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 1 
 on: Yesterday at 12:33 
Started by Kantarza - Last post by TNT
Hard to decide since I like a lot of them, but overall chose Hell's Armory and The Wall.
The former represents a concept I really like in games in general (raiding stuff your foes have and/or blowing it up to deny it to them), and I like the enemies, gameplay and layout.

The Wall I chose for its simplicity and its iconic feel. Truth be told the gameplay of the Containment Area is probably better, but The Wall does something for me that's hard to describe.

 2 
 on: April 23, 2025, 11:05 
Started by Kantarza - Last post by Omega Tyrant
Phobos Lab is my favorite Ultimate Doom map, and the DRL version is such a well done creation. Also the UV and N! version with Nightmare Demons can make for some of the most heart pounding experiences in DRL but without getting exceedingly unfair.

Second is Mortuary for its theming, iconicness, its music, and of course its challenge, while having plenty of tricks available to mitigate its challenge. Limbo in comparison is a let down, but the greatly improved 0.9.9.9 version will make it a worthy counterpart to Mortuary.

 3 
 on: April 23, 2025, 07:37 
Started by Kantarza - Last post by Kantarza
I'm in the process of building some new levels and whilst I have some ideas, I'd love to give the community something enjoyable. So I'm reaching out to the group to ask you "What is your favorite one or two levels? (and if you have time, a simple comment on why)" I can't promise the standard we're all used to but hopefully it's on the right track.
Of course for those who want to write a bit more, you're welcome! And thank you everyone who chooses to take part.

 4 
 on: April 17, 2025, 10:57 
Started by Kantarza - Last post by Omega Tyrant
Very nice to see the progression continue, and to see someone finding my progression thread useful!

Quote
Attracting attention with a pistol and then punching a monster (with Brute) from behind the doorway works well. Probably something to remember for future N! runs.

Yeah luring enemies into doors and meleeing them (or killing them in a way that won't knock them back) is one of the core strategies of N! (and Angel of Darkness), upcoming changes to how kill% works in 0.9.9.9 would render such corpse disposal strategies no longer completely necessary, but would still be handy to know to permanently get rid of any troublesome enemy.

Quote
Dodging formers bullet shots is not hard and saves a lot of damage

This is actually a 0.9.9.8 thing, currently dodging is bugged in a way that makes dodging everything (that can be dodged) have a 95% dodge rate regardless of no dodge-boosting factors. Normally with dodging pistol and chaingun fire, you only have a 10% dodge chance at base that increases by 3% for each tile of distance, so without any HR, you would get shredded from repeatedly approaching them in the open without the aforementioned dodging bug. So do keep that in mind if you reattempt this badge in 0.9.9.9! (where this bug has been already fixed)

Quote
Monsters who wall-slide up on you won't fire a ranged attack. For some reason I thought they did.

And this is a core part of why corner shooting works :p

Quote
If you pistol shoot a former captain and you hear them use a medkit, your next shot may still kill them!

Small medkits do heal a percentage amount (2 HP + 25% of the monster's health), which results in formers getting 5 HP back from them, so yes a sufficiently damaged former could have less than 9 HP after using a small medkit and thus be still in killing range for a Pistol.

Quote
Using a shotgun at long distance is probably ok. Probably.

I generally wouldn't risk this unless it's something bigger than an Imp you're shooting at and you're absolutely sure there's nothing behind out of vision that could get killed, very high damage rolls from even an unmodded Shotgun can one-shot a Former or Imp from long distance (or they could already be damaged from other factors like spawning in damaging fluids or getting telefragged, or you could easily blow up a barrel right out of your vision). If you used the Double Shotgun's single fire on the other hand, that could be safe, since it can't hit stuff outside your vision (except for one tile out in very specific angles), and it has such steep dropoff that even max damage rolls will fail to one-shot Formers and Imps near the edge of your vision. Hmm maybe I'll try a Double Shotgun when I reobtain this badge in 0.9.9.9's official release.

 5 
 on: April 17, 2025, 09:00 
Started by Kantarza - Last post by Kantarza
Took quite a few goes to get started but the first TaN after Vampyre eased the pressure substantially. Found a mid-late nano to build powered red armor and that sealed the deal.

Something @Omega Tyrant shared (https://forum.chaosforge.org/index.php/topic,8862.0.html) that made a big difference:
* You only have to kill the monster with your fists. Wounding is ok (and in my mind necessary in general).
* An unmodded pistol won't kill any monster (unless you miss and hit a barrel). OT also shared that a single SOB rank or SOG won't hurt either (but it's not much point in this run).

Some things I learnt:
* Attracting attention with a pistol and then punching a monster (with Brute) from behind the doorway works well. Probably something to remember for future N! runs.
* Dodging formers bullet shots is not hard and saves a lot of damage
* Monsters who wall-slide up on you won't fire a ranged attack. For some reason I thought they did.
* If you pistol shoot a distant monster from a doorway, they'll come into the doorway (see above).
* If you pistol shoot a distant monster and then run to the doorway, they won't necessarily follow you to the door. Instead they'll wander around. Don't try to shoot them again! You might kill them.
* If you pistol shoot a former captain and you hear them use a medkit, your next shot may still kill them!
* Using a shotgun at long distance is probably ok. Probably.

Some notes about fist-only from Omega Tyrant that I wish I had known at the start:
* Meleeing a monster with a non-melee weapon will not invalidate the run
* A monster shooting at you and blowing up a barrel while you wield another weapon won't invalidate the run
* Nuking doesn't invalidate the run (unless you aren't invincible!)

And then:
* Going to the JC level and failing will invalidate your run because spawned monsters will prevent your 100% claim

--------------------------------------------------------------
 DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------

 Kantarza, level 13 Cyberdemon Colonel Marine,
 defeated the Mastermind at the City of Dis.
 He survived 89131 turns and scored 188168 points.
 He played for 1 hour, 49 minutes and 39 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 791 out of 791 hellspawn. (100%)
 This ass-kicking marine killed all of them!

