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Messages - Brickman

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1
Pulled off a third platinum. I think the platinum badges really are slightly easier in this game than in DRL (though I did earn a good handful there). In DRL the high level badges tended to forbid whatever was the most optimal strategy for that challenge (in this case, melee), while this game doesn't.

I made a *LOT* of dumb mistakes early on that lead to unnecessary damage, since I was coming off of the Vampirism run where speed was key. Fortunately, light travel is very forgiving since wasting your early medkits just lets you carry more ammo. And the assasinate build is so OP at the end, I literally could have done the whole final boss with no healing items (though I needed several during Dante). That said, there was one point on Callisto where I almost died--more on that below.

The most interesting thing that happened on this run was that I found an early Expendable Grenade Launcher, immediately modded it, and then found a second EGL only 1-2 floors later! (I forget if it was actually the *next* floor but it wasn't more than 2). I also managed to get the levelup that I spent on Hoarder 1 inbetween spotting the first EGL and clearing the floor. Lucky! EGL is super good in light travel and one of my favorites in general.

Ironically the EGL one floor early saved my ass--I ran into a group of exalted with really bad positioning and even by spamming grenades, I only barely survived it. To be fair, I'd run out of ammo for my main gun and tried swapping it out for a shotgun (which was a mistake since it left me no long ranged gun). The second, refilled EGL lasted me until I found a missile launcher, which lasted the rest of the game.

The other amusing bit of RNG was that it gave me two unique guns on the same floor (Noxious Hollow), and I had to turn one down! It gave me the Shadowhunter and the BFT 10K in the same chest, but I knew if I traded the missile launcher for a BFT I'd barely use it due to ammo constraints--plus Assasinate serves the same role of instakilling high-tier enemies. That chest also gave me armor with the Silent trait, which is pretty great with Assasinate 3. The endgame on this run was a real cakewalk.

Last observation: The assasin's blade makes for a really awkward play pattern in an assasinate build. To get the full damage bonus you need to swap to a gun and then back to the blade before every kill, spending a quarter of a turn (just long enough to occasionally take a hit). And then you just teleport onto the enemy. For characters without swashbuckler or a gun with the swap harness that wouldn't be the optimal playstyle, but for this build it is.

Spoiler (click to show/hide)

2
The free weapon swap from swashbuckler is a bit tricky to keep track of, since there's no indicator for when you do or don't have it queued up. When I got the skill for the first time I was also confused how long that window of opportunity lasts (answer: any length of time until you swap weapons). Guessing wrong is only one wasted turn, but that's a turn where you're definitely taking damage and you swap weapons a LOT during a run with this skill.

I think it'd improve things a lot if there were a status indicator when your next swap to the other weapon type will be free, similar to how there is for skills like Gunrunner.

3
Another platinum medal down, a little harder than the first. This one took two tries, but the strategy didn't really change much between the runs. Survivor is kinda a no brainer.

Highlights include: I got an efficient assault rifle within the first couple levels that I used all the way up until Containment Area. Between that, a bunch of equipment that didn't need mods, and the lack of medkits, my inventory was so un-taxed that I managed to accrue a whopping 15 multitools at once and then spent them ALL on one health station midway through Europa. I entered the boss with 145 max health I think (then gave up 5 for the military stimpack buffs). That's super useful because it raises the regen+buff threshold of Survivor a comfortable distance above the death threshold.

I ended the run with two unique guns and the BFT, plus an exotic armor and AV3 in the other slots. That's about as decked-out as you can get. Conversely, it wasn't until Dante 2 that I picked up a relic (and it didn't help much).

Strategy for the boss was: I gathered as many gas and smoke grenades as I could (I had poison immunity so gas was just a better smoke), and anytime my health dropped low I used one to break line of sight. I'd use the time to regen, reload, spam multitools and pick off any reavers who were still in range. It was still pretty dicey--in phase 3 it charged right for me so I had to use my one and only phase kit, and I still dropped below 20 HP many times. I think I used a total of five or six such grenades during the fight. It seems like I should have been able to do it more smoothly but I'm not really sure how.

