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Messages - Game Hunter

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931
Requests For Features / Re: Second Pistol Master Trait
« on: March 30, 2010, 13:49 »
Blocking EE is the way I'd have gone, too: sacrificing some accuracy for some freaking powerful shots.

Combining the free-shot with the clock-stopping line of sight is about the best way to handle it, I'd say.  I notice that you carefully rephrased the line of sight business, however, which appears to have generalized it for all instances of enemies appearing within your of sight, regardless of who move into whose sight.  Meaning, you can walk around and get free shots off whenever the enemy leaves your view (by you moving) and comes back into view (by them chasing).  That aside (which I bet can be figured out with some clever coding) it's well balanced at this point.  It's POSSIBLY a little underpowered, but since the build is already halfway to full gun dps potential, I like to think of it as an offensive gambit for someone who hopes to find a unique or exotic pistol.  Still useful in its own passive respect, too, because it forever prevents those damn viles revenants mancubi ANYTHING from hurting you without warning.  (That part I like, just the whole free-attack chasing is iffy but hopefully removable.)

Something I thought of just now concerned your previous benefits: a free bullet in the first slot can be abused quite amusingly with extra weapons.  Juggler + first free shot = "WTF just happened!" thought the demon, having watched the marine pull out ten pistols and fire them simultaneously, allowing it no time to notice the gaping, holey mound of flesh that was once its body hit the ground.  Losing consciousness, it leered at the profoundly impossible slinger, who proceeded to restock his guns before placing them in his pack, not at all fazed by the ridiculousness of what he had just done.

Good stuff.

932
Requests For Features / Backpack as an Exotic Powerup
« on: March 29, 2010, 21:37 »
You know, like Megasphere.  In addition, the Backpack could also give you small amounts of every type of ammo (ala the original game), inventory space notwithstanding, as to have a purpose once it's already been obtained a first time.  Maybe half a slot of each (including the Backpack's space, so 70 12mm, 7 rockets, etc).  Since exotics now exist, and Megasphere looks just like an exotic, I was hoping that Backpack could be reorganized as to allow for the possibility of AoMr or AoSg players to get that extended space.

Alternatively, limit it to floors 26-100 on A100 as a way for Centurial players to get one.


933
Requests For Features / Re: Second Pistol Master Trait
« on: March 29, 2010, 19:44 »
Note: this post is long, but bear with me.

I'm intrigued that you chose to block DG, considering that "advanced" traits have never been blocked before.  Wouldn't it be equally possible to just force the effect to only work when holding one gun?  (This means you have room for a more appropriate block, like TaN or EE, and that DG still won't be chosen on account of it being useless with the master trait.)

Otherwise I like the sound of it, we could use another Juggler after losing it on MFa.  Frankly, though, I can't imagine NOT using this build if it were available.  You are effectively reducing your firing time by one-third which, compounded with the -60% of SoaG(x3) and -30% of Fin(x2) (we'll say you get the second one later because it'd be foolish not to) and that comes out to (0.667)(0.40)(0.70) = 0.187 firing time.  This is comparable to the blaster with the same, non-mastered trait (looking at 5.5 shots per seconds as opposed to the blaster's six), not to mention you can still get SoaB and WK...and it costs half the bullets of a MGK build!

The second benefit is also quite strong, as I assume it immediately stops the clock whenever an enemy moves into your sight range.  This gives you roughly six shots before most enemies would be allowed to retaliate, and if we're looking at 2d4+6 (SoaB(x3),SoaG(x3)) = 8-14 = 11 damage per shot, that's...pretty insane.  Not to mention you can raise that with some power mods.  Also, this could alternatively overlap with Cateye, granting less damage but more time to shoot before they even see you.  (This is assuming that there isn't a mechanic already in play that forbids more than one master trait, although I figure it'd be added once there IS overlap.  Just a technicality.)

I like it, I really do, but upon first inspection it sounds vastly overpowered.  Blocking EE or TaN would help for starters.

