is a 10mm ammo chain (x250) lying here.
 You picked up a 10mm ammo chain (x250).
 There is a shell box (x100) lying here.
 There is a shell box (x100) lying here.
 You swap your weapons.
 There is a green armor [1/1] (17%) lying here.
 There is a blue armor [1/2] (4%) lying here.
 There is a blue armor [2/2] (84%) lying here.
 There is rocket (x3) lying here.
 There is a chaingun (1d6)x4 [40/40] lying here.
 You are hit! You are hit! You are hit! Boom! You are hit! You die!... Press

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

 171 brave souls have ventured into Phobos:
 154 of those were killed.
 2 of those were killed by something unknown.
 And 11 couldn't handle the stress and committed a stupid suicide.

 4 souls destroyed the Mastermind...
 2 killed the bitch and survived.
 2 showed that it can outsmart Hell itself.


Ok laptop, understood, but since it was a boast and included a relevant question i thought it belonged here. Anyway, thanks for the help and answers everyone, i couldnt have made it without you. Also thanks for the formatting tips, i was unable to find a section with the forum commands, so i drew from previous experience and used the much more common spoiler tag.

Now, i wasnt particularly lucky on this run, i mean the best stuff was an onyx mod and a nano (first time i ever found a nano), but the nano i found in the middle of a level, outside of any vaults or anything. Last game i had made it to the halls of carnage and i also ran into an onyx mod in the middle of nowhere. Thats something that didnt ever happen in my easier games. Now i did have some luck, and that luck was named minigun. That with a nano allowed me to conserve ammo in silly ammounts. Still, i could have easily won without it, but it made the endgame very comfortable, just see anything and fill it with lead, then wait for the ammo to refill a bit. I just wish i had grabbed the
Spoiler (click to show/hide)
when it spawned. In previous games i had seen lots of them, so i guessed they were kind of common, but aparently they aint, since i only saw one in the game and thus was unable to get a complete victory. Anyway, heres the morgue =D.
Spoiler (click to show/hide)

thelaptop: Added the mortem tags for you this time.

Discussion / Re: Nightmare demons, how to deal with them?
« on: June 26, 2014, 12:23 »
Smart guy!

Makes lots of sense, ill keep it in mind.

Discussion / Re: Nightmare demons, how to deal with them?
« on: June 26, 2014, 01:08 »
Oh, i know the shotgun mechanics, its just that i wasnt sure what i was shooting at until it showed its face. Then again, the lack of sound should have tipped me off. Also, i hate shooting with non shotguns blindly, specially without EE, since i rarely hit. I should have just gotten out of the corner and start shooting it. If those are the only nightmare monsters im bound to face ill just avoid the lab like the plague. I checked those nasties HP and the have 80! Theres no way i can kill more than a couple even on a good game with my current tactics.

Anyway, after all those deaths i did learn some lessons. While i got killed in all my lucky games (the ones with rare weapons) im about to win now (i hope i didnt jinx it). I got an hyperblaster and a Bulk 1 BFG, a PO Red armor and the late commer to the party, the NPT minigun. I was just carrying it plus 2 ammo chains to save energy cells, but when i saw the Nano-mod i decided there was hardly a better weapon to put it in. i mean, sure, 3 free shots from the BFG every level sounds cool, but im full of energy cells anyway, and with the minigun to mow down the chaff and the hyperblaster to kill the rest im bound to have energy cells to spare if i ever need to abuse the BFG.

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