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

  Levels generated : 11
  Levels visited   : 7
  Levels completed : 7

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

  Cyberdemon's Head          Killing the Cyberdemon w/o taking damage
  Medal of Prejudice         Won with 100% kills
  Shotgunnery Cross          Won & killed only with shotguns/fists
  Marksmanship Cross         Won & killed only with pistols/fists
  Sunrise Iron Fist          Won & killed only with your bare hands
  Hell Armorer Pin           Clear Hell's Armory/Deimos Lab
  Strongman Gold Badge       Win standard game using knives/fists HMP
  Strongman Platinum Badge   Win standard game using only fists HMP
  Strongman Diamond Badge    Win standard game fist-only HMP/100% kills

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

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

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

  Health 120/60   Experience 70708/13
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +9

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

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 3)
    Brute            (Level 3)
    Berserker        (Level 1)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Bru->Ber->Bad->MVm->Fin->Fin->TaN->TaN->Bad->TaN->Fin->

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

    [a] [ Armor      ]   powered red armor [5/5] (92%)
    [b] [ Weapon     ]   nothing
    [c] [ Boots      ]   plasteel boots [2/2] (82%) (A)
    [d] [ Prepared   ]   nothing

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

    [a] missile launcher (6d6) [4/4]
    [b] duelist armor [2/2] (100%)
    [c] Azrael's Scythe (9d9)
    [d] large med-pack
    [e] large med-pack
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] phase device
    [j] homing phase device
    [k] homing phase device
    [l] envirosuit pack
    [m] envirosuit pack
    [n] power mod pack
    [o] power mod pack
    [p] power mod pack
    [q] technical mod pack
    [r] technical mod pack
    [s] bulk mod pack
    [t] hatred skull
    [u] tactical boots [0/0] (100%)

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

    bullet     - internal 60%   torso 60%   feet 60% 
    melee      - internal 60%   torso 85%   feet 60% 
    shrapnel   - internal 60%   torso 60%   feet 60% 
    acid       - internal 80%   torso 80%   feet 95% 
    fire       - internal 80%   torso 95%   feet 95% 
    plasma     - internal 80%   torso 80%   feet 80% 

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

    66 former humans
    88 former sergeants
    30 former captains
    64 imps
    41 demons
    312 lost souls
    32 cacodemons
    22 hell knights
    17 barons of hell
    40 arachnotrons
    9 former commandos
    19 pain elementals
    4 revenants
    18 mancubi
    9 arch-viles
    5 elite former humans
    5 elite former sergeants
    2 elite former captains
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he found the Grammaton Cleric Beretta!
  On level 9 he found the Cybernetic Armor!
  On level 9 he assembled a tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  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 19 he assembled a power armor!
  On level 19 he invaded the Unholy Cathedral!
  On level 19 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 taste blood!
 You hit the Spider Mastermind. You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
 berserk! You need to taste blood!
 You need to taste blood!
 The Spider Mastermind hits you. That hurt! You're going berserk! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You need to taste blood!
 You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
 You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now.

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

 152 brave souls have ventured into Phobos:
 111 of those were killed.
 1 of those was killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 1 couldn't handle the stress and committed a stupid suicide.

 37 souls destroyed the Mastermind...
 2 sacrificed itself for the good of mankind.
 22 killed the bitch and survived.
 13 showed that it can outsmart Hell itself.

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

 6 
 on: April 15, 2025, 10:07 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Beta 7 is up!

This one is VERY small feature wise, because there have been tons of trait code changes and I'd really like to test the stability of those changes ASAP.

There is however one huge change that will affect existing strategies - the enrage timer. At around 15 minutes ingame-time (around 15*60 moves), enemies become enraged - increased speed, accuracy, hunting flag and HALVED XP. This is done to counteract mass-wait in corner strategies that really don't have much to do with fun in the long run. Thanks to that I am able to partially revert the patrol change - some AI now patrols, some doesn't. Tell me what you think!

Also, be on very careful lookout to make sure all traits work as they did - most of them were moved from Pascal to Lua since the last version, including most Masters!

DoomRL 0.9.9.9 BETA 7 Windows LQ

Code: [Select]
0.9.9.9 BETA 7
[new] -- GH#252: staying too long on a level will enrage the enemies
[mod] -- GH#252: only some enemies keep to their patrol area
[mod] -- GH#000: enemy melee damage now randomized
[mod] -- GH#000: Malicious Blades will double damage of thrown knives
[fix] -- GH#241: clearing of level feeling on death/restart [brisbang]
[fix] -- GH#113: thermonuclear explosions on Abyssal Plains/Containment area count also clear the traps [brisbang]
[fix] -- GH#232: fixed Abyssal Plains trap not always triggering [brisbang]
[fix] -- GH#100: completion of Ao666 reports 666 levels completed [brisbang]

 7 
 on: April 09, 2025, 22:17 
Started by Omega Tyrant - Last post by Omega Tyrant
A bit of an update, 0.9.9.9 is still under development and seems still a while way from releasing, but seeing how more significant additions and balance changes than I anticipated are coming to it (some of which already been implemented in the betas, and some more planned), as well as some fundamental reworkings of Nightmare (the difficulty that most Diamond and Angelic badges require), I'm thinking I am going to separate the 0.9.9.8 badges to their own post after all, as the difficulty of obtaining each badge may significantly alter (or otherwise require strategy adjustments). In the meantime however, I decided to add new headings to indicate which mastery (or lack of) each listed mortem used; when browsing the old Badge Hunters thread, something I always wanted to immediately know was which build each run used (whether it be because I wanted to see the mortem of a specific build or to note which builds were most commonly used for a given badge), but you had to click the links to each individual mortem to get that info, making getting that info tedious. So I thought to make getting that important info more convenient in this new Badge Hunters thread, hopefully others find those new headings useful.

 8 
 on: April 09, 2025, 21:41 
Started by Kantarza - Last post by Omega Tyrant
Oh very nice, a new Angelic mortem for 0.9.9.8.

Quote
As @OmegaTyrant mentioned, Vampyre is game-shattering but after getting through the dungeon, I struggle to believe you could make it another way. As you work your way into the latter half of the game, some levels started with over 200 monsters. Navigating that without berserk and healing seems improbable without savescumming.

Oh A666 on Nightmare without Vampyre is definitely doable, back in 0.9.9.7 there were five verified Centurial Angelic mortems, and none of them did it with Vampyre (granted Vampyre wasn't absurdly broken then, but it was still the best mastery on N!), while a couple didn't have Berserker either (though unless your mastery blocks it, I think you should always pick up Berserker in A100/666, as aside from being a very powerful trait in general, it's a very nice failsafe if you get surprised by a big hit at a bad time or run out of ammo without any sort of nano weapon). By the time you encounter such absurdly dense floors, you should have the firepower to kill enemies swiftly and the armor to withstand many hits.

