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Messages - Svankensen

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16
Discussion / Nightmare demons, how to deal with them?
« on: June 25, 2014, 21:19 »
I ran into these nasties in the phobos lab (Now im 100% sure i like the base better), and i was unable to kill a sinlge one. In my first encounter it was in the small cave, where i expected to melt norml pikies with my combat shotgun, but things went badly and i teleported. The next one i saw killed me. Knockback seemed to happen only rarely, and even when corner shooting one at max range (cateye max range) with a combat shotgun i didnt manage to get him beyond scratched until he was eating my face (not a native english speaker, so if thats a double-entendre please ignore). I could have used the rocket launcher (im pretty sure i will next time, IF i enter that damned place again), but is there a normal way to kill them? Specially if you run into them at close range (it was ignorance tho, expecting pikies, next time it shouldnt happen). Now, maybe it is the lack of a "pain" sound effect, but it seemed my chaingun was barely hurting the things. So... anyway, i had SoBx2 THx1 and an A-modded chaingun, and it seemed to fare poorly.

Also, this is the first nightmare something i meet in UV, the furthest i've reached was the halls of carnage, where the lava speed got me (another nasty surprise), so i must ask if i will be meeting another nightmare thingies and if they are as nasty as these. If so, and the answer is just "nuke them from orbit", i will take out the rocket launcher and do as told.

17
Discussion / Re: Good builds and tips for ultra-violence
« on: June 24, 2014, 07:15 »
Thanks for the tips. And no, im not using the run wait comman regularly, i only remember it when im running out of options. Ill try to keep it in mind more.

EDIT: LuckyDee, why a masterless build? Cateye seems amazing to me.

18
Discussion / Good builds and tips for ultra-violence
« on: June 23, 2014, 20:17 »
Well, since i already finished HMP with 3 of the 4 main builds (still havent done melee), I've been trying to play in ultra violence. Thing is, its really damn violent. It might be my fixation on doing the arena and the chained court, but i havent been able to survive past floor 5 or go beyond 5th level. I have been radar-shooting like a madman, but while it helps it doesnt do magic. I think ive only finished the court twice, and one of those was thanks to an early plasma shotgun. I quickly died on the next floor due to mistakingly activating the damn Arena Masters staff instead of a medkit (I dont remember anytime where that staff has served me outside the vaults), but that fact doesnt alleviate my propensity to being against the ropes way too frecuently. Im currently using a scout with a burst build. Since im using shotguns so much on the early game i go SoB SoB EE TH Int CE, instead of going SoB EE SoB, to incease the damage of the shotgun early on. Anyway, any and all advice is welcome on all fronts. Im willing of course to try different builds of all kinds, whatever works for you, and the more detail you give the more ill be able to learn.

19
Discussion / Re: Advice for pistol builds requested
« on: June 21, 2014, 12:33 »
Well, damn, the begining was a bumpy ride, but after getting the stormbolt it was all downhill from there. It was the best weapon i've ever wielded. Great accuracy (still, had EEx3), Knockback, fast and as strong as they come, with an oversized clip to boot. I think i only needed to reload midfight once. Soon afterwards i assembled the energy pistol, wich was almost as good, and better against certain enemies, except for the small ammo capacity (the stormbolt was made from a combat pistol i found in the same level i got the whizkid, lucky me, 22 ammo). I never had such a surplus of ammo before. I still didnt dare enter the mortuary, altrough in retrospect it seemed the plasmatic super shotgun gibbed corpses (didnt use it much, tho, i aint sure) if thats the case it might have been a decent idea to use it. So... now i only have to finish a shotgun build, but i consider myself satisfied with my results on this difficulty. A 6% winrate is nothing to sneeze at, so i might move to the daunting higher difficulties.

20
Discussion / Re: Advice for pistol builds requested
« on: June 21, 2014, 09:39 »
You can, but only if you had WK2 when you created that stormbolter.
Wiki says its not considered burst if it has less than 3 shots. I think ill stick to whizkid 1 for the momment being and just spend the firestorm on the plasma rifle.

21
Discussion / Re: Advice for pistol builds requested
« on: June 21, 2014, 06:59 »
Can i add a firestorm mod to a stormbolt pistol if i have 2 levels in whizkid? that would be a dps dream come true, and i happen to have the mods (ill have to add a few levels of reloader if it happens tho). Otherwise ill just add the firestorm to the plasma rifle (not even sure why i would use the rifle, but its better than leaving the mod lying in deimos lab).

BTW, this means your advice worked ;)

Oh, and i assembled a plasmatic super shotgun, sounds like fun will be had!


EDIT: Nevermind, wiki helped. It seems you need 3 shots to be considered burst.

22
Discussion / Re: Advice for pistol builds requested
« on: June 21, 2014, 03:58 »
Will do, i just have to stop being so cheap. Dying with a lot of medkits in my backpack and whatnot. If this build is hard at the begining, well, more reason to spend resources earlier rather than later. playing other roguelikes has spoiled me into a hoarder. Btw, i've been building speedloader pistols, but the decrease in attackspeed when compared to a t-pistol seems not to be worth it. Since im playing techie, im aiming at stormbolters, hopefully a combat one, and having t-pistols instead of speedloaders saves a t-mod that could be used for a microlauncher, for example.

On regards of the arena, i dont have too much trouble doing it (when i survive), and the rewards are amazing. Sure, the chained court is a bit harder, but the rocket launcher always takes care of the Arena Master for me. And once i turn it into a micro launcher, i have a reliable way of dealing with toughies. BTW, ive never been to the vaults without the staff. Is it much harder? Or should i just drop that damned thing?

