Chaosforge Forum

  • April 16, 2024, 15:39
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: 1 ... 6 7 [8] 9 10
 71 
 on: August 27, 2023, 06:14 
Started by Icy - Last post by Omega Tyrant
A few more suggestions that were touched on earlier that I want to make into formal suggestions to add to the main post, as well as an entirely new suggestion:

*Increase the amount of EXP that Nightmare Demons give

Getting 95 EXP from such a dangerous enemy is a pathetically low amount, this is less than you get from Nightmare Imps, Cacodemons, Hell Knights, and even Elite Former Humans. This is also a big culprit behind Phobos Lab being so unrewarding, especially when the Elite Formers give you such a crazy amount of EXP in comparison. I would say bumping the amount of EXP that Nightmare Demons give to 263 is fair (which is equivalent to an Arachnotron), and see my first post on how even with that massive EXP increase, Phobos Lab still doesn't give you more EXP on UV/N! than Military Base does now.

*Decrease the EXP that Elite Formers give you

Conversely, Elite Formers give you a really high amount of EXP each, despite their threat not really meriting such a high amount of EXP, contributing to the huge disparity in EXP yield between Military Base and Phobos Lab. I would let Elite Former Commandos still give you 608 EXP, but I would nerf the EXP yield of the other Elite Formers by the following:

Elite Former Humans: 167 -> 128
Elite Former Sergeants: 320 -> 263
Elite Former Captains: 452 -> 320

*Buff Elite Formers in melee

A main reason why Military Base is a lot easier than Phobos Base is how you can easily lure the Elite Formers into melee range, where they are all weak except for the Elite Commando, who is instead just mediocre. You could just give them a damage bump of like +3 to +5, though I think it would be neat if you instead let them attack with a Combat Knife, which would fit the theme of them being elite fully-armed soldiers. I do not know if this is programmable however; if it isn't, then just give them a flat damage buff to their current melee attack.

*Add trapped powerups and items

One suggestion I seen when browsing old feature requests that I liked was adding trapped powerups and items, which would summon enemies around the player or flood the room with acid/lava when picked up, or any other adverse effect. This is one trademark mechanic from Doom that currently is sorely missing from DRL, which should fit seamlessly into a roguelike. In order to do it, perhaps you can create designated "trap rooms" in the same vein as ammo rooms, where in the middle there will be a powerup, rarely an exotic, or very rarely a unique, and then there's a random chance it'll spring some trap upon picking it up (though not always, sometimes the "obvious trap" is just a fakeout). Exact percentages for these outcomes can be discussed farther.

 72 
 on: August 26, 2023, 16:19 
Started by Icy - Last post by Icy
Regarding shields, I actually forgot about that mechanic about IF_NODEGRADE, so 50% durability with 80% all resistance should be fine.

I agree with everything else.

 73 
 on: August 26, 2023, 14:26 
Started by Icy - Last post by Omega Tyrant
Quote
Regarding Technician modability, I think Grammaton Cleric Beretta and Medical Powerarmor taking basic assemblies would be fine. Necroarmor might be a bit odd as it could become indestructible with Onyx Pack, but I think it wouldn't be insane. Shielded Armor feels like it would be powerful, but looking at basic assemblies, it really wouldn't improve that much. I'm for all of them.

Considering Necroarmor has no resistances, its 6 protection isn't defending too well, so an Onyx mod on it definitely wouldn't make it crazy. And yeah a single mod slot can't do that much with Shielded Armor; it already reduces all physical hits to 1 damage and has infinite durability, so you can just make it less slow, or make it protect a bit better against energy attacks, where it would still be easily inferior at it to most other armors. Now if we could make it Cerberus, it would be an entirely different story, but that's obviously too overpowered to allow.

Quote
I think the proposed Environmental Boots with reducing damage to 1 could still work as a cheap, knock-off Cerberus Boots, allowing players to use Power Mod Packs for other gear, or getting something very resistant before Whizkid x2. Since you believe it would still be weak and unused, would you accept the suggested buffs?

I would be ok with it, just pointing out that with most boots, the current +75% resistances already reduces all fluid damage to 1. So it doesn't really change anything other than being able to use Steel Boots to hit the 1 damage from lava mark, and keeping a bit more protection when damaged.