Quote
I only found about 1 chainsaw every 100 levels, the first at 120 and the second at 230. Possibly they were being blown up but chainsword (P) is a perfectly fine weapon.

Yeah a P Chainsword can be surprisingly sufficient with a few levels of Brute, another reason Vampyre is broken is because you don't even need the Chainsaw nor any of the melee artifacts to just steamroll through everything, just the Chainsword is enough to destroy everything (and then if you do get the Chainsaw or the melee artifacts...).

Quote
Given you don’t need armor, focus on speed (and onyx protection purely for comfort). Faster means more you, less monsters and less pressing enter to get through the messages. Phaseshift APO armor is awesome, as are antigrav plasteel boots. Down to 0.16s while berserk (i.e. always since early on).

With 0.9.9.8 Vampyre, yeah you want to prioritize speed on your armors, suddenly the Hellrunner block becomes rather irrelevant when you're able to run around with Phaseshift Armor everywhere while still reducing basically every hit to 1 damage. The upcoming Marine and berserk resistance nerfs in 0.9.9.9, as well as Vampyre's TaN block, may change the math on that though.

Quote
All nests are comfortably clearable except nightmare arachnotrons. I did one to show I could and then skipped the rest. Very risky in open arenas.

If you're not going for all kills and you don't see anything nice on the level, I agree to just get out of Nightmare Arachnotron caves ASAP, they're probably the only level that can actually threaten Vampyre when enough of them shooting at you at once can instantly deplete all your HP, even Shambler levels would be preferable for Vampyre (which are normally I think the nastiest level you can encounter for most builds).

Quote
If you weren't sure, you can reach level 25 before dungeon level 100 by clearing levels. I think I got there about dlevel 89.

Indeed, in versions prior to 0.9.9.7 (where A666 and dual angels were first added), the only way to get the Experience Cross was to play A100 on N! (but now you can do it on any difficulty by playing A666 or doing a dual angel of A100 + AoD).

Quote
Finally, a big shout out to OmegaTyrant for his great advice, and Epyon for giving me so much fun!

Happy to see my advice helps! I've also updated the Badge Hunters thread with your mortem for Centurial Angelic and Technician Diamond, it's great to get a bit more activity there before 0.9.9.9 drops.

 9 
 on: April 09, 2025, 07:50 
Started by Kantarza - Last post by Kantarza
I've been continuing to work through achievements and I was now trying to get all assemblies and artifacts. I played HNTR Ao100+AoMr and found 2 dragonslayers which I had to leave behind. Then I played two Ao100 vampyres merely to find a single nano in each. After looking at the plat achievements I had yet to collect, I really wanted to take out the assemblies, artifacts and char level 25.

So I decided to go back on my word and take on 666 knowing it would mean lots more artifacts and hopefully nano kits. As @OmegaTyrant mentioned, Vampyre is game-shattering but after getting through the dungeon, I struggle to believe you could make it another way. As you work your way into the latter half of the game, some levels started with over 200 monsters. Navigating that without berserk and healing seems improbable without savescumming.

I didn't find it much of a grind even though it was 10.5hrs. The first 100 was interesting as I was level clearing, and the second 100 fine. After about 300, when the monsters picked up, and I finally got dragonslayer and the last nano I needed, I started to dive more seriously.
* I only found about 1 chainsaw every 100 levels, the first at 120 and the second at 230. Possibly they were being blown up but chainsword (P) is a perfectly fine weapon.
* In the early game I spent a lot of time clearing the full map, looking for nanos.
* Antigrav boots were awesome. Far less time taking damage, and realising that they self-heal is great. At one point I just pottered about on a lava elemental level and checked them, only to find they were at 2%. Phew!
* Picking up Hell's staff was great for diving because it was a free phase and potentially more, opening up the possibility of quicker access to stairs (ideally), a computer map (pretty good) or just health to try another phase.
* Getting Cerberus boots early on is very helpful to have the confidence to walk anywhere and destroy ranged monsters. Later on antigrav boots are the better trade - reducing hits (and they regenerate).
* Given you don’t need armor, focus on speed (and onyx protection purely for comfort). Faster means more you, less monsters and less pressing enter to get through the messages. Phaseshift APO armor is awesome, as are antigrav plasteel boots. Down to 0.16s while berserk (i.e. always since early on).
* All nests are comfortably clearable except nightmare arachnotrons. I did one to show I could and then skipped the rest. Very risky in open arenas.
* Levels get very dense later on.
* Felt good to get a full victory

Tips for newcomers:
* Don’t bother nuking or going for levers – you won’t get the achievement.
* If you weren't sure, you can reach level 25 before dungeon level 100 by clearing levels. I think I got there about dlevel 89.

My favorite moment was having some fun in a pain elemental nest. Got up to 480 monsters left on the level!

Finally, a big shout out to OmegaTyrant for his great advice, and Epyon for giving me so much fun!

--------------------------------------------------------------
 DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------

 Kantarza, level 25 Arch-Vile Colonel Marine,
 completed 100 levels of torture on level 666 of Hell.
 He survived 277410 turns and scored 32307425 points.
 He played for 10 hours, 33 minutes and 9 seconds.
 He opposed the Nightmare!

 He killed 18694 out of 61103 hellspawn. (30%)
 He was an Archangel of 666!

 He saved himself 11 times.

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

  Levels generated : 0
  Levels visited   : 0
  Levels completed : 0

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

  UAC Star (gold cluster)    100+ kills without taking damage
  Experience Cross           Reach experience level 25
  Apostle Insignia           Awarded for killing the Apostle
  Technician Platinum Badge  Discover all advanced assemblies
  Technician Diamond Badge   Discover all assemblies
  Armorer Gold Badge         Discover all exotics/uniques
  Centurial Angelic Badge    Complete ArchAo666 on N!

