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Messages - ZicherCZ

Pages: 1 ... 6 7 [8] 9 10 ... 53
106
Discussion / Re: Nightmare advice?
« on: January 28, 2017, 04:56 »
That reminds me, the description of the MB trait on the wiki is incorrect, it gives you 75% Melee resistance.
Description fixed on the Wiki.
If you find some other inconstencies, feel free to correct them. If you can't (I believe you can edit the Wiki only with 20+ posts in the forums, or a with Supporter ot higher rank), then ping me and I'll fix that when time permits.

107
Discussion / Re: Nightmare advice?
« on: January 25, 2017, 23:55 »
I don't know, wouldn't basically any melee build with a Ripper be able to pull that off?
You're right, even if this means a heavy trait investment for WK2 (2 traits if you're a Technician, 4 if you're not), and a bit of luck with finding the mods.
Quote
Just remembered something else I've been wondering about for a while, how much damage does Lost Souls actually deal? I just remember checking the wiki long ago and upon seeing the numbers there just said "BS". Most likely those numbers are from before the update that changed their AI and stats.
Again you're correct. I updated the Wiki page.

108
Discussion / Re: Nightmare advice?
« on: January 24, 2017, 23:56 »
Huh, that's what I would've guessed off the top of my head - though that sounded borderline broken so I didn't really think that was it.
IMHO, it's only "broken" for builds that can stunlock Spidey (i.e. can make her flinch consistently and fast enough).
The only builds that I can think of are Berserker builds with a chainsword at least (and those have to get in melee range first), and SoG5 Sharpshooters (SoG4 could probably work as well, with something better than a standard pistol, SoG3 would be too slow). Huge-damage weapons need to reload too often to be consistent.

109
Discussion / Re: Nightmare advice?
« on: January 23, 2017, 13:04 »
I thought I'd ask since I actually remembered, does anyone know what it means when the Mastermind flinches? I mean, mechanically in the game.
This means that Spidey took a hard enough damage from a single hit, and loses its next action. Note that since her speed is 150%, she can still act before you do, unless you are fast enough yourself.

Quote
... in his guide ...
Make it "in her guide" ;) (you probably couldn't have known, of course).

110
Discussion / Re: Any advice for the latter half of N! AoD/A100?
« on: January 22, 2017, 15:08 »
Cyberdemons don't, but I seem to remember shamblers leaving a corpse...
They may leave a corpse, but I can't recall ever seeing them resurrected (at least by Viles, and at least IMHE - I played UV Ao666 at that time, so N!/AoD ressurection was out of the question).
Cybies and Viles leave corpses as well, but these are coded to not allow their ressurection. Shambler may be that case as well.

111
Discussion / Re: Any advice for the latter half of N! AoD/A100?
« on: January 22, 2017, 05:43 »
You shouldn't meet harder enemies earlier than on UV (the level restrictions are the same for UV and N!). You can, however, meet more of them on a single floor.
Besides Viles (and nightmare viles), lost souls and elementals (pain, agony and lava) certainly do not respawn, as they do not leave a corpse to respawn from. For all I know, Cybies and Shamblers do not respawn as well, and everything else does.

112
Discussion / Re: Any advice for the latter half of N! AoD/A100?
« on: January 22, 2017, 00:40 »
You appear to be set up pretty well for the rest of the game :).

One thing to keep in mind are the enemies that are yet to appear. More and more elite humans, nightmare enemies, and even shamblers and Cybies will start to come in to say hello, and sometimes they will appear in single-monster levels. A nightmare-demon or even nightmare-arachnotron cave is a thing of, well, nightmares. Elite humans, on the other hand, carry improved weapons, all the way up to a napalm launcher.

So perhaps the only advice would be - don't get too cocky, have some escapes (phase devices FTW!) and use them sooner than later. I hope to see your mortem in the Century Lounge soon! :)

113
Discussion / Re: Nightmare advice?
« on: January 22, 2017, 00:26 »
That does give me a question - how do more berserk packs/berserker procs stack with a berserk effect already in progress? Linearly? Or is there a cap?
Well, procs from Berserker trait scale down with the number of turns you already have on your berserk counter (the more turns from previous procs remain, the less you gain from the next proc), and is hard-capped at 100 turns. See here: https://drl.chaosforge.org/wiki/Traits#Berserker
Berserk pack grants 50 turns (+25% if you are a N! Marine, +50% for lower-difficulty Marines). The Wiki gives no indication of scaling or a cap for Berserk packs - a little code-diving would be needed here.

And just by the way, the Wiki is a great knowledge base :).

114
Discussion / Re: Nightmare advice?
« on: January 21, 2017, 08:57 »
IMHO, you might have done better if you switched tactics to running and ran back to the left entrance. Running lowers enemy accuracy and increases you speed, so even if you would probably take a few bites, you could make it there. And once there, you could at least face the demons one at a time, instead of being surrounded by six of them ...

115
Discussion / Re: Quick questions thread!
« on: January 10, 2017, 00:00 »
Really dumb question from a returning player, does a sniper mod do anything at all on a shotgun? I don't think it does but just asking for confirmation.
IIRC, it doesn't do anything, and I think the game even calls you up on this ("What a waste" or something like that).

Edit: Eh, my mistake, that behavior would be firestorm mod. Sniper mod in itself doesn't do anything, but when combined with another mod (hint, hint) ...

116
Discussion / Re: Beating the Chained Court+ on AoD
« on: December 27, 2016, 04:33 »
You may also try "corpse-overwriting". The game allows only a single corpse on any single tile, so if you manage to kill an enemy so that it's corpse lands on another corpse (mind your knockback here), the previous corpse is destroyed and will not resurrect.

Also note that if a corpse revives after completing the level, the rewards for completion are already generated and yours for taking. You are not, however, eligible for any medals and badges that require the particular level to be completed (unless you kill that post-completion-revived, that is).

And one more thing to note - rocket launchers and their ilk are great for corpse destruction, certainly - but the rocket must hit something to explode in the first place. Thus , this strategy is slightly less viable in open spaces with no walls or enemies for the rocket to explode on.

117
Discussion / Re: Beating the Chained Court+ on AoD
« on: December 26, 2016, 11:45 »
I may be wrong here, but on AoD or N+, where enemies respawn, the level is not considered complete simply by killing every single enemy. Instead, to complete such levels, any and all creatures must be dead at a single moment (they may revive later still, but this shpuld not break the completion).

So I would guess that there is still something lurking in an area you thought for cleared.

118
General Discussion / Re: Congratulations!
« on: December 17, 2016, 02:22 »
:D

Well, as announced on Kickstarter, you know.

Probably it's not set up yet. In the place of core team, I would still be sleeping after KS, to restore the health for the development marathon.
Well, with three days of silence from Kornel et al, they are probably doing just that ;-).

And, for thelaptop, Inner Circle forum access is / will be available for backers ranked Supporter of Chaos and above.

119
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: December 13, 2016, 16:11 »
Congratulations to all of us - Jupiter Hell is coming!

120
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: December 13, 2016, 10:51 »
Stretch goal #1 reached!

Also, 2000 backers!

Now, can we reach stretch goal #2? So far it looks possible ...

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