Quote
Speedloader Pistols can be nice to avoid dangerous reloads in the early game, but it's definitely a bit underwhelming and very specialized. I think 0.4s reload speed would open it up more. It is still a Pistol that can no longer take Mod Packs like an unmodded Pistol.

I agree

Quote
Regarding Power Armor, fair points on it being a strong early armor when in Red Armor. One way that you could make it a nice all-in-one assembly is it takes a common armor and double Fire Resistance, triples Plasma Resistance, and quintuples Bullet/Shrapnel Resistance.

Oh yeah that would be a workable solution, lets go with that then.

Quote
Regarding the Glass Shield idea, I initially thought 50% durability, but it would only take one hit before the resistances get shattered. What if it was 95% all resistances and 50% durability?

Shields don't enter a damaged state, they maintain their full protection and resistances until destruction, so the proposed Glass Shield with 50% durability would still get 50 durability points to utilize its full resistances. As such, 50% durability with 80% omni-resistances should work.

Quote
For the Grappling Armor idea, it would be to help melee characters charge into enemies more, which can often just knock you back. Do you think +50% Melee Resistance would be too much?

Yeah +50% melee resistance would be too much for a simple basic assembly and would clearly outclass the Ballistic Armor assembly at that point. I think the +30% melee resistance you initially suggested is best balance wise.

 74 
 on: August 26, 2023, 14:01 
Started by Icy - Last post by Icy
Regarding Technician modability, I think Grammaton Cleric Beretta and Medical Powerarmor taking basic assemblies would be fine. Necroarmor might be a bit odd as it could become indestructible with Onyx Pack, but I think it wouldn't be insane. Shielded Armor feels like it would be powerful, but looking at basic assemblies, it really wouldn't improve that much. I'm for all of them.

I think the proposed Environmental Boots with reducing damage to 1 could still work as a cheap, knock-off Cerberus Boots, allowing players to use Power Mod Packs for other gear, or getting something very resistant before Whizkid x2. Since you believe it would still be weak and unused, would you accept the suggested buffs?

Speedloader Pistols can be nice to avoid dangerous reloads in the early game, but it's definitely a bit underwhelming and very specialized. I think 0.4s reload speed would open it up more. It is still a Pistol that can no longer take Mod Packs like an unmodded Pistol.

Regarding Power Armor, fair points on it being a strong early armor when in Red Armor. One way that you could make it a nice all-in-one assembly is it takes a common armor and double Fire Resistance, triples Plasma Resistance, and quintuples Bullet/Shrapnel Resistance.

Regarding the Glass Shield idea, I initially thought 50% durability, but it would only take one hit before the resistances get shattered. What if it was 95% all resistances and 50% durability?

For the Grappling Armor idea, it would be to help melee characters charge into enemies more, which can often just knock you back. Do you think +50% Melee Resistance would be too much?

 75 
 on: August 26, 2023, 12:46 
Started by Icy - Last post by Omega Tyrant
Quote
There was some discussion on what uniques a Technican could mod but no depth into it yet. Currently, Cybernetic Armor is fully moddable, while Railgun and BFG 10K can take basic assemblies and an extra mod after. My suggestions are let Frag Shotgun and Jackhammer take a basic assembly too (which is either Plasmatic Shrapnel or a single mod), and let Revenant's Launcher be fully moddable, which probably would be strongest in Nanomanufacture without being broken. Maybe also have Anti-Freak Jackal take a basic assembly too.

I would agree with these suggestions, perhaps allow the GCB and Medical Powerarmor to take a single mod or basic assembly for Technicians too? Neither sound like they would get crazy, even if the latter gets the proposed buffs. I would maybe throw in the Necroarmor and Shielded Armor for being able to get a single mod/basic assembly as well, though those ones being moddable doesn't sound quite as fitting but would be within reasonable balance.

Quote
Thinking more about Environmental Boots, despite already making them BBT, I still think they wouldn't get used too much. How about buffing the resistances to 95% for both acid and lava, so players may opt for them over Cerberus Boots?

I'm not opposed to this but it wouldn't really change much; every pair of boots except for Steel Boots and Acid-Proof Boots already reduce lava damage to 1 with this assembly (the 75% resistance brings lava damage down to 3, so you just need 2 protection to bring it down to 1, which all the other standard and exotic boots already have). I suppose it would help them protect a bit better if they get damaged (notably yellow-damaged Gothic Boots with 47% fire resistance would still reduce lava damage to 1), but I don't think that is going to make anyone assemble them over Cerberus Boots. Making the assembly no longer require Power mods is the best we can do, so that people in the standard game looking for budget Cerberus Boots have an option without having to expend their precious Power mods.