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

  ###########################################################
  #####################=####..^.###.##.#####.=##..|.##%######
  #################===#=#####..#%.%.......##.%=c%...%##%#####
  ##################===###|}##.......%.%^..%==.%.##.#.%######
  ##################====#....%%%%%.%%....%.=====#####...#####
  ##################===.##...%...%%%..%...#..=..###..#%..%%..
  #################==##..##.%.....%..%..%%.%.%#.#####%%%..%..
  ##################=..#%.#.%%.%...............##..#..%%%%...
  #################=##..##.#..........%...%.......#%.#....#.#
  ##################====%.X......%%....%.%..........%...%%...
  ##################..==%..%%.....%.%%%.........%..%..#.....%
  ###################.%\%%..%%....%..%.%..%%#.%.%......%..[##
  ##################%.%....%.%...##.#........#.%...#...##%#.#
  ############.#####...........%.%.%....%...###.%......#####%
  ###########.#...##...............%.......#....%...#.#####..
  ###########%###.#..[%%..%...=.....%...#..#.....%.#%######..
  ############%.##%..#####=====.#%%...%......#%.#.########.##
  ############.....%#####=.====%.#...%.%%..%..%.#############
  ############...##########%==##.#.#.%...##...%##############
  ###########################################################

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

  Health 120/60   Experience 5721632/25
  ToHit Ranged +10  ToHit Melee +20  ToDmg Ranged +0  ToDmg Melee +15

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

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 3)
    Eagle Eye        (Level 5)
    Brute            (Level 5)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Ber->TaN->Bad->MVm->TaN->Bad->Fin->Fin->WK->TaN->WK->Bru->Fin->Bru->Bru->EE->EE->Int->Int->EE->EE->EE->Jug->

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

    [a] [ Armor      ]   Berserker Armor [4]
    [b] [ Weapon     ]   Dragonslayer (9d9)
    [c] [ Boots      ]   antigrav plasteel boots [2/2] (100%) (A)
    [d] [ Prepared   ]   nothing

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

    [a] Mother-In-Law (6d9) [1/1] (T1)
    [b] Trigun (3d6) [6/6]
    [c] phaseshift armor [4] (AOP)
    [d] cerberus gothic armor [0] (O)
    [e] ripper (6d6) (T)
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] homing phase device
    [k] homing phase device
    [l] Hell Staff
    [m] cerberus plasteel boots [0/0] (100%) (A)
    [n] antigrav phaseshift boots [4/4] (100%)
    [o] Nyarlaptotep's Boots [6/6] (100%)

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

    bullet     - internal 60%   torso 95%   feet 60% 
    melee      - internal 60%   torso 95%   feet 60% 
    shrapnel   - internal 60%   torso 95%   feet 60% 
    acid       - internal 80%   torso 80%   feet 95% 
    fire       - internal 80%   torso 80%   feet 95% 
    plasma     - internal 80%   torso 80%   feet 80% 

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

    732 former humans
    1505 former sergeants
    2291 former captains
    149 imps
    69 demons
    2406 lost souls
    731 cacodemons
    534 hell knights
    1928 barons of hell
    590 arachnotrons
    49 former commandos
    551 pain elementals
    1044 revenants
    1358 mancubi
    1799 arch-viles
    92 nightmare imps
    382 nightmare cacodemons
    911 nightmare demons
    308 nightmare arachnotrons
    98 nightmare arch-viles
    26 elite former humans
    14 elite former sergeants
    126 elite former captains
    95 elite former commandos
    311 bruiser brothers
    260 shamblers
    118 lava elemental
    69 agony elementals
    147 Cyberdemons
    1 Apostle