Spoiler (click to show/hide)

4
Bug Reports / Crash report
« on: January 23, 2022, 06:45 »
I'm not sure what caused this, it crashed when I was already trying to quit the game (I think I'd already made it to the main menu, just trying to leave from there). But here's the crash report anyways.

5
Bug Reports / Sustain doesn't work on rocket launchers
« on: January 22, 2022, 19:56 »
Twice I've gotten the sustain trait as the random trait on a rocket launcher (once with the missile launcher, the other time I think it was a normal rocket launcher). This sounds powerful, except that it doesn't work--even when you kill something with a direct hit rather than splash damage, you don't get your rocket back.

This combination would possibly be a bit overpowered if it worked, but if it's not going to work it shouldn't show up.

6
I finally got the new game and I'm loving it. I was knocking out the various gold badges but I decided to try for platinum on the arena--and won on my very first try! (In fact it was my first game in that mode).

There were a few spots where my health got dicey, but I finished with two medkits so I probably could have healed more aggressively. The main issue was just ammo--I used several (I think 3) of the early ammo station charges on gas grenades, which were helpful, but it meant I was in a tight spot for the last level. Fortunately, a gatling gun (with a barbed perk even) dropped on that final level, just when I was running low. I'd had the good sense to grab a stack of each ammo type and an extra stack of 7.62, so I was saved.

I went with a gunrunner build because I expected to be caught out in the open if I couldn't move fast (good call), and I grabbed two levels of Skilled as soon as I realized it was refilling my energy between waves. I got an AV2 assault rifle early on (I think from the crafting terminal on Europa) whose perk I rerolled into Molten 2, and a rail rifle from the first wave of CRI. I used almost all my multitools/charges on combat armor+helmet.

On the one hand I was expecting this to be harder (I didn't expect to get it first try). But on the other hand my weapon drops were ridiculously lucky. I get the feeling that when I'm ready for a diamond badge, this would be a good one for me to try first. Though the same build won't work on UV (I don't think Skilled 1 would get you two stealths per wave).

Spoiler (click to show/hide)

7
Post Mortem / Re: [1.2.0|E|Ma|YAAM] Scrapgun Confusion
« on: January 22, 2022, 18:28 »
Assuming scrapgun follows the same rules as the normal rotary chainguns, that's intentional. They only reload 15 bullets (half their normal clip) per reload action. It's a little annoying but it's consistent.

8
Discussion / Re: Doomrl Guide
« on: April 03, 2019, 21:28 »
Is that info on corner shooting actually correct? My experience is different. For instance, in "tactics example 1" in picture 7, where the cacodemon is a knight's move away, I don't think it can attack this turn (even if you did something with no knockback). And I believe if your positions were reversed it COULD attack, even though the line isn't any more straight.

Tactics example 2 also looks surprising. I would not expect to be safe in the positions you call safe, but I haven't actually tried.

Oh also, your guide cuts off at the start of tactics example 6. Was that an accident or were you planning to post it in chunks?

9
You purposefully let a run end after 600 levels and 13 hours because you wanted to test a bug (that you knew might kill you)? You're clearly a crazy person. (Sad to hear that there was no payoff, that would have been amazing if you somehow revived)

10
Post Mortem / Re: [U|100%|YAFW] Scavenger Diamond
« on: March 17, 2019, 18:37 »
By the way, here's a screenshot people might find fun (I certainly do):


11
4% health while standing next to a revenant. I only survived because I managed to kill him in one volley.

Your video is pretty insane though.

12
This was a fun one. Having recently played almost exclusively on UV and N! recently the jump back to Hurt Me Plenty was weird. For the first 8 levels I could basically play in my sleep, but things changed pretty drastically once the hell knights and barons showed up. There were a couple close calls, but for the worst, well, the following picture speaks a thousand words:



(In hindsight since that was a homing phase device I should have just gone downstairs instead, especially since I'd teleported next to him holding my RPG).

In all, I definitely made the last third of the game way more dangerous than it needed to be by going for 100% kills (I should have just stairdived whenever I got my 200% HP or found a berserk/invincibility pack). But by the time things got tough I had already come so far, you know?