Quote
I think Speedloader Pistol is pretty wasteful to only decrease reloading speed from 1.2s to 0.6s with no other changes. What if it were 0.4s instead?

I'm not opposed to this as I always found the assembly underwhelming, but I've seen people before swear by making them (particularly at the start of AoMr with a Technician courtesy of their free Technical mod). Would like to see Pistol specialists chime in on this.

Quote
I think Power Armor is expensive for not doing a whole lot overall. What if it tripled the original resistances instead of just double?

I disagree with this, Powered Red Armor is very good; it's really hard to beat an armor with 5 protection, 50% fire resistance, 25% melee resistance, no movement penalty, and regenerating durability (it essentially combines the Fireproof and Ballistic Armor assemblies together on Red Armor without the drawbacks, alongside a bigger speed buff than an Agility mod provides, half a Power mod, and 5% regeneration rate instead of the 2% just a Nano mod would provide). As a basic assembly, It also doesn't require Whizkid nor additional mods, and so is fast to make (if you get a Nano mod from Armory/Deimos Lab, you should be able to make it immediately if you didn't use a non-Power mod on your Red Armor yet or found another one). It's just that having very good armor is rarely going to be more desirable than the infinite ammo weapon or the insane speed boost of Antigrav Boots you can get with a Nano mod, short of the armor giving you literal IDDQD. I'll also note if you tripled the fire resistance to 75%, it would reduce nearly all fire damage to 1, with only very high damage rolls from Rocket Launchers being able to do more than 1 damage to it, which would crib on the Fireshield's niche. The only thing I would change about it is removing the knockback reduction, since Powered Red Armor is great armor for rocket jumping, but the knockback reduction nerfs it.

If you want to make Powered Blue Armor and Powered Green Armor actually possible viable options for this assembly however, perhaps you could make it so Powered Blue Armor gets tripled plasma resistance (60% plasma resistance could merit some consideration for an armor that would otherwise be outclassed by Powered Red Armor), and quintupled resistances for Powered Green Armor (well 75% Bullet and Shrapnel resistance still wouldn't save it, but reducing practically all damage from Formers down to 1 is something). I don't know if you could program it that way though without turning each of them into their own distinct assemblies (which would add unneeded annoyance to the Technician badges).

Quote
New exotic suggestion: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% move speed, and everything else normal. This would be a fairly unique armor that provides a difficult resistance to obtain, and allow for more options beyond Cerberus Armor in everything.

I like this idea, I'll note 80% acid resistance with 3 protection is enough to reduce even max damage Baron/Bruiser balls down to 1, so you could go with that to keep the rounding numbers when damaged clean. 95% works however if you want to maximize protection while the armor is damaged.

Quote
New exotic suggestion: Glass Shield, which is 0 Protection, 75% durability, 80% all resistances, but cannot be repaired or modded. Basically like the other shields, but with less lasting power and more well-roundedness.

75% durability is a weird number, and it wouldn't have that much less lasting power than other shields, especially when you won't have to worry about non-resisted hits getting through to take a big chunk out of it. I would go with 50% durability.

Quote
New exotic suggestion: Glass Armor, which is 0 Protection, 50% durability, 50% all resistances. It would either become Cybernano Armor, which would require committing to it and being expensive, or otherwise going with AOP/AOT/OPT.

I'm ok with this.

Quote
New assembly suggestion: Grappling Armor (BA), which is original +30% melee resistance and knockback -50%. This can be a nice early armor for melee characters, and would make use of a Bulk + Agility assembly, which is the only basic mod pack pair that doesn't exist as an assembly.

My concern is how this would largely overlap with Ballistic Armor in functionality, except you trade the less important bullet and shrapnel resistances for a big knockback reduction and no fire weakness. At least if my proposed Ballistic Armor buff goes through, Grappling Armor wouldn't be the clear better choice, so I would be sorta ok with this, though something a bit more unique would be preferred.