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

  On level 13 he assembled a chainsword!
  On level 31 he assembled a cerberus boots!
  On level 32 he found the Cybernetic Armor!
  On level 34 he stumbled into a nightmare demon cave!
  On level 37, hell froze over!
  On level 38 he ran for his life from lava!
  He sounded the alarm on level 41!
  On level 41 he found the Berserker Armor!
  On level 42 he ran for his life from acid!
  On level 43 he was stumbling in the dark!
  On level 45 he ran for his life from lava!
  On level 46 he ran for his life from lava!
  On level 47, hell froze over!
  Level 50 blasted him with an unholy atmosphere!
  On level 54 he was targeted for extermination!
  On level 54 he assembled a cerberus armor!
  Level 55 blasted him with an unholy atmosphere!
  On level 55 he found the Mega Buster!
  On level 56 he was stumbling in the dark!
  On level 59 he was targeted for extermination!
  On level 61 he ran for his life from lava!
  On level 64 he found the Hellwave Pack!
  Level 69 was a hard nut to crack!
  On level 69 he assembled a antigrav boots!
  Level 70 was a hard nut to crack!
  On level 75 he stumbled into a nightmare arachnotron cave!
  On level 76 he assembled a Mother-In-Law!
  On level 79 he stumbled into a nightmare cacodemon cave!
  On level 82 he found the Acid Spitter!
  On level 83 he was targeted for extermination!
  On level 85 he stumbled into a complex full of Cyberdemons!
  On level 87 he stumbled into a lava elemental cave!
  Level 89 blasted him with an unholy atmosphere!
  On level 98 he stumbled into a nightmare cacodemon cave!
  On level 99 he found the Anti-Freak Jackal!
  Level 110 was a hard nut to crack!
  Level 111 was a hard nut to crack!
  He left level 113 as soon as possible.
  On level 115, hell froze over!
  On level 118 he was targeted for extermination!
  On level 122 he ran for his life from lava!
  On level 124 he was stumbling in the dark!
  On level 127 he found the Shielded Armor!
  On level 128 he found the Charch's Null Pointer!
  Level 130 blasted him with an unholy atmosphere!
  On level 132 he was bombarded!
  He left level 136 as soon as possible.
  On level 138 he found the Medical Powerarmor!
  Level 139 blasted him with an unholy atmosphere!
  He left level 142 as soon as possible.
  On level 143 he found the Subtle Knife!
  He left level 144 as soon as possible.
  He left level 155 as soon as possible.
  On level 165 he assembled a nano-shrapnel!
  On level 166 he ran for his life from lava!
  He left level 167 as soon as possible.
  He left level 168 as soon as possible.
  He left level 173 as soon as possible.
  He left level 174 as soon as possible.
  He left level 175 as soon as possible.
  On level 184 he found the BFG 10K!
  He left level 185 as soon as possible.
  On level 186 he was walking in fire!
  He left level 187 as soon as possible.
  He left level 190 as soon as possible.
  On level 191 he stumbled into a nightmare demon cave!
  On level 192 he stumbled into a complex full of Cyberdemons!
  On level 192 he found the Necroarmor!
  On level 194 he was stumbling in the dark!
  He left level 194 as soon as possible.
  On level 195 he stumbled into a complex full of arch-viles!
  On level 199 he stumbled into a complex full of arch-viles!
  On level 201 he stumbled into a nightmare arachnotron cave!
  He left level 202 as soon as possible.
  He left level 204 as soon as possible.
  He left level 205 as soon as possible.
  He left level 206 as soon as possible.
  He left level 207 as soon as possible.
  Level 210 was a hard nut to crack!
  On level 212 he stumbled into a nightmare demon cave!
  He left level 212 as soon as possible.
  On level 213 he ran for his life from lava!
  On level 214 he found the Railgun!
  On level 215 he stumbled into a nightmare demon cave!
  On level 216 he encountered an armed nuke!
  He left level 216 as soon as possible.
  He left level 217 as soon as possible.
  He left level 218 as soon as possible.
  He left level 219 as soon as possible.
  On level 220 he stumbled into a nightmare demon cave!
  He left level 220 as soon as possible.
  He left level 222 as soon as possible.
  On level 223 he was targeted for extermination!
  On level 223 he found the Revenant's Launcher!
  On level 224 he ran for his life from lava!
  He left level 226 as soon as possible.
  He left level 227 as soon as possible.
  On level 228 he ran for his life from lava!
  On level 229 he stumbled into a nightmare demon cave!
  On level 230 he stumbled into a complex full of bruiser brothers!
  Level 230 was a hard nut to crack!
  On level 234 he found the Jackhammer!
  He left level 239 as soon as possible.
  He left level 244 as soon as possible.
  On level 245 he stumbled into a nightmare demon cave!
  He left level 245 as soon as possible.
  He left level 246 as soon as possible.
  On level 248 he was targeted for extermination!
  He left level 248 as soon as possible.
  On level 251 he assembled a ripper!
  Level 253 was a hard nut to crack!
  He left level 254 as soon as possible.
  Level 255 was a hard nut to crack!
  He left level 256 as soon as possible.
  On level 259 he stumbled into a nightmare cacodemon cave!
  He left level 259 as soon as possible.
  He left level 260 as soon as possible.
  On level 261 he ran for his life from acid!
  Level 262 was a hard nut to crack!
  On level 262 he found the Mjollnir!
  On level 263 he ran for his life from lava!
  He left level 264 as soon as possible.
  He left level 265 as soon as possible.
  He left level 268 as soon as possible.
  He left level 269 as soon as possible.
  On level 270, hell froze over!
  He left level 270 as soon as possible.
  On level 271, hell froze over!
  On level 272 he was bombarded!
  He left level 273 as soon as possible.
  He left level 274 as soon as possible.
  He left level 279 as soon as possible.
  Level 281 blasted him with an unholy atmosphere!
  On level 282 he found the Malek's Armor!
  He left level 284 as soon as possible.
  On level 285 he stumbled into a lava elemental cave!
  He left level 286 as soon as possible.
  He left level 288 as soon as possible.
  He left level 290 as soon as possible.
  On level 293 he stumbled into a nightmare cacodemon cave!
  He left level 293 as soon as possible.
  He left level 294 as soon as possible.
  He left level 295 as soon as possible.
  He left level 296 as soon as possible.
  He left level 297 as soon as possible.
  He left level 298 as soon as possible.
  On level 299 he stumbled into a nightmare demon cave!
  He left level 299 as soon as possible.
  On level 300 he stumbled into a complex full of arch-viles!
  He sounded the alarm on level 303!
  He left level 304 as soon as possible.
  On level 307, hell froze over!
  He left level 307 as soon as possible.
  He left level 308 as soon as possible.
  He left level 309 as soon as possible.
  On level 311 he found the Trigun!
  He left level 312 as soon as possible.
  He left level 314 as soon as possible.
  He left level 316 as soon as possible.
  On level 318 he encountered an armed nuke!
  He left level 318 as soon as possible.
  He left level 319 as soon as possible.
  Level 321 blasted him with an unholy atmosphere!
  He left level 323 as soon as possible.
  On level 324 he stumbled into a nightmare cacodemon cave!
  He left level 324 as soon as possible.
  On level 325 he ran for his life from lava!
  He left level 326 as soon as possible.
  Level 328 blasted him with an unholy atmosphere!
  He left level 329 as soon as possible.
  He left level 330 as soon as possible.
  On level 331, hell froze over!
  He left level 332 as soon as possible.
  He left level 333 as soon as possible.
  On level 335 he stumbled into a nightmare cacodemon cave!
  He left level 335 as soon as possible.
  He left level 336 as soon as possible.
  On level 337 he stumbled into a nightmare arachnotron cave!
  He left level 337 as soon as possible.
  On level 338 he stumbled into a nightmare arachnotron cave!
  He left level 338 as soon as possible.
  He left level 341 as soon as possible.
  On level 342 he stumbled into a nightmare arachnotron cave!
  He left level 343 as soon as possible.
  He left level 344 as soon as possible.
  Level 345 was a hard nut to crack!
  He left level 345 as soon as possible.
  He left level 346 as soon as possible.
  On level 347, hell froze over!
  He left level 350 as soon as possible.
  He left level 353 as soon as possible.
  Level 356 was a hard nut to crack!
  He left level 356 as soon as possible.
  On level 358 he was stumbling in the dark!
  He left level 358 as soon as possible.
  On level 363 he stumbled into a nightmare arachnotron cave!
  He left level 364 as soon as possible.
  He left level 365 as soon as possible.
  He left level 367 as soon as possible.
  He left level 368 as soon as possible.
  He left level 369 as soon as possible.