I should probably comment on Bullet Dance, too, while I'm at it.  My first impression is that you have a permanent overcharged chaingun, with an emphasis on damage instead of shots.  Firing all six shots at once (in BOTH pistols, mind you) is (2d4+4)x12 = 108-144= 120 damage (neglecting armor, which is -12 per point) once you hit level seven (probably 2d4+6 by the time you're done, which averages 144).  This kind of damage per second is sickeningly overkill.  Furthermore, you can just as handily full-auto a single pistol, swap, then full-auto the other.  It wouldn't be a bad idea, however, to shoot out half your bullets and full-auto the rest.  If you want to make it more practical I would suggest semi-auto (ie, 3 bullets per burst) instead, which will still kill most enemies in a single burst.

To balance properly, doubling the fire time is probably the best way to go.  This is basically saying that you are uninterrupted while firing the burst but must be prepared for the retaliation afterward.  According to your trait blocks, decreased accuracy would be fixed with a single EE, and shrapnel damage doesn't really make sense.  Also (again, as a technicality) you still leave the way for MGK open.  I can only imagine using full-auto after dodging an attack, OBVIOUSLY reloading, and starting over again.  Get a blaster once this trait's already in effect and the game is already over, I don't care if you're doing Nightmare! Mortuary.

Frankly, non-Kata pistol builds are quite powerful as it is: the problems tend to stem from lack of bullets and exposure.  That was my intention for the Sharpshooter build, which effectively blocks SoaB (preventing monster-like damage) for the ability to screen your advances into the next room, and an effective 20% bonus to your overall damage which carries on to other weapons.  As with MFa, it's a specialized build that has potential for other weapons, thus making the way for more usage outside of its respective challenge.  I like the others, but I believe they focus on that which has already been addressed in the other traits.

934
I was just playing an Ao100 game and put what I thought was a sniper weapon pack on a plasma rifle and it added two more shots to the rifle and didn't touch the accuracy.
If you remember keeping the plasma rifle, check the mortem: the mod type should let you know for sure.  I know definitely that a firestorm mod is F; sniper is likely S.

I always wondered if Sniper weapon pack really would give 100% all the time.  I know that Max Carnage is max chance to hit (98%) so you don't expect much to miss, ever, but things like running, sidestepping, and Dodgemaster still work just fine for enemies firing upon you.  Perhaps the same is true of you firing on enemies, even if your shot is rated 100% coming out of the barrel.

935
Requests For Features / Re: Second Pistol Master Trait
« on: March 29, 2010, 16:32 »
Sharpshooter
Requires: Son of a Gun (3), Whizkid (1)
Blocks: Hellrunner, Son of a Bitch, Brute (What.  I think the other two clearly represent a huge loss as it is.)
Quote: "Bang bang, you're dead!"
Benefits: You have a 20% percent chance to cause critical damage, automatically hitting and dealing maximum damage to the enemy.  In addition, you have +2 sight range* around corners.

*Maxes out at your normal sight range, whatever that may be.

The last one needs some more explaining, I reckon.  In that example, commas represent tiles you can't see (periods, therefore, are tiles you can see).
,,.......,, <-- without Sharpshooter
#####X#####

........... <-- with Sharpshooter
#####X#####

,,,,..,,,,, <-- without Sharpshooter
#####/#####
......X....

,,....,,,,, <-- with Sharpshooter
#####/#####
......X....

You still wouldn't be able to shoot anywhere that a wall inevitably blocks, but it does let you know if the enemy's hugging the wall.  (And, especially in the first example, it gives you precious time to kill that enemy hugging the wall with far more accurate shots.)  The percentage can be changed in case it's a little weak (to 25/30%) but I know I'd love having this pistol alternative, especially because it's built for one gun instead of two (although two guns is still possible).

I'm only for this because Kornel added a second shotty trait.  Keep in mind that these benefits still apply to non-pistol weapons (although with rapid-fire weapons it's comparable to just get EEs/SoaBs; the bonus would be applied to individual shots, after all) so 20% chance for a rocket to hit with 36 damage isn't too shabby of an alternative, and 20% chance for a BFG to deal all 100 damage is pretty freaking sick.  Still, you're giving up a lot for it otherwise, like SoaB for any sort of reliable power and HR for any way to dodge.  It's a build made just for the coward's game.

936
0.9.9.1 / Re: [M|AoSg|97%|YAVP] Best-Case Scenario
« on: March 29, 2010, 16:03 »
A good first win, even if it's one I don't really feel like I earned; the Super Shotgun and Onyx Armor really carried it for me.

