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Messages - ZicherCZ

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76
General Discussion / Re: Any Update on the Inner Circle?
« on: April 12, 2017, 00:54 »
Heya I just saw from the KS update that the IC is active. I had the game pre-ordered and even have the backer status listed. I forget though did you need to be a specific tier?
True. For Inner Circle access, you need at least the Supporter of Chaos rank. Alpha builds will be available for Platinum Supporters, and beta builds for Early Bird Supporters (limited rank) and Supportes and above. Early Access will then be available for Player rank above.
For all I know, there is no telling when any of these post-IC phases will happen. Stay patient, and play some D**mRL in the meantime ;).

77
Post Mortem / Re: [U|91%|AoMr|YAVP] hello!
« on: March 27, 2017, 08:48 »
am i correct in assuming that if i make it after i get WK2 that i can also put in two more mods as technician?
It's one extra mod, not two. This works for any and all assemblies - if you finish them after you have WK2, you can slap a single extra mod on them. Doesn't matter whether it is a weapon, armor or boots, and it doesn't matter whether it is a basic, advanced or master assembly - it's always a single extra mod.

78
Post Mortem / Re: [U|91%|AoMr|YAVP] hello!
« on: March 24, 2017, 14:50 »
Damageless cyberdemon without DM? O.o

Impressive... And MSs must be stronger then I thought, or you had a lot of luck dodging.

MSs is extremely strong, once it gets rolling. Coupled with the weapon Khiijol had, it's entirely possible that Cybie had time for four or five rockets, before it fell. Careful timing, perhaps careful placement to dodge behind pillars and a bit of luck dodging in the open (HR2, tac boots and A-modded armor probably helped here) then could have done the job, even if not reliably.

79
Post Mortem / Re: [U|91%|AoMr|YAVP] hello!
« on: March 23, 2017, 08:02 »
Got it. Just for reference, you could have assembled an energy pistol as a secondary weapon - this is of great help against lost souls and revenants, and against inconvenient walls as well :)

80
Post Mortem / Re: [U|91%|AoMr|YAVP] hello!
« on: March 23, 2017, 00:39 »
A nice, clean Sharpshooter win - congratulations! Also, nice equipment you have there, both offensively and defensively.

I'll have a question too, if I may - just why didn't you go for a 100% killrate? You were set up perfectly. All too nasty enemies on floors 22 and 23, or did you just want to have the game done?

81
Post Mortem / Re: [M|AoMr|94%|18|YASD] Pistols are hard.
« on: March 01, 2017, 15:09 »
What's all this talk about drawbacks to the speedloader pistol?  I love speedloader pistols!  When combined with SoG, you have fast firing and fast reloading, so not only can they dish out a lot of punishment very quickly, they can sustain that punishment over a long period of time.

Compare that to the high power pistol which dishes out harder punishment but only in short bursts with an uncomfortably long pause in between.  I'd take a speedloader over high power pistol any day.

Perhaps the drawback you mean is that it uses an agility mod?  Perhaps it's just a reflection of a difference in my playing style, but in my opinion, it's worth it.

All you say is true, no doubt about that. In and of itself, a speedloader is a straight upgrade.

IMHO though, the higher damage of a high power pistol outweighs the larger clip and faster reloading of a speedloader once you reach SoG3, since you kill weaker enemies faster, and against tougher (armored) enemies the damage per clip seems about the same.

There is, however, an even more significant advantage to the high power pistol - knockback chance. At SoG3, the chance is ~27% per shot, and even a single hit, which applies knockback and forces an enemy to do an extra move, more than erases the difference in reload times. Just for reference, a speedloader has no knockback chance at SoG3.

All of this is IMHO, and my point of view is skewed towards Sharpshooters. I just feel that I have been doing quite a bit better with high-powers than with speedloaders.

Edit: There is one more point to mention - since I rarely ever use Dualgunner, I'm used to carry another pistol in my prepared slot and instead of reloading, I switch to that. Reloading a high-power pistol takes 1.2s, reloading a speedloader takes 0.6s, and switching to prepared slot takes 0.8s, so such a switch works like a poor man's speedloader itself.

But woe betide me if I run out of ammo in both guns, or I forget to reload both of them between fights :).

82
Moonshine Fox, clearing both Anomaly and Babel on UV damageless is enough for GK Diamond, even if you die afterwards.

Sereg, I'm looking forward to watch the video to see how you handled the Anomaly. That, in my experience, is the (much) harder part of GK Diamond requirement.

83
Post Mortem / Re: [M|AoMr|94%|18|YASD] Pistols are hard.
« on: March 01, 2017, 12:02 »
I was surprised to find I had Gold Gatekeeper. I must've had an invul on me when I got down there, because I can't even imagine how to do the Lost Soul spam room without damage.
Easily - there is no such room. Gatekeeper Gold requires you to kill Cybie damageless on HNTR+.Perhaps you have mistaken that for Gatekeeper Silver (damageless Anomaly on any difficulty, and there is no ambush on ITYTD)?