  On level 370 he stumbled into a complex full of arch-viles!
  On level 372 he found the Hell Staff!
  On level 375 he stumbled into a nightmare demon cave!
  He left level 375 as soon as possible.
  He left level 376 as soon as possible.
  He left level 377 as soon as possible.
  On level 379, hell froze over!
  He left level 380 as soon as possible.
  He left level 382 as soon as possible.
  Level 384 blasted him with an unholy atmosphere!
  On level 386 he stumbled into a nightmare arachnotron cave!
  He left level 386 as soon as possible.
  He left level 387 as soon as possible.
  He left level 388 as soon as possible.
  He left level 389 as soon as possible.
  On level 390 he ran for his life from acid!
  On level 390 he found the Dragonslayer!
  He left level 391 as soon as possible.
  He left level 395 as soon as possible.
  He left level 396 as soon as possible.
  On level 397 he stumbled into a nightmare demon cave!
  He left level 397 as soon as possible.
  On level 398 he ran for his life from lava!
  He left level 400 as soon as possible.
  He left level 403 as soon as possible.
  He left level 405 as soon as possible.
  On level 407 he stumbled into a nightmare arachnotron cave!
  He left level 407 as soon as possible.
  He left level 409 as soon as possible.
  On level 412 he stumbled into a nightmare cacodemon cave!
  He left level 412 as soon as possible.
  On level 413 he was stumbling in the dark!
  He left level 413 as soon as possible.
  He left level 414 as soon as possible.
  On level 419 he stumbled into a nightmare demon cave!
  On level 420 he stumbled into a complex full of mancubi!
  He left level 420 as soon as possible.
  He left level 421 as soon as possible.
  He left level 423 as soon as possible.
  He left level 424 as soon as possible.
  He left level 427 as soon as possible.
  On level 430 he was stumbling in the dark!
  Level 431 blasted him with an unholy atmosphere!
  He left level 431 as soon as possible.
  On level 437 he ran for his life from lava!
  On level 438 he stumbled into a agony elemental cave!
  He left level 439 as soon as possible.
  He left level 440 as soon as possible.
  On level 441 he stumbled into a nightmare cacodemon cave!
  He left level 441 as soon as possible.
  He left level 442 as soon as possible.
  On level 447 he assembled a antigrav boots!
  He left level 449 as soon as possible.
  He left level 450 as soon as possible.
  On level 452 he encountered an armed nuke!
  On level 453 he stumbled into a complex full of arch-viles!
  On level 453 he ran for his life from acid!
  On level 454 he stumbled into a complex full of arch-viles!
  He left level 455 as soon as possible.
  On level 457 he ran for his life from acid!
  He left level 458 as soon as possible.
  He left level 462 as soon as possible.
  He left level 463 as soon as possible.
  On level 468 he stumbled into a nightmare arachnotron cave!
  He left level 468 as soon as possible.
  Level 472 was a hard nut to crack!
  He left level 472 as soon as possible.
  On level 475 he stumbled into a nightmare arachnotron cave!
  On level 477 he stumbled into a nightmare arachnotron cave!
  He left level 477 as soon as possible.
  He left level 478 as soon as possible.
  On level 479 he ran for his life from lava!
  Level 484 blasted him with an unholy atmosphere!
  He left level 485 as soon as possible.
  On level 489 he stumbled into a agony elemental cave!
  On level 492 he was stumbling in the dark!
  On level 492 he found the Grammaton Cleric Beretta!
  He left level 492 as soon as possible.
  He sounded the alarm on level 496!
  On level 498 he stumbled into a nightmare cacodemon cave!
  He left level 499 as soon as possible.
  He left level 502 as soon as possible.
  Level 503 was a hard nut to crack!
  He left level 503 as soon as possible.
  On level 504 he stumbled into a nightmare arachnotron cave!
  He left level 504 as soon as possible.
  He left level 505 as soon as possible.
  Level 508 blasted him with an unholy atmosphere!
  On level 509 he stumbled into a nightmare demon cave!
  On level 511 he stumbled into a complex full of arch-viles!
  On level 512 he was stumbling in the dark!
  Level 513 was a hard nut to crack!
  On level 514 he stumbled into a complex full of arch-viles!
  He sounded the alarm on level 514!
  He left level 514 as soon as possible.
  On level 516 he ran for his life from lava!
  He left level 516 as soon as possible.
  He left level 519 as soon as possible.
  On level 520 he ran for his life from lava!
  He left level 520 as soon as possible.
  On level 521 he encountered an armed nuke!
  He left level 522 as soon as possible.
  On level 523 he was walking in fire!
  He left level 524 as soon as possible.
  On level 525 he was bombarded!
  He left level 525 as soon as possible.
  He left level 526 as soon as possible.
  On level 530 he stumbled into a complex full of arch-viles!
  On level 532 he was targeted for extermination!
  On level 536 he was stumbling in the dark!
  He left level 536 as soon as possible.
  On level 540 he stumbled into a nightmare arachnotron cave!
  He left level 540 as soon as possible.
  He left level 543 as soon as possible.
  He left level 545 as soon as possible.
  On level 548 he stumbled into a nightmare cacodemon cave!
  On level 549 he found the Nyarlaptotep's Boots!
  He left level 549 as soon as possible.
  On level 550 he ran for his life from lava!
  He left level 553 as soon as possible.
  He left level 554 as soon as possible.
  He sounded the alarm on level 559!
  He left level 560 as soon as possible.
  Level 563 was a hard nut to crack!
  He left level 565 as soon as possible.
  On level 566 he stumbled into a nightmare cacodemon cave!
  He left level 566 as soon as possible.
  He left level 568 as soon as possible.
  Level 569 was a hard nut to crack!
  Level 571 was a hard nut to crack!
  He left level 571 as soon as possible.
  He left level 572 as soon as possible.
  He left level 575 as soon as possible.
  On level 576 he stumbled into a nightmare demon cave!
  He left level 576 as soon as possible.
  He left level 577 as soon as possible.
  Level 578 blasted him with an unholy atmosphere!
  He left level 578 as soon as possible.
  On level 579 he stumbled into a nightmare demon cave!
  He left level 579 as soon as possible.
  On level 580 he stumbled into a nightmare arachnotron cave!
  He left level 580 as soon as possible.
  He left level 583 as soon as possible.
  He sounded the alarm on level 585!
  He sounded the alarm on level 587!
  On level 588 he ran for his life from lava!
  He left level 589 as soon as possible.
  He left level 591 as soon as possible.
  On level 593 he ran for his life from lava!
  He left level 594 as soon as possible.
  On level 595 he ran for his life from lava!
  He left level 598 as soon as possible.
  On level 601 he ran for his life from lava!
  On level 602 he stumbled into a nightmare demon cave!
  He left level 603 as soon as possible.
  He left level 604 as soon as possible.
  On level 607 he stumbled into a nightmare cacodemon cave!
  Level 609 blasted him with an unholy atmosphere!
  He left level 609 as soon as possible.
  On level 611 he was stumbling in the dark!
  He left level 611 as soon as possible.
  He left level 613 as soon as possible.
  On level 615 he stumbled into a nightmare arachnotron cave!
  He left level 615 as soon as possible.
  He left level 616 as soon as possible.
  He left level 618 as soon as possible.
  On level 619 he was targeted for extermination!
  He left level 619 as soon as possible.
  He left level 620 as soon as possible.
  On level 621 he stumbled into a nightmare cacodemon cave!
  He left level 621 as soon as possible.
  On level 622, hell froze over!
  He left level 625 as soon as possible.
  He left level 628 as soon as possible.
  Level 631 was a hard nut to crack!
  On level 636, hell froze over!
  He left level 636 as soon as possible.
  Level 638 was a hard nut to crack!
  He left level 639 as soon as possible.
  He left level 641 as soon as possible.
  Level 642 blasted him with an unholy atmosphere!
  He left level 645 as soon as possible.
  On level 648 he stumbled into a nightmare demon cave!
  He left level 649 as soon as possible.
  On level 650 he encountered an armed nuke!
  On level 652 he was bombarded!
  On level 653 he stumbled into a nightmare arachnotron cave!
  He left level 653 as soon as possible.
  He left level 654 as soon as possible.
  He left level 656 as soon as possible.
  He left level 657 as soon as possible.
  He left level 658 as soon as possible.
  He left level 659 as soon as possible.
  He sounded the alarm on level 661!
  He left level 662 as soon as possible.
  He left level 663 as soon as possible.
  He left level 664 as soon as possible.
  He left level 665 as soon as possible.
  On level 666 he stumbled into a nightmare demon cave!
  On level 666 he finally completed 100 levels of torture.