Don't hold it against you that you won 'cause of some exotics: every game should have at least one of them, and there's a darn good chance it'll be a useful one (although AoMr and AoSg can make that less likely).  Besides, we can say that you balanced it out by doing the Mortuary and Cybie spawning in range upon entering floor 25.

I love assault shotty, regardless of traits.  Combat + no pumping?  Hell YES.  My problem with it in the Mortuary is that you probably got rid of your shells a long time ago, and it acting as an upgrade for shotty runs is a pittance (Shottyman takes care of most reloading problems).  Believe it or not, assault shotty is best used with Whizkidx2.  P3T2 is 10d3, 0.42 speed (counting the Finesses), and it is AWESOME.

Some tips for AoB:
- Running should always be in the back of your mind.  Avoid sergeants and demons this way until you get the chainsaw.
- In general you'll want to take off your armor when berserked (unless it's special, though, don't remove it in the heat of battle) as berserk armor will reduce most damage to one.
- MVm runs will let their pain elementals live for a while to build up HP as necessary.  MBm runs will aim to kill weak monsters over strong ones; anything that will probably go down in one hit (with Longinus Spear, that's a lot of thing) will set you up for another attack.
- A lot of beginners like to kill everything, period.  AoB will teach you some reserve, as there are some situations that should never be done in melee (I'm talking to you, Mancubus at the end of a long hallway).

AoMr is just a coward's game all the time: as opposed to the ammo-eating capabilities of the chain or plasma, you can afford to spend bullets shooting randomly until you hit something.  Either play MGK and depend on dodging (ie, beware of Revs and Viles) or play offense using Fin/SoaB and depend on killing (ie, beware of Mancubus and Barons).

937
0.9.9.1 / Re: [E|95%|YAVP]
« on: March 29, 2010, 14:01 »
Congrats on the first victory.  Some general tips:
- If you go for a master trait, stick with it.  It's a lot better to focus your specialization even further than try to branch out in an attempt to make up for flaws.  In the case of MAD, for instance, taking that third level of TaN and going for Ironman (so that 100%/200% are even more health than before) will keep you alive while you pelt your attacks.
- Shotty runs, for the most part, consist of two typical scenarios: shooting at monsters up in your face, or shooting blindly into the distance to check for said monsters.  Shotgun-type weapons automatically hit, but their damage drops off per tile (between you and the enemy).  Best to worst, drop-off rates are: combat shotgun, shotgun, and double shotgun.  The opposite is true of bullet spread, though, so if they're close enough, double shotty will hit just about everything.
- Shotgun-type damage (known as shrapnel) takes twice as much damage to penetrate armor when compared to physical.  This is why the master trait Army of the Dead is so useful: all enemies' armor is reduced to zero automatically.  This makes long-distance attacks that much more effective, especially considering drop-off rates.

Yeah, the Vaults take some time to crack.  The middle vault requires a little more creativity than the others, though.

Next time DEFINITELY put the agility mod on your boots, not your double shotgun.  Seriously, it's worthless on a gun that requires no accuracy to hit things.

On a personal note, I highly suggest trying to win Hell Arena just about every time you can (certain challenges and Nightmare! aside).  It's a great source of experience early on, and there are some useful rewards should you clear it entirely.

938
Nightmare! / [N!|AoSg|23|YASD] YARGHBABLE
« on: March 29, 2010, 05:52 »
--------------------------------------------------------------
 DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------

 Shot Hunter, level 11 Hell Baron Lt. Colonel, killed by a arachnotron
 on level 23 of the Phobos base.
 He survived 47272 turns and scored 317208 points.
 He played for 58 minutes and 8 seconds.
 He opposed the Nightmare!

 He killed 581 out of 969 hellspawn. (59%)
 He was an Angel of Shotgunnery!


