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Messages - bolt_thundara

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16
Sweet. I'll probs only use that for after level cleanup, but it's still helpful to know.

I went ahead and reset my max wait to 100, which should help alot.

Since you're an expert on Sharpshooter builds, any general advice on what I should be doing in general? I've been playing on HNTR mode and sucking, but I tried a few HMP runs today. The extra XP was good, but I got chewed up more often than not by Former Captains with chain guns :/
Is it better to suck it up in hopes of eventually getting less deadly early runs or should I keep working at HNTR while I get better at the game?

Also, what's your opinion on special levels as a pistol wielder? Obviously UC and City Of Skulls are gonna suck (at least without a Plasma pistol). I generally do two rounds of Hell's Arena. I read somewhere on here that doing two rounds and then leaving is the most efficient way, since it gets decent benefit from the Arena while also leaving you doing the "easy" Chained Court. I pretty much did EVERYTHING except UC on my MAD runs, since it starts off so strong and never really falls off. I even cleared the Mortuary with "just" a Super Shotgun.

17
Can I safely assume this means the other run commands are also comma + button? Like comma + D runs left for awhile? If so, does it also auto-stop on seeing an enemy?

18
Yeah, I finished my MAD run in my other topic and am now trying to set up a Sharpshooter run, before eventually doing *some* sort of Scout run for the first time (maybe a Cateye run to complete the Trifecta). I'd love to hear some good advice over there, since I am CONSISTENTLY getting my ass handed to me sometime right after Anomaly (assuming the run doesn't end in the first 10 minutes, of course). I'd rather keep this topic for discussion on fixing pistols rather than strategy tho.

I, in fact, tried Bullet Dance quite a bit several years ago but was never able to get that type of run going successfully. I intend to eventually try all three weapon mastery types with each class. Gunrunner, Fire Angel, and Ammochain all three look interesting in different ways. I'm holding off on melee builds until I suck less.

19
Ok, actively trying to suck less and learn good habits. I'm trying to get in the habit of gift dropping and patience. I understand there is a way to set it so that the Wait command (default key is ".") runs infinitely until you spot an enemy? Knowing how to do that would be GREATLY helpful, as in currently feels like I am likely to break my damn keyboard to keep cycling Wait one turn at a time. Something something "run wait" right?

20
Well, one thing for sure, I don't want the difficulty tuned down. This is a Rogue-like. You're SUPPOSED to die. Alot. Over and over. It just feels out of flavor for a Doom game to be so "sit and wait". Idk, I'm just bitching. I love the game just fine as it is as far as pacing.

21
Nah, the reason I was asking about this was specifically regarding Green vs Blue for dealing with Sergants and Blue vs Red for dealing with the Shambler in the Armory. For pretty much every other case, something in clearly better.

Honestly, I wish exotic armor dropped a bit more frequently. I'm lucky to find one piece every few runs. Considering how many different exotics armors there are, it'd be nice if they showed up a bit more often, maybe in Vaults?


As a side note, I think I'm gonna start trying to do my Sharpshooter runs on HMP. HNTR takes too long to ramp up. I think I'm practiced enough now that HMP shouldn't be too challenging.

22


The key to successful Sharpshooter is playing it smart and cautiously. As much as possible, stay out of situations where more then a single enemy can fire at you (obviously, level starts are generally the most dangerous situations). In an ideal case, you find a cornershooting camping spot and never leave it until all monsters on the level come to you. Sure, you will take some if a demon/HK/HB manages to get to melee range, but this doesn't happen all that often. In any case, a backup shotgun (preferably tactical or assault) is a very nice fallback weapon.


That's actually another thing I'd like to talk about. Like, I'm not trying to criticize you, this game, or KK but this is a DOOM based game. Doom was all about kicking ass and chewing bubblegum, and Doomguy ran out of bubblegum on Phobos Base Entry. So why is it that the smart play for a Doom based game is to find a choke point and spend 48583568948928 ingame minutes for every former and demon to wander into LOS? I mean, I'm perfectly happy to keep being a sneaky ninja with a shotgun but it seems out of flavor for a Doom game.


And don't worry, even if the game is stingy with loot, even a basic pistol with the right mods can be powerful enough to carry you through the game. If you survive to get SoG5 on level 13, then even the most basic pistol deals 78 damage in half a second - enough to kill anything but the toughest bastards without need to reload.

And on the other side of the scale, there's what I call "White Death" - a P3B2 modded combat pistol. It's 3d6 [26/26] - in the hand of a Sharpshooter with SoG5 this means 230 DPS, or nearly 600 damage in two and a half seconds before you need to reload. If you're lucky enough to have UV Cybie generated right in your sight at the start of the level, he will not even have a chance to act - utterly priceless :).

This is a different issue with pistols. Pistols basically become the one-shot-everything-except-bosses combat style late game, but until late game they're kinda lackluster. Your win condition is "Survive over half the game and supermod a weapon". Compare that to the other styles, which hit their win conditions waaaaaaay sooner. For Shotguns it "survive until I get a Combat Shotgun and then never do anything stupid". For chain weapons its "clear two rounds of Hell Arena and don't run out of ammo". I mean, variety is the spice of life and all, but why should it be THAT MUCH HARDER with Pistols than with the other two ranged options? Of course, simply increasing the variety of pistol type weapons might be enough to fix that.

23
Not sure if anyone is interested, but that one turned out really well. I actually found ANOTHER Megasphere, and found a ton of Invulnerability spheres right before special levels. I was able to clear out the Vaults almost completely before it wore off. Even cleaned out the Mortuary and got the Angelic Armor. Only level I skipped was the Unholy Cathedral, since I never actually carry the Chainsaw with me on MAD runs. I have enough point blank damage.

Actually, I shelved my tactical shotgun and mostly used an Elephant gun. Since I was kiting a lot anyway, it was no problem to keep it reloaded. Much easier on ammo. Just pulled out the Super Shotty when the time came to blow everything away.

-------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Skye, level 12 Cacodemon Corporal Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 146049 turns and scored 136371 points.
 He played for 2 hours, 52 minutes and 33 seconds.
 He didn't like it too rough.

 He killed 855 out of 855 hellspawn. (100%)
 This ass-kicking marine killed all of them!

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

  Levels generated : 11
  Levels visited   : 10
  Levels completed : 10

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

  Medal of Prejudice
  UAC Star (bronze cluster)
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal
  Veteran Bronze Badge
  Reaper Bronze Badge
  Reaper Silver Badge
  Reaper Gold Badge
  Arachno Bronze Badge
  