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

 You hit the Apostle. The nightmare demon hits you. You need to taste blood!
 You hit the Apostle. The nightmare cacodemon hits you. You are engulfed in
 flames! That hurt! You're going berserk! The nightmare demon hits you. You
 need to taste blood!
 Unknown command. Press "h" for help.
 You hit the Apostle. The Apostle dies. You're going berserk! You need to taste
 blood!
 You hit the nightmare demon. The nightmare demon dies. The nightmare cacodemon
 hits you. You need to taste blood!
 You hit the nightmare cacodemon. The nightmare cacodemon dies. You need to
 taste blood!
 There are stairs leading downward here. You need to taste blood!
 You're crazy, you know that, right? Hell, congratulations anyway! Press
 <Enter>...

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

 137 brave souls have ventured into Phobos:
 97 of those were killed.
 1 of those was killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 1 couldn't handle the stress and committed a stupid suicide.

 36 souls destroyed the Mastermind...
 2 sacrificed itself for the good of mankind.
 21 killed the bitch and survived.
 13 showed that it can outsmart Hell itself.

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

 10 
 on: April 06, 2025, 21:53 
Started by Omega Tyrant - Last post by Omega Tyrant
Kornel mentioned on his last stream how he found masteries too restrictive to build variety and suggested to me the idea of relaxing their prerequisites. I've seen several other high level DRL players express the opinion that going masterless was best in 0.9.9.7 because they preferred the freedom, so this certainly isn't a minority take. Previously, it seems the prereqs of masteries was baked into their balancing, but thinking of it, I think you could make all masteries require six levels without seriously buffing them, and it would address the weird inequality where only a few masteries before required less than seven levels. Making them all require five levels like the current generalist masteries would be too much though, it works for the generalist masteries as they don't grant such a large immediate power boost, but being able to get game-changing masteries like Vampyre, Ammochain, Shottyhead, and Sharpshooter by level 5 would give a significant advantage over masterless builds and other masteries that don't provide such a large immediate power boost. As for making all masteries have only two blocks, I think it could almost work, most masteries would not be made broken with less blocks, but there are a couple where three blocks are pretty necessary like Vampyre. That concern could be solved however by just being willing to have an uneven level of blocks between each mastery (which considering the actual amount of traits blocked by each is already uneven because of basic trait blocks also blocking advanced traits that require them, it wouldn't be necessarily inconsistent). That said, I think this is how the prereqs of each mastery can be adjusted:

*Vampyre - Keep prereqs as is; all blocks are crucial to keeping it from being overpowered, but if all masteries are to only have two direct blocks, then Ironman would be the least powerful trait for Vampyre to unblock.

*Blademaster - Change the requirement of Brute 3 to Brute 2; Son of a Gun is the only block I think you can remove, BM wouldn't care about having SoG but being allowed TaN or SoB would be potentially too strong.

*Malicious Blades - Change the requirement of Dodgemaster to Hellrunner 2; you could unblock Tough as Nails to lessen the amount of masteries blocking it and so at least one melee mastery allows it, but it could be potentially too strong if TaN isn't toned down to 5% resistances per level, so you could unblock Eagle Eye instead with no risk of making MB overpowered.

*Bullet Dance - You could either change the requirement of Dualgunner to Son of a Gun 2, or change the requirement of Triggerhappy to Son of a Bitch 2, the latter would solve the glaring flaw of BD requiring a dead level but you would have to adjust Bullet Dance to not require TH to shoot an extra bullet, otherwise you would still be forced to take TH at some point to get any effect out of BD; you can remove the Intuition block.

*Gun Kata - Change the requirement of Dodgemaster to Hellrunner 2; I think all three blocks for Gun Kata are pretty necessary, but if one had to be unblocked, Son of a Bitch would be the least impactful unblock.

*Sharpshooter - Change the requirement of Eagle Eye 3 to Eagle Eye 2; Sharpshooter would like SoB but that could be potentially too strong, so I think unblocking TaN would be better and so not all three Pistol masteries allow SoB.

*Army of the Dead - Keep prereqs as is; remove the block on SoB.

*Shottyhead - Remove Hellrunner from prereqs; I would really like having SoB on Shottyhead but I'm certain that would be too strong, so Eagle Eye would be the least impactful trait to unblock, or you could justify keeping all three blocks.

*Fireangel - Change the requirement of Shottyman to Reloader 2; remove the block on SoG if Fireangel keeps its ability to turn all projectiles explosive (so it can better utilize that ability with pistols), or remove the block on EE if that ability is changed to Fireangel having larger spreads on Shotguns (to more enforce it being a Shotgun mastery).

*Ammochain - Change the requirement of Triggerhappy 2 to Triggerhappy 1; all three blocks are rather necessary for how strong Ammochain is, but you could remove the Ironman block if one had to go.