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

  UAC Star (bronze cluster)
  Hell Champion Medal

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

  ###########################################################
  ############=##..=.#####################......####.####...#
  ############=##...=.=##.##############........###.##.#...##
  ###########.====#.#=......###########......####=#...^..|###
  ##########======..........#######.###.......##===.###...##.
  #########======#=........=######..####...^|.##.=##...###...
  #########=======.......==.#######..####....#....##....###..
  ##########====.=.....=====#.#.##...###..........#....######
  ##########=#===#.......====#..#...A........>........#######
  ########.#.=#==##=#=A..==.....|A.|A.....A...........#######
  #########.=====##========...#....|..................#######
  ##########=========.====........|........#.......=.#.######
  ##########====#===#===.......#.|.|..............==#.#######
  ###############==##.===####.....A..|.......|..=.###########
  ################=###..=###..##X|....#.#..#.......##########
  ###################=^###...###.#.|....#...##....###########
  ##################=#....#########|##.##.#........}#########
  ###################==.#.##########...##.......##^^.########
  ###################==#.###########..#.#..##..###..#########
  ###########################################################

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

  Health 0/80   Experience 53450/11
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Ironman          (Level 3)
    Tough as nails   (Level 3)
    Reloader         (Level 2)
    Badass           (Level 1)
    Shottyman        (Level 1)
    Army of the Dead (Level 1)

  TaN->TaN->Bad->Rel->Rel->SM->MAD->Iro->Iro->Iro->TaN->

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

    [a] [ Armor      ]   Necroarmor [0/6] (0%)
    [b] [ Weapon     ]   modified double shotgun (8d3)x3 [2/2] (T1)
    [c] [ Boots      ]   modified protective boots [2/2] (96%) (A)
    [d] [ Prepared   ]   combat shotgun (7d3) [3/5]

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

    [a] shotgun shell (x49)
    [b] shotgun shell (x50)
    [c] shotgun shell (x50)
    [d] shotgun shell (x50)
    [e] shotgun shell (x50)
    [f] shotgun shell (x50)
    [g] shotgun shell (x50)
    [h] shotgun shell (x50)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] large med-pack

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

    95 former humans
    88 former sergeants
    24 former captains
    130 imps
    62 demons
    35 lost souls
    33 cacodemons
    13 barons of hell
    17 hell knights
    48 arachnotrons
    8 former commandos
    2 pain elementals
    6 arch-viles
    2 mancubi
    12 revenants
    1 nightmare imp
    2 nightmare cacodemons
    3 nightmare demons

-- 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 6 he stormed the Chained Court.
  On level 12 he found the Necroarmor!
  On level 13 he ventured into the Halls of Carnage.
  On level 15 he encoutered the Phobos Hellgate.
  On level 16 he invaded the Unholy Cathedral!
  He fled the Unholy Cathedral seeing no chance to win.
  On level 19 he ventured into the Spider's Lair.
  He fled the Lair, knowing how to fear Arachnotrons!
  On level 23 he finally was killed by a arachnotron.

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

 are hit! You are hit! Your Necroarmor is damaged! You are hit!
 Boom! You are hit! The arachnotron hits you. The arachnotron fires! You are
 hit! You are hit! You are hit! You are hit! You are hit! The
 arachnotron fires! You are hit! You are hit! You are hit! You are hit! You
 are hit! The arachnotron fires! You are hit! You are hit! You are
 hit! You are hit!
 The arachnotron hits you. Your Necroarmor is damaged! The arachnotron
 fires! You are hit! You are hit! You are hit! You are hit! Boom! The
 arachnotron fires! You are hit! You dodge! The missile hits the
 arachnotron. You are hit! You are hit! You dodge! The missile hits
 the arachnotron.
 The arachnotron fires! You are hit! Your Necroarmor is damaged! You are
 hit! You are hit! You are hit! You dodge! Boom! The arachnotron
 fires! You are hit! You are hit! Boom! You dodge! Boom! You are hit! The
 arachnotron fires! You are hit! You are hit! Boom! You dodge! Boom!

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

 Before him 158 brave souls have ventured into Phobos:
 135 of those were killed.
 2 didn't read the thermonuclear bomb manual.
 And 10 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 11 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 8 killed the bastard and survived.
 2 showed that it can outsmart hell itself.

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

I have one word for this death: DAMN.  Seriously, I would have been fine if I had run for the stairs in the first place (I'm standing on one pair in that deathshot, btw...guess there was Lava Pits) but, for whatever reason, I wanted to spend some time shooting the spiders.  By the time I DID run for it, my Necroarmor was already halfway gone, and was completely useless about two tiles away.  Even with TaN(x3) and Iro(x3) it took just about all of my health to use a large med-pack and turn on running.  I'm pretty sure I only barely died, too, unless the mortem doesn't count shots after the "You die!" message...either way they had just about finished shooting when I croaked.