Quote
New assembly suggestion: Sniper Rifle (BAS) (Chaingun only), which is exactly the same as a Chaingun, but it has the auto-hit property. It'd give Chainguns a better buff for middle and late game, and wouldn't be too insanely overpowered I think.

Considering how outclassed the Chaingun is by the Plasma Rifle, I think it's ok to give it something, so after the early game it's not just there for rapid fire builds to conserve cells. And I agree a Chaingun with autohit wouldn't be broken, it could be changed to only firing two shots per burst if people think it would be too powerful. It also would be canonical with Doom, where double-tapping the Chaingun is the best sniping weapon :p

 76 
 on: August 26, 2023, 11:04 
Started by Icy - Last post by Icy
As suggested by Omega Tyrant in Discord, change the difficulty suggestion of Archangel of Humanity from "TwoDev" to "Tormuse".

Since medals and badges are pretty well wrapped up now, let's do weapons, armors, and assemblies next.

There was some discussion on what uniques a Technican could mod but no depth into it yet. Currently, Cybernetic Armor is fully moddable, while Railgun and BFG 10K can take basic assemblies and an extra mod after. My suggestions are let Frag Shotgun and Jackhammer take a basic assembly too (which is either Plasmatic Shrapnel or a single mod), and let Revenant's Launcher be fully moddable, which probably would be strongest in Nanomanufacture without being broken. Maybe also have Anti-Freak Jackal take a basic assembly too.

Thinking more about Environmental Boots, despite already making them BBT, I still think they wouldn't get used too much. How about buffing the resistances to 95% for both acid and lava, so players may opt for them over Cerberus Boots?

I think Speedloader Pistol is pretty wasteful to only decrease reloading speed from 1.2s to 0.6s with no other changes. What if it were 0.4s instead?

I think Power Armor is expensive for not doing a whole lot overall. What if it tripled the original resistances instead of just double?

Maybe give Assault Rifle a tiny buff with having original+3 Accuracy instead of just +2?

New exotic suggestion: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% move speed, and everything else normal. This would be a fairly unique armor that provides a difficult resistance to obtain, and allow for more options beyond Cerberus Armor in everything.

New exotic suggestion: Glass Shield, which is 0 Protection, 75% durability, 80% all resistances, but cannot be repaired or modded. Basically like the other shields, but with less lasting power and more well-roundedness.

New exotic suggestion: Glass Armor, which is 0 Protection, 50% durability, 50% all resistances. It would either become Cybernano Armor, which would require committing to it and being expensive, or otherwise going with AOP/AOT/OPT.

New assembly suggestion: Grappling Armor (BA), which is original +30% melee resistance and knockback -50%. This can be a nice early armor for melee characters, and would make use of a Bulk + Agility assembly, which is the only basic mod pack pair that doesn't exist as an assembly.

New assembly suggestion: Sniper Rifle (BAS) (Chaingun only), which is exactly the same as a Chaingun, but it has the auto-hit property. It'd give Chainguns a better buff for middle and late game, and wouldn't be too insanely overpowered I think.

 77 
 on: August 26, 2023, 06:47 
Started by Omega Tyrant - Last post by Omega Tyrant
Eagerness Platinum was the last Platinum badge I could get without playing Nightmare, so I went and finally got it. Also took the opportunity to try out Gunrunner, which I have never used before. The run went pretty smoothly without much bumps. Hell's Armory got a bit dicey when I was below 50% health before the Shambler was released and I didn't have Gunrunner yet, but through careful maneuvering between the buildings, I was able to kill it without getting hit. Then Armory had an Onyx mod, which I used to make the uncommon Lava Boots since I was blocked out of Whizkid and the Tower Shield sucks, allowing me to get the Armory's Supercharge. Those Lava boots would prove very clutch later, as Hell had a lot of annoying lava rivers that I was able to just ignore. Also found a Nano mod shortly after Armory, which had a Super Shotty as well, but too bad Gunrunner blocks Whizkid, so I just went for Power Red Armor instead of being able to make the rest of the game free. Spider's Lair was a bit concerning with no medits for backup, but it didn't get too dicey with some careful play. Mortuary I was iffy on with no skulls nor guaranteed medkits on me, but it actually was one of the easiest UV Mortuary runs I had yet, Gunrunner could handle it pretty damn well. And then since I had Lava Boots and Power Red Armor, Mt. Erebus was free (while I also found out that the Lava Element gives you a full heal, so that's nice to know). Unfortunately no Invuln spawned on the penultimate floor, so no full win, but it was funny just being able to run at the Mastermind and repeatedly flinching it with the BFG and Super Shotty, getting me a free damageless win on it.