*Cateye - Keep prereqs as is; I'm thinking you could justify all three blocks here as Cateye would substantially benefit from any of these traits, but Reloader would be the most acceptable allowance if any are unblocked.

*Entrenchment - Change the Badass requirement to Tough as Nails 2; remove the SoG block, and I mentioned it before but Entrenchment should be blocked Berserker because of how strongly berserk resistances stack with the newly buffed Entrenchment, it could be either added as a third block or replace Reloader.

Then the Generalist masteries are already level 5 masteries and have only two blocks in the latest beta, so no need to suggest changes to their prereqs/blocks here.

____________________________________________

The following are just a few more proposals I threw around in the Discord server and am recording here so they don't get forgotten about.

*Fix the Assault Rifle

The Assault Rifle is a weird and rather worthless assembly, where for the hefty cost of three Agility mods on a rapid fire weapon, you get a weapon with less damaging bursts and overall worse DPS (especially once SoB is factored as you're firing half the shots), while you don't even save on ammo from the stronger individual shots, as the ammo consumption remains the same due to each shot consuming 2 ammo. The +3 accuracy boost is irrelevant too as the requisite Agility mods already gave that (and to think it was even worse prior to 0.9.9.8 with a +2 accuracy boost, making the weapon outright inferior). The only useful thing this assembly actually does is cut the weapon's reload time in half, but this just does not matter at all for Ammochain when it has both Reloader and the ability to fire so many shots before needing to reload, while other builds would rather a weapon that can more effectively kill things before needing to reload, or for extended fights, equip an ammo box to speed up their reloads. The Assault Rifle's current sorry state was the result of a hefty nerf when it was supposedly too strong in much older versions of DRL, so I looked up its pre-nerf stats on the wiki, and it was:

Damage: 2d5 x 2 shots (no extra ammunition cost)
Accuracy: +6 (+4 over the base Chaingun)
Fire time: 0.8 seconds
Reload time: 1.0 seconds
How to make: Chaingun + AAA

...Which doesn't seem overpowered at all? This weapon in fact has barely more DPS than the vanilla Chaingun before any levels of SoB (15 vs. 14, and it just increasingly falls behind with each level of SoB), so it was just saving you some marginal ammo, far from worth the hefty mod cost. Maybe it was stronger in an even older version of DRL than the wiki documents, but that would mean it got hit with a big nerf stick... and then nerfed again. As for what to do with this assembly, first I would make it only compatible with a 10mm chainfire weapon (so the Chaingun and Minigun); the Plasma Rifle already has the Hyperblaster, while the Laser Rifle and Nuclear Plasma Rifle certainly don't need this assembly, so something more unique to the 10mm Chainfire weapons would be better (as well as remove the headache of trying to balance this assembly for both the bullet and plasma weapons). Then for the stats, I would go:

Damage: +1 die, -1 sides (so both the Chaingun and Minigun would become 2d5), with half the shots (but without the double ammo cost).
Accuracy: +4 on the base weapon (so Chaingun becomes +6 and Minigun becomes +5).
Fire time: Original * 0.5 (so Chaingun becomes 0.5 seconds and Minigun becomes 0.6 seconds).
Reload time: Original * 0.5 (so Chaingun becomes 1.3 seconds and Minigun becomes 1.8 seconds).

This is almost the same as the original (it will now actually help you conserve ammo and I feel it needs to grant an extra point of accuracy over the requisite Agility mods, especially to better set it apart from the stronger Hyperblaster), but with much faster firing time; with 0.5 second firing speed, the Assault Rifle would have a DPS advantage over the vanilla Chaingun and Minigun (even with maxed out SoB), as well as grant more safety when firing while exposed. As huge an improvement as this is, I still see myself rarely making it; the Gatling Gun assembly offers an even bigger combat improvement on the Chaingun for a more economical mod investment, and just normal modding on the Chaingun and Minigun can outstrip the DPS potential of this proposed Assault Rifle (while I also ultimately would rather use those Agility mods on boots and armors, or a Plasma Rifle). But at least this assembly would have real use if you come across a surplus of Agility mods while playing a build with no Eagle Eye, or can at least be used to make the Minigun a lot less unwieldy without a bunch of EE and technical mods.

*Have less restrictions on Dual Angel combinations

Something I noticed when looking at valid Dual Angel combinations is how needlessly restrictive they are. Some combinations are obviously incompatible, like the weapon-locked challenges with each other, or any of AoCn, AoOC, and A100 together. But then I look at other restrictions and I just wonder why; why can't you do AoMC with the weapon-locked challenges nor AoH, why can't you do AoP and AoI together, why can't you do AoLT nor AoRA with A100, why can't you mix AoMs with over half the other challenges? Most of these combinations certainly wouldn't make things easier, and if that was otherwise a concern, the proposal of disallowing challenge-specific badges from Dual Angel runs can be implemented.

*Allow Firestorm mods to be applied to Shotguns, with the effect of increasing their spread by +1

Currently, finding a Firestorm mod as a Shotgun build is mostly a dud, all you can do with it is just slap it on the BFG, and if you're playing AoSh, you don't even have that option, making getting one in Hell's Armory/Deimos Lab particularly annoying. The proposed Blastproof Armor would give them another option if it's added, but when thinking of it, they should just be compatible with Shotguns themselves, and a fitting idea that came to mind is having it increase a Shotgun's spread size by +1 without any loss in dropoff damage, making the Shotgun even more effective against crowds. Also more ways to meaningfully mod Shotguns aside from loading them up with Power and Technical mods would be appreciated too.

*Nerf the amount of bullets that Former Captains carry from 100 to 40.

The amount of bullets that Captains carry always been rather absurd, as they would be very lucky to deplete the clip on their Chaingun a single time before they (or you) die, much less actually burn through 140 bullets. The main reason I'm proposing this though is with the SoG change, Pistols have become even more ammo efficient, so much so that when playing Pistols on the latest betas, I find myself just firing away at out of vision enemies without care for the extra ammo burned, as ammo is such little concern when bullets are as plentiful as they are and you need so relatively little to kill enemies. A single Captain can provide enough bullets to clear out a floor while still allowing me to exit the floor with all my bullet stacks filled out, and with multiple Captains on a floor, I may as well have infinite Pistol shots. The suggested 40 bullets ensures that should a Captain actually deplete their Chaingun's clip, they would be able to reload one more full clip before running out of ammo (as well as still retain being a nice ammo source in general).

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