To be fair, however, this was my second run getting (about) this far in a row, so I may be getting decent at this particular method.  Or getting lucky with invincibility, hard to say for sure until I play it more.  Both times I beat Arena, seems to be significantly more possible when you focus on MAD instead of, say, a Cateye-type build.  As long as I get a combat/double combo going (or ANY exotic/unique, really) I should be fine up until Arch-viles.  MAD makes things go dead nice and fast.  Diamond still seems like a dream though, I'll probably need Jackhammer for it to be plausible...monsters don't gib enough, even with the double.

939
I've been led to believe that zerking with Berserker is a little buggy, the first tip being that you can use tactics while zerked (note that it doesn't apply if any of the duration comes from a Berserk Pack).  I've never really had any concrete information when it comes to faulty berserk armor, but this seems to show it pretty nicely.

If you ask me, however, you should have put on that red armor.  Zerking be damned, that AoD hurts a lot.  Even without berserk, the fact that he dealt 75 damage in three HITS (not three seconds, apparently) makes me think he got a buff.

940
Discussion / Re: New Fireangel reqs, better or worse?
« on: March 28, 2010, 03:23 »
How did you get the Trigun on level 1?
Quote from: Me
I've tried AoH UV/100% run ... which reminds me of this time I got the Trigun on the first level.
That is, AoH plants you on level two from the get-go.  I was extremely fortunate to have found it then, too, could've been my ticket to clearing the Haste badges.  Trigun is a BADASS weapon, I really didn't realize it until that run.  Didn't even bother with DG, SoaG(x3) already gave me ~40DPS for the one gun.  Given the choice between that and blaster, though, I'd probably stick with Blaster and mod it to all hell.

I can sympathize with fortunate shotty finds, having gained a super shotgun and Jackhammer in the same game (and rather early, too).  Combined with MAD it's absolute destruction; combined with MFa it's more like Gun Kata with a shotty.  (A good comparison is that Gun Kata blocks the all-important SoaB used in offensive pistol builds, just as MFa doesn't give the same ridiculous damage output of MAD.)  If you're the kind of person who relies on a combat, MAD is probably better than MFa, whereas double shotties benefit more from the ability to get up in the face of the enemy and, more importantly, Cybie.

Also, I think you're missing MAD in there...unless you don't use it, which is MADness. (I'm guessing it goes between Shotty and TaN #3 though.)

941
Nightmare! / Re: [N!|AoB|76%|YAVP] Berserker Diamond
« on: March 27, 2010, 23:06 »
How on EARTH did you manage a bronze cluster on non-MBm?  25 kills without taking damage on a melee run is insane.  Although this whole run is pretty insane in my opinion.  Perhaps it IS one of the...*cough*...easier Diamonds, but that's only because half of them actually ARE impossible.

Question: was constant berserking also how you managed Hellgate?  That place on Nightmare really is a nightmare, never mind that the enemies respawn.

942
0.9.9.1 / [M|AoMs|92%|YAFW] Uncanny Coincidences
« on: March 27, 2010, 22:34 »
--------------------------------------------------------------
 DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------

 S&M Hunter, level 11 Hell Baron Major, nuked the Cyberdemon.
 on level 26 of the Phobos base.
 He survived 117933 turns and scored 113936 points.
 He played for 1 hour, 32 minutes and 52 seconds.
 He didn't like it too rough.

 He killed 548 out of 593 hellspawn. (92%)
 He held his right to remain violent.
 He was an Angel of Masochism!