23
Discussion / Re: Advice for pistol builds requested
« on: June 21, 2014, 02:40 »
Thanks a lot for the tips fellas, will give them a try!

I certainly am familiar with corner shooting, but ive never used gift dropping properly (nor any alternate fire option other than rocketjumping), i supose it would cut the exposition rate in half.  Anyway, if you both agree on sharpshooter being particulrly hard i might give other builds a chance if i lose a few more games. Wich of the other two would you recommend? I do have an easier time with the scout generally, if only because the extra speed is amazing at the start.

24
Discussion / Advice for pistol builds requested
« on: June 20, 2014, 21:24 »
So, i won a burst scout today, reached Mt Erebus with a fireangel (lesson learned: explosions may not hurt you, but the lava they throw you in does) and... died repeatedly before even reaching the bruiser brothers with a pistol technician. I havent even been able to get the master trait yet, early survival is pretty hard. Im going Sog, Sog, Sog, EE, EE, EE, or at least thats the plan, i have survived to lvl 5 at most. So, advice? Im tempted to not use the pistol for a while, relying on the goodwill of the chaingun and the shotgun, but without any kind of support, those weapons dont cut it either. I mean, math tells me the pistol is straight out better thn the chaingun with SoG 3, and even with SoG 2 considering the accuracy, but it feels underpowered. So, general and particular advice welcome.

Stuff like "dont use the technician" would welcome some explanation, btw. And lowering the difficulty is out of the question, HMP feels right for me.

25
Discussion / Re: Quick questions thread!
« on: June 20, 2014, 13:22 »
Now that i think about it, i probably missed a monster, i thought you had to open all the levers, not kill all monsters.


Well, no screenprint, but i opened the vault in deimos lab where the 2 shamblers live and i didnt find anything inside that vault. Do the items spawn somewhere else? Maybe that's what happened. In a nutshell, tho, killing the shamblers does give you rewards besides the normal rewards for doing the lab right? I can just search the level afterwards if thats the case. Shamblers are though cookies with only bullets tho, and if i understood right, they dont get damaged by the rocket launcher.

26
I wasnt here before the nerf, so take it with a grain of sault. Well, i've never felt tempted to make an assault rifle, so i kinda agree that it doesnt seem compelling. It looks like an ammo saving assembly (Half the bullets, same firing time, a roughly 80% increase in damage per bullet), wich is ok in my book. I think the hyperblaster seems straight better, considering it has 50% the firing time and more damage per bullet, but given a lack of technical mods i might be tempted to make a plasma assault riffle instead (i mean with double eagle eyes you dont have much use for agility mods other than boots). Anyway, yeah, the assault riffle seems uncompelling, but not a decidedly bad option. Wich, considering it can be made from either a gatling or a plasma, gives it a few bonus points in my book. I probably would build it given the option to do so.

27
Discussion / Re: Quick questions thread!
« on: June 20, 2014, 10:47 »
After loosing a winning char trapped in mt erebus inner circle with no way out, i got my first HMP victory (second victory in total and first complete victory). I had started plying in HMP, but after losing 3 chars to shamblers i decided to go to an easier difficulty. So in HNTR i decided to face the shamblers and found nothing in their vault (and i was carefull not to blow anything). I thought Shamblers werent wort killing ever, but after clearing Mt Erebus in HNTR and not seeing the advertised lava elemental i decided that, being easy difficulty, it wouldnt have all rewards active.

My HMP game was doing pretty good so i decided not to risk the shamblers for a potential non-reward. So, i want to know, Is there a reward in Deimos Lab for killing the shamblers? I know theres one in hells armory, but i was unable to find any in deimos lab.

Oh, and another question (if its kosher, otherwise ignore it and answer the first): Any recommendations for doing the Angel of Confidence challenge? I've been doing a burst build, the one ive crafted through my games (SoB->EE->SoB->TH->Int->CE->EE->Fin->Fin->Whiz), but so far ive reacher Cateyes at most.

28
Bug Reports / Re: Trapped in Mt Erebus
« on: June 20, 2014, 10:28 »
Loud and clear ;)

29
Bug Reports / Re: Trapped in Mt Erebus
« on: June 20, 2014, 06:41 »
The "no teleport into" i reado somewhere in the wiki or maybe in one of the beginners guide. otherwise i could not tell.  side question, so that i dont start another thread. You dont get anything out of killing the shamblers right? Cause i did manage to kill them once (in HNTR tho) and there was nothing in the vault. And since they have murdered 3 of my chars already, i dont feel like trying.

30
Bug Reports / Re: Trapped in Mt Erebus
« on: June 19, 2014, 16:33 »
Yeah, got bored of waiting and just started a new game. Since there was no way to kill myself either i just went and alt +f4 it. At leat i learned a valuable lesson about teleporting on fixed levels (lso learned how to disble sound, since it was busting my balls having it open for hours <Im guessing that since this is a doom forum you dont mind expletives right?>). I would still want to know if its a bug, just for the sake of information. Thanks for the support tho ;)

Alos, WTF is with me and the captchas, i failed AGAIN. Im betting i wouldnt pass turings test at this rate...

Oh, and with the flag naming and all, i meant the crawl flag is called NO_TELE_INTO literally. Since its a community of developers, flags tend to be self explanatory.

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