84
Post Mortem / Re: [M|AoMr|94%|18|YASD] Pistols are hard.
« on: March 01, 2017, 01:10 »
Erm...  you mean speedloaders, high-power pistols, storm bolters, energy pistols, nanomachic pistols, and demolition pistols aren't enough for you?  Or for that matter, combat pistols, blasters, Triguns, Anti-Freak Jackals, and Grammaton Cleric Berrettas?  It seems to me that there are quite a lot of pistols available, no "extreme lack" by any stretch.  What more do you want?

Well, beside the first two options, which are readily available, but have their own drawbacks, the next four are limited by Whizkid requirement (and mods requirement for those master assemblies), and the rest of them are completely luck-based, with quite low generation weights on top. It's entirely possible to never find a single exotic/unique pistol throughout the whole game. Not an "extreme lack" of options, perhaps, but "lack" of options is a fair call.

Edit: Just by the way, Phobos Lab and Military Base both contain a guaranteed combat shotgun near the exit (and by the time you finish that, you usually have enough mods for a tactical shotgun). If, on AoMr, this combat shotgun would be replaced with a blaster (or perhaps even some chance of a combat pistol instead), that could be greatly helpful to the challenge.

85
Post Mortem / Re: [M|AoMr|94%|18|YASD] Pistols are hard.
« on: February 28, 2017, 16:12 »
I completely agree that pistol runs are somewhat luck-based as far as equipment goes. You can only get so far with two standard pistols, and I remember playing an Ao100 run during which I had to stay with a high power standard pistol well until the seventies, and never met any single exotic/unique pistol throughout the entire game.

Speaking of high-power pistols - IMHO, two high-power pistols would serve your build better on this run than two T-modded ones. You would get 4 extra damage per dualshot on average, and you would also gain a 1/12 chance per shot for knockback. You would need to reload more often, sure - but with these guns you would still have a good chance of killing a single opponent before you need to reload.

You are also right about SoG3 - the DPS increase between SoG2 and SoG3 is ~75%. IMHO, picking up SoG3 immediately after Gun Kata (and leaving Finesse and Whizkid for one level later) might serve you well. In fact, you may consider going for SoG3 even before or right after Dualgunner. Then again, on HNTR you might not gain enough experience to reach WK with such delaying.

Since you are a Scout, use your speed. Barons, for example, have 100% speed, and as such are actually slower than you are. With MGK, you can easily squeeze either a dualshot or a move between any of its actions without a chance to retaliate - so simply try to dodge until it moves or fires, then fire and dodge again until it moves or fires again. Aside from reloading and fighting in corridors, you should be quite safe.

Similar tactics would work against a mancubus, but this case you don't want it to fire at all. But - mancubi are really sluggish (80% speed). You can best deal with them at the edge of LOS - with MGK you can dualfire twice and then move out of its LOS. It should follow you immediately, so just dualfire twice again and move out. Rinse and repeat. If you need to reload, move out of its LOS first.

Revenants are _the_ bane of pistol runs. 50% bullet resistance with 2 armor on top make you really feel like pea-shooting. Those energy pistols you wanted to assemble would help immensely. Otherwise, with MGK you are still faster then revenants, so you cas use the same strategy as against mancubi - only with a single dualshot between moves, and never ever use the Wait command while standing against them.

Also, consider switching to running tactics when needed, especially before you acquire Dodgemaster. Your accuracy will take hit, but enemies' accuracy will take an even harder hit, and it allows for quicker repositioning, for examplne when you need to reload.

I hope we will see a YAVP post from you soon enough :).

86
Play-By-Forum / Re: Screw Netflix
« on: February 28, 2017, 15:00 »
I'd made a wager with myself you'd be picking up on that one.

Who won? ;)

87
Play-By-Forum / Re: Screw Netflix
« on: February 28, 2017, 12:37 »
The very first ten minutes made me laugh several times. Looks like a really good way to waste time.

You have forgotten the faces of your fathers.

Long days and pleasant nights to you for that quote.

88
General Discussion / Re: Jupiter Hell concept art.
« on: February 28, 2017, 12:14 »
Zubrówka = berserk pack for mechs? ;)

89
Or unless playing on UV+. With a Sharpshooter build, you can still acquire Dodgemaster ways before encountering Cybie.

90
Post Mortem / Re: [M|AoMr|98%|19|YASD] Pistols are lots of fun
« on: February 27, 2017, 14:42 »
More love for Sharpshooters is always welcome. Hope to see a nice win soon! :)

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