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

  UAC Star (bronze cluster)
  Hell Champion Medal
  Masochist Gold Badge
  Scavenger Gold Badge

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

  ###########################################################
  ...........................................................
  ...........................................................
  ...........................................................
  ...........................................................
  ..........................................B................
  ...........................................................
  ...........................................................
  ...........................................................
  ...........................................................
  ..............................X.........|..................
  .......................................||}.................
  ...........................................................
  ...........................................................
  ...........................................................
  ............................................%..............
  ...........................................................
  ...........................................................
  ...........................................................
  ###########################################################

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

  Health 78/80   Experience 50254/11
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Ironman          (Level 3)
    Tough as nails   (Level 3)
    Reloader         (Level 2)
    Badass           (Level 1)
    Shottyman        (Level 1)
    Army of the Dead (Level 1)

  TaN->TaN->Bad->Iro->Iro->Iro->Rel->Rel->SM->MAD->TaN->

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

    [a] [ Armor      ]   Malek's Armor [1/3] (18%)
    [b] [ Weapon     ]   Jackhammer (8d3)x3 [6/9]
    [c] [ Boots      ]   modified protective boots [2/2] (100%) (A)
    [d] [ Prepared   ]   modified super shotgun (9d4)x3 [2/2] (B1)

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

    [a] missile launcher (6d6) [4/4]
    [b] modified BFG 9000 (10d8) [10/130] (B1)
    [c] green armor [1/1] (55%)
    [d] shotgun shell (x26)
    [e] shotgun shell (x70)
    [f] shotgun shell (x70)
    [g] rocket (x14)
    [h] rocket (x14)
    [i] rocket (x14)
    [j] power cell (x20)
    [k] power cell (x70)
    [l] power cell (x70)
    [m] power cell (x70)
    [n] power cell (x70)
    [o] power cell (x70)
    [p] homing phase device

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

    87 former humans
    69 former sergeants
    23 former captains
    113 imps
    49 demons
    73 lost souls
    39 cacodemons
    37 barons of hell
    1 Cyberdemon
    24 hell knights
    17 arachnotrons
    1 John Carmack
    4 former commandos
    4 pain elementals
    2 mancubi
    3 revenants
    2 bruiser brothers

-- 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 6 he stormed the Chained Court.
  On level 8 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 11 he ventured into the Halls of Carnage.
  On level 12 he found the Jackhammer!
  On level 15 he encoutered the Phobos Hellgate.
  On level 21 he entered the Vaults.
  On level 21 he found the Malek's Armor!
  He managed to clear the Vaults completely!
  On level 23 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Phobos Arena!
  He nuked level 25!
  He defeated the Cyberdemon and found the TRUE EVIL!
  Then finally in hell itself, he killed the final EVIL.

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

 John Carmack reloads his rocket launcher.
 You wear/wield : a modified BFG 9000 (10d8) [130/130] (B1) John Carmack
 fires! You dodge! The missile hits the baron of hell.
 Fire -- Choose target...   The missile hits the baron of hell. You hear the
 scream of a freed soul! John Carmack reloads his rocket launcher.
 Fire -- Choose target...   The missile hits the baron of hell. The baron of
 hell dies. You hear the scream of a freed soul! You hear the scream
 of a freed soul! You hear an explosion! You hear the scream of a freed soul!
 Fire -- Choose target...   The missile hits John Carmack. You hear the
 scream of a freed soul! You hear the scream of a freed soul! John
 Carmack fires! You are hit! Your Malek's Armor is damaged!
 You wear/wield : a Jackhammer (8d3)x3 [0/9] John Carmack reloads his rocket
 launcher.
 John Carmack fires! You are hit!
 Fire -- Choose target...   You hear the scream of a freed soul!

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

 Before him 152 brave souls have ventured into Phobos:
 130 of those were killed.
 2 didn't read the thermonuclear bomb manual.
 And 10 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 10 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 8 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

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

And I thought my AoP run was unusually awesome.  I swear that, just prior to this run, I was running ideas through my head on how to tackle AoMs, and the only thing that felt possible enough to pull off after TaN/Iro was shotty.  For higher difficulties I might have gone MFa and ignored the Ironman levels instead, but the idea is the same: Badass ASAP, then consolidate some offense, preferably something with knockback.  MAD will give knockback with armorless combat shots and MFa lets you avoid a lot of damage, but either way you're a lot better off.  (I'd definitely do MFa for a N! run, for instance.)  Getting off track...anyway.