One other highlight of the run was the Cyberdemon fight--the game spawned me berserk but in the very corner tile of the map with Cybie in sight, so there was no possibility of dodging anything. So I just ran up to his face (before he even fired thanks to berserk speed), switched to the Shielded Armor, and leisurely shot him to death while he chipped away at me for 1 damage each turn. I was planning to use a similar strategy on the final boss but I realized when I got there that corner shooting with intuition was safer.

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Dave, level 11 Arch-Vile Mjr General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 105052 turns and scored 163513 points.
 He played for 4 hours, 24 minutes and 25 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 663 out of 663 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Masochism!

 He saved himself once.

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

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

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

  Medal of Prejudice
  UAC Star (gold cluster)
  Untouchable Medal
  Hell Armorer Badge
  Hell Champion Medal
  Masochist Platinum Badge

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

  ###########################################################
  #>#####################................................####
  ######################...............####...............###
  #####################.......####.....####.....####.......##
  ####################........####.....####.....####........#
  ###################.........####.....####.....####.........
  ##################.%........####..............####.........
  #################..........................................
  #################....####X...........................####..
  #################....####............................####..
  #################....####............................####&.
  #################....####............................####..
  #################..........................................
  ##################..........####..............####.........
  ###################.........####.....####.....####.........
  ####################........####.....####.....####........#
  #####################.......####.....####.....####.......##
  ######################...............####...............###
  #>#####################................................####
  ###########################################################

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

  Health 58/70   Experience 59232/11
  ToHit Ranged +2  ToHit Melee +2  ToDmg Ranged +2  ToDmg Melee +2

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

  Class : Scout

    Ironman          (Level 2)
    Hellrunner       (Level 2)
    Son of a bitch   (Level 2)
    Eagle Eye        (Level 1)
    Intuition        (Level 2)
    Triggerhappy     (Level 1)
    Cateye           (Level 1)

  Int->Int->HR->SoB->SoB->TH->MCe->HR->EE->Iro->Iro->

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

    [a] [ Armor      ]   red armor [6/6] (90%) (P)
    [b] [ Weapon     ]   plasma rifle (1d7)x6 [26/40] (T1)
    [c] [ Boots      ]   plasteel boots [2/2] (100%) (A)
    [d] [ Prepared   ]   power battery (x96)

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

    [a] double shotgun (9d3)x2 [2/2]
    [b] tactical shotgun (8d3) [5/5]
    [c] gatling gun (1d7)x6 [60/60]
    [d] plasmatic assault shotgun (7d3) [6/6]
    [e] missile launcher (6d6) [4/4] (T1)
    [f] fireproof red armor [4/4] (100%)
    [g] Shielded Armor [2]
    [h] shotgun shell (x62)
    [i] rocket (x14)
    [j] rocket (x14)
    [k] power cell (x33)
    [l] power cell (x70)
    [m] homing phase device
    [n] envirosuit pack
    [o] envirosuit pack
    [p] Enviroboots [0]
    [q] 10mm ammo chain (x210)
    [r] 10mm ammo chain (x250)
    [s] shell box (x100)
    [t] power battery (x120)

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

    Acid       - internal 0%    torso 0%    feet 50% 
    Fire       - internal 0%    torso 25%   feet 25% 

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

    60 former humans
    59 former sergeants
    36 former captains
    149 imps
    32 demons
    171 lost souls
    29 cacodemons
    16 hell knights
    37 barons of hell
    16 arachnotrons
    9 former commandos
    11 pain elementals
    10 revenants
    16 mancubi
    7 arch-viles
    2 bruiser brothers
    1 shambler
    1 Cyberdemon
    1 Spider Mastermind

-- 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 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a tactical shotgun!
  On level 9 he assembled a plasmatic shrapnel!
  He destroyed the evil within and reaped the rewards!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 14 he found the Shielded Armor!
  On level 14 he assembled a gatling gun!
  He sounded the alarm on level 15!
  On level 16 he found the Tower of Babel!
  On level 18 he found the Enviroboots!
  On level 21 he assembled a fireproof armor!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 Spider Mastermind. The missile hits the Spider Mastermind. The Spider
 Mastermind flinched!
 Fire -- Choose target...
 You see : out of vision
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
 Targeting canceled.
 You reload the plasma rifle.
 You wear/wield : a power battery (x96)
 Fire -- Choose target...
 You see : out of vision
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | floor | [ m ]ore
 The missile hits the Spider Mastermind. The Spider Mastermind dies.
 Congratulations! You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now.