I sorta regret not taking Brute after Gunrunner, as with the Shielded Armor, I could have easily done Cathedral if I did and so had the rare opportunity to get a UV AoI Conqueror. The later game though maybe could have gotten gnarly if I delayed Intuition and more Finesse + Hellrunner on top of losing 20 max HP to clear The Vaults with the Scythe, so perhaps it was for the best.

Overall Gunrunner was pretty fun when it works how you want it to, but having no control over the automatic firing when running could be annoying. That, alongside the severe Whizkid block, significant additional investment needed (Shottyman is practically necessary despite not being a prerequisite), and the limitation of only working when running, hinders it greatly, but it is usable. I could have just went with Shottyhead, which was available at the same time after I went for Shottyman before Gunrunner, but things would get boring if I keep picking Shottyhead all the time. I would still put Gunrunner above Gun Kata though among the Scout masteries, at least the investment it requires to get going isn't as absurd as what Gun Kata needs.

Also really hoping 0.9.9.8 lets Juggler work with any weapon swapping, it gets annoying have to exit out so much to modify my keybindings to use it with exotic/unique weapons. Anyway here is the mortem:

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

 IMPATIENCE, level 15 Cyberdemon General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 401211 turns and scored 360464 points.
 He played for 3 hours, 37 minutes and 9 seconds.
 He was a man of Ultra-Violence!

 He killed 1508 out of 1508 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Impatience!

 He saved himself 5 times.

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

  Levels generated : 11
  Levels visited   : 9
  Levels completed : 9

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

  Cyberdemon's Head
  Mastermind's Brain
  Medal of Prejudice
  UAC Star (gold cluster)
  Aurora Medallion
  Grim Reaper's Badge
  Hell Armorer Badge
  Chessmaster's Token
  Hell Champion Medal
  Eagerness Platinum Badge

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

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

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

  Health 115/60   Experience 114518/15
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Ironman          (Level 1)
    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Shottyman        (Level 1)
    Gunrunner        (Level 1)

  HR->HR->Rel->Fin->Jug->Rel->SM->DM->MGr->Int->Int->HR->Fin->Fin->Iro->

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

    [a] [ Armor      ]   plasma shield [0/0] (100%)
    [b] [ Weapon     ]   super shotgun (9d4)x2 [0/2] (P1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   nothing

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

    [a] elephant gun (12d3) [1/1]
    [b] tactical shotgun (8d3) [5/5]
    [c] rocket launcher (6d6) [1/1] (T1)
    [d] laser rifle (1d7)x5 [40/40] (T1)
    [e] missile launcher (6d7) [4/4] (P1)
    [f] nuclear BFG 9000 (8d6) [40/40]
    [g] BFG 9000 (10d6) [10/130] (B1)
    [h] powered red armor [5/5] (100%)
    [i] Angelic Armor [7/7] (100%)
    [j] chainsaw (5d6) (B)
    [k] shotgun shell (x54)
    [l] shotgun shell (x70)
    [m] shotgun shell (x70)
    [n] shotgun shell (x70)
    [o] rocket (x14)
    [p] rocket (x14)
    [q] rocket (x14)
    [r] rocket (x14)
    [s] power cell (x70)
    [t] power cell (x70)
    [u] lava protective boots [2]
    [v] shell box (x95)

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

    Plasma     - internal 0%    torso 95%   feet 0%   

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

    110 former humans
    80 former sergeants
    56 former captains
    161 imps
    51 demons
    665 lost souls
    64 cacodemons
    28 hell knights
    57 barons of hell
    42 arachnotrons
    15 former commandos
    61 pain elementals
    34 revenants
    26 mancubi
    31 arch-viles
    7 elite former humans
    5 elite former sergeants
    5 elite former captains
    2 elite former commandos
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind
    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 7 he marched into the Military Base.
  On level 7 he assembled a tactical boots!
  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 assembled a elephant gun!
  On level 9 he assembled a lava boots!
  He destroyed the evil within and reaped the rewards!
  On level 10 he assembled a power armor!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he found the Shielded Armor!
  On level 12 he assembled a fireproof armor!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 13 he assembled a tactical shotgun!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 16 he found the Tower of Babel!
  On level 18 he found the Berserker Armor!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  Level 21 blasted him with an unholy atmosphere!
  On level 22 he found the Cybernetic Armor!
  On level 22 he arrived at Mt. Erebus.
  He managed to raise Mt. Erebus completely!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 You quickly reload the BFG 9000. Your power battery is depleted.
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 You prepare the super shotgun instantly!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind! Press <Enter>...
 You feel relatively safe now.