So I thought to myself, "You know what'd be awesome for such a build?  Super shotty and Pancor."  Sure enough, my FIRST RUN, floor 8 super shotgun, floor 12 Pancor.  The rest showed only minor diffiiculties.  Other crazy things:
- The Wall was a large risk, what with how dangerous all that splash is, but I'm learning that a sufficient number of rockets makes that level rather easy.
- The Vaults!  I can't believe I even went for it, but shotty run + no medikits = AMPLE room for phases.  Five normals and two homings.  Considering I pulled off Halls of Carnage as well, BFG made short work of the enemy there.  Malek's Armor was a nice reward for clearing it.
- Full Victory!  Honestly?  I think I was just plowing through with overconfidence and decided "SURE, WHY NOT."  Most of the damage came from Pancor, BFG for the Barons.  And I had ample BFG just in case.

Sorry that this isn't a challenging victory, but I do like to post wins when they're interestingly lucky.  I just wish I could have also cleared Lava Pits (it's the main reason for non-100%) but, alas, I used my envirosuits and space on Carnage, Vaults, and phases.  Lieutenant Colonel, woo.

943
Nightmare! / Re: [N!|AoB|59%|4|YASD] Arena Diamond
« on: March 26, 2010, 19:38 »
Man, that's awesome.  And no Cleaver, either!  Even with berserk, I'm amazed you cleaned that up with a combat knife only.

Could just be me, but after I finished Hell's Arena on N! I found that I could walk around freely without anything respawning.  At the very least, nothing spawned in the time it took me to move around the whole arena once or twice to collect everything.

I know I've only played MVa for AoB runs, but how do the two melee builds compare on N!?  MVa sounds almost absolutely necessary for surviving early on, but MBm sounds almost absolutely necessary for surviving later.  Since Dodgemaster isn't contained in MBm, either (which is mostly useless until you're not fighting battles anymore) it sounds like you're relying on berserking in that kind of build, while MVa is to push through early and then avoid, avoid, avoid until AoD and Cybie.

944
Nightmare! / [N!|68%|16|YASD] First decent N! Run
« on: March 26, 2010, 19:31 »
--------------------------------------------------------------
 DoomRL (v.0.9.9.1) roguelike post-mortem character dump
--------------------------------------------------------------

 Game Hunter, level 10 Hell Knight Major, killed by a arch-vile
 on level 16 of the Phobos base.
 He survived 50407 turns and scored 248424 points.
 He played for 1 hour, 17 minutes and 25 seconds.
 He opposed the Nightmare!

 He killed 557 out of 815 hellspawn. (68%)


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

  UAC Star (bronze cluster)
  Hell Champion Medal
  Arena Platinum Badge

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

  ###########################################################
  ###.===%===.#.......+.#......0......#.+.....>.^.........+..
  ###=========#.|..00.#.#.............#.#00.............=.#..
  ###===V====.........#.#...+......hhh#.#..............===#..
  ###===V====X#.0.....#.#######/#######.#########+#####==##..
  ###..==..==.#..0....+.0.......h...M.../.0..V.M.....====.+..
  ######+####+####+#######+####/####/#######V####/####==#==##
  ###....#..0....#....+.....0.......hMh./......M.0#.+.0=.=+..
  ###....#00.....#..0.#########+#################+#.#...=0#..
  ###....+.......+....#.......0.........#......./.M.#0..0.#..
  ###0...#########....#;...........==...#..0....#.#.##=####=.
  ###0..0+[......+....+.......0...;==.../+...0..#.====.=====.
  ######+####+####+#######+####+####==######+####===#=+##===#
  ###.......#.......0.+..0....+>..0.==..+.......#=.......0+..
  ###.\.....+.........#+#######...}=====#.......#+=##########
  ###########.........#.....0.#.....=..=#.......+.+==.....#..
  ###.....0.+......0..#.....M.#^...==...#..0...^#.#.=0....#..
  ###......0#0...0..0.+.......#.=.===...+..0....#.#.==...\+..
  ##############################===#################==#######
  ###########################################################

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

  Health 0/50   Experience 43922/10
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +3  ToDmg Melee +3

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

    Finesse          (Level 1)
    Tough as nails   (Level 3)
    Son of a bitch   (Level 3)
    Eagle Eye        (Level 2)
    Badass           (Level 1)

  EE->SoB->SoB->EE->TaN->SoB->TaN->Bad->TaN->Fin->

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

    [a] [ Armor      ]   blue armor [1/2] (22%)
    [b] [ Weapon     ]   modified plasma rifle (1d7)x6 [40/40] (T1)
    [c] [ Boots      ]   modified protective boots [2/2] (100%) (A)
    [d] [ Prepared   ]   modified chaingun (1d6)x4 [40/40] (T1)