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

 124 brave souls have ventured into Phobos:
 80 of those were killed.
 2 didn't read the thermonuclear bomb manual.
 And 3 couldn't handle the stress and committed a stupid suicide.

 39 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 30 killed the bitch and survived.
 8 showed that it can outsmart Hell itself.

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


13
Post Mortem / Re: [U|100%|YAFW] Scavenger Diamond
« on: March 14, 2019, 15:32 »
Maybe, but you can control how many rockets you're carrying a lot easier than you can control the game spawning a stack of phase devices. And a sufficient number of rockets takes up less inventory with the backpack (more than half the rockets I used spawn for free on that level, 2 full stacks plus a rocket box is enough). You can't expect a napalm launcher on any given run, but you can expect to get one eventually and modify the plan for that run accordingly.

edit: Aaaaand I just completed an actual Conqueror run on UV for the platinum badge. It doesn't even feel like enough of an accomplishment to make a thread, I just did the same thing again except with Malicious Blades, Lava Boots and Antigrav Boots. It just takes a long time.

14
Requests For Features / Re: Challenge mode ideas
« on: March 13, 2019, 05:04 »
How's this for a better solution to Opportunism in the late game: Just directly add level/2 extra captains and commandos to every non-special floor. 10 guns good for two clips each should be enough to clear one endgame level. Then add to the description "Fortunately, extra soldiers show up on each level ready to give you their guns."

In the early game, reliance on pistols and on shotguns that you have to throw away after four shots seems in line with the goal of this challenge. Other than pink demons and hell knights, a player conserving ammo can pretty much get a 1-1 ratio of shotgun blasts to kills on the early floors. Pistols CAN kill weak enemies without the specialized skills, they're just an that you try to avoid on most runs. As long as you're guaranteed to find a chaingun before you find a hell knight, you shouldn't be in the position of literally not having enough shots to kill it, though you may be forced to take some damage if you run outta shotguns. So it's definitely possible on HMP, but maybe luck-based on UV.

15
Requests For Features / Re: Challenge mode ideas
« on: March 12, 2019, 20:04 »
Yeah, I went a little overboard on the sloth challenge. The initial idea was just to just ruin the player's walk/run speed, because there's a god in Dungeon Crawl who does that and it makes for interesting gameplay. But then I thought that given the nature of this game, "stand still and shoot things" would be a bit too easy. Maybe the first version of the idea was better.

As for the accuracy buff, that wasn't so much an actual bonus as me realizing "missing a shot with the RPG would be certain death, better make that unlikely".

So revised version of the challenge: Movement speed is x3, all other actions normal speed. Probably reduce the difficulty to "hard". No point in an archangel version that raises movement speed any further, but maybe archangel would be "movement x3, everything else x1.2".

---

As for Opportunism, I'm not convinced that it would be impossible. My vision is that the player is carrying around spare guns instead of spare ammo clips (a plasma rifle in particular has almost as much ammo as a clip without the backpack). Realistically each chainfire gun is good for 2 clips and other guns for 3 before you need to throw it away.

However, I do concede that it would be A: Luck based and B: Harder on the higher difficulty for the wrong reasons, since they affect enemy spawns. Nightmare, ironically, would let you farm any captain/commando you find and thus cheat the system. Maybe if you tweak the item spawns so that all ammo piles are replaced with an equivalent common gun (but enemy drops are unaffected, so arachnotrons and revenants are still not helpful and you'll still see more bullets than guns).

edit: It just occurred to me though that Conqueror as one of the higher tier badges would be impossible since melee is blocked. So scratch that bit.

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