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

 186 brave souls have ventured into Phobos:
 69 of those were killed.
 48 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 63 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 32 killed the bitch and survived.
 25 showed that it can outsmart Hell itself.

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

 78 
 on: August 25, 2023, 18:27 
Started by Icy - Last post by Icy
"Soldier's Medal" is not amazing, but I can't really think of something better. I'll set it as "Invader's Medal" for now.

Regarding Thomas's Medal how about beating Angel of Humanity with 100% kills instead? If so, I wouldn't be opposed to letting it be mixed with any Dual-Angel challenge.

Regarding ammo rooms, how about letting Cell Boxes be 1% and Bullet Boxes be 4%?

---

I've updated the main posts to this point now.

 79 
 on: August 25, 2023, 11:37 
Started by Icy - Last post by Omega Tyrant
Quote
Regarding Every Soldier's Medal, I wouldn't be opposed to making it what Brick Silver Badge currently is. It would need a name change though since "Every Soldier" is used because of Angel of Humanity. How about "Soldier's Medal - Clear The Wall/Containment Area on Angel of Berserk, Angel of Marksmanship, or Angel of Shotgunnery"?

Doesn't sound too fitting of a name but I'm not too plussed about what the name is changed to with this proposal, so I'll go with it if no better suggestion is provided.

Quote
Regarding Thomas's Medal, if you prefer it switched with Everyman Platinum Badge, we can change them so that the proposed Thomas's Medal is completing Angel of Humanity on Ultra-Violence, and have Everyman Platinum Badge be unchanged with completing Angel of Humanity as a conqueror (except for now disallowing Dual-Angel games). My only suggestion is that Thomas's Medal would need to block Angel of Confidence and Angel of Overconfidence. I actually really like the idea of switching them because then Everyman Platinum Badge can block Dual-Angel challenges and be much more appropriately challenging, and it goes more canonically with Everyman Diamond Badge, which is the same but on Ultra-Violence.

I think having it be beating UV in AoH would be too plain, and so prefer my suggestion. But I would like to hear from Kornel or someone else in the know on the reasoning behind the medal's existence and why it's named after Thomas, so we can ensure coming up with something that maintains the spirit of the medal. Either way I agree with having it and the Everyman badges block those Dual-Angel challenges.

Quote
Regarding ammo rooms, there are generated by rolling 1d3 + dlevel. 0-4 is Bullets, 5-10 is Shells, 11-12 is Rockets, and 13+ is Cells. What if instead of the dlevel formula, it was something like: 2% 1d2 Cell Boxes, 2% 1d2 Rocket Boxes, 3% 1d2 Shell Boxes, 3% 1d2 Bullet Boxes, 20% 1d3 + 2 Cells, 20% 1d3 + 2 Rockets, 25% 1d3 + 2 Shells, and 25% 1d3 + 2 Bullets? This would have some pretty wild impacts on the game with Cells being a fair bit harder to find with other weights overtaking the current 100% in deep floors, there would be more emphasis on ammo boxes being available (which may be hurting Reloader trait), and the early game could get wild with lucky ammo boxes.

I would put a Power Battery at 1%, to be consistent with its current rarity compared to other ammo boxes, with that remaining 1% being thrown wherever else. Otherwise I agree with this.

 80 
 on: August 24, 2023, 19:26 
Started by Icy - Last post by Icy
(Video)

This was a great run with no major time losses, and lots of great luck! There were many Berserk Packs, some Invulnerability, many floors with nearby stairs, and not too much issue with going through each floor. The other big time save was finding a nuke for a fast ending against the Spider Mastermind. Very satisfied with this time! I'm sure the spare 20 seconds would make Nightmare feasible...

Spoiler (click to show/hide)

Pages: 1 ... 6 7 [8] 9 10