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

    [a] missile launcher (6d6) [2/4]
    [b] modified BFG 9000 (10d8) [100/100] (F1)
    [c] 10mm ammo (x116)
    [d] 10mm ammo (x140)
    [e] 10mm ammo (x140)
    [f] rocket (x14)
    [g] rocket (x14)
    [h] rocket (x14)
    [i] rocket (x8)
    [j] power cell (x28)
    [k] power cell (x70)
    [l] large med-pack
    [m] phase device
    [n] envirosuit pack
    [o] thermonuclear bomb

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

    64 former humans
    66 former sergeants
    35 former captains
    126 imps
    41 demons
    92 lost souls
    47 cacodemons
    30 barons of hell
    11 hell knights
    2 arachnotrons
    12 former commandos
    9 pain elementals
    2 arch-viles
    1 mancubus
    7 revenants
    2 nightmare imps
    1 nightmare cacodemon
    7 nightmare demons
    2 bruiser brothers

-- 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.
  On level 8 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 10 he found Hell's Armory.
  On level 11 he ventured into the Halls of Carnage.
  On level 15 he encoutered the Phobos Hellgate.
  On level 16 he finally was killed by a arch-vile.

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

 You close the door.
 It doesn't seem to move there.
 You push the barrel.
 You push the barrel.
 You push the barrel.
 You push the barrel.
 You push the barrel.
 You open the door.
 You close the door.
 You open the door.
 You open the door. You are engulfed in flames!
 The revenant fires! You dodge! The barrel explodes! The barrel explodes!
 The barrel explodes! The barrel explodes! The barrel explodes! The
 revenant dies. You hear the scream of a freed soul! Your blue armor is
 damaged! Boom! The revenant dies. The revenant dies. The arch-vile

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

 Before him 144 brave souls have ventured into Phobos:
 124 of those were killed.
 2 didn't read the thermonuclear bomb manual.
 And 9 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 9 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 7 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

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

Managed to get a berserk just outside of HA, so it seemed like a good chance to get the Arena Plat, and so I did.  Really came down to the wire, though, with minimal green armor and no medis left.  Other stuff:
- I had the berserk heat from Chained Court carry me through to The Wall, killed everything before it wore off.  MAN, it really makes that level easier.
- I was really pissed that Hell's Armory didn't even spawn so much as an exotic.  As it is, the Armory seems to be really rare these days (I don't think The Wall should overlap with it in terms of level-finding) and to go in, on N!, without getting anything useful was not a good omen.  All in all, though, I came out rather well in terms of ammo and armor (didn't take too much damage, either).
- My death was (basically) stupid.  Lemme try to draw a map of what the room looked like the turn before I died:
############
#RRR.VR#0...
#~~~~VR#0...
#..~~00+X...
########+###
(From what I could see, anyway.)
With me only having blue armor and ~100%, I only barely died (though I wouldn't be surprised if one of the Viles had time for another attack).  Sure, I had a phase, but it was either take my chances on there (which didn't look so horrible considering the barrels) or warp somewhere randomly.  On Nightmare!.  I felt safer with the enemy I COULD see, but I haven't done N! enough to have the definitive intuition for these situations.

All in all a fun run.

945
Discussion / Re: New Fireangel reqs, better or worse?
« on: March 26, 2010, 19:12 »
Just tried a MFa run on AoH (only HNTR so hard to say how well it works) and I got through without any problems.  I was simultaneously hoping to clear the Vaults, what with three phases and (eventually) a Hell Staff, but alas, I got Mortuary instead.  I've tried AoH UV/100% run using MFa for the longest time but haven't gotten higher than clvl 5.  Maybe Ammochain is the only way to go on that, save an early unique (which reminds me of this time I got the Trigun on the first level.  Freaking Rev killed me at 40% HP/blue armor, I was so pissed).

One thing I noticed is that I took NO damage from the Cyberdemon's rockets, even on direct hits.  Or at least they looked like direct hits...like, me getting hit by the rocket.  Could've been me "dodging" forward and getting "hit", except the rocket didn't reach its intended target.  Mancubus hits still hurt as expected, so it's not completely buggy...I'll try to get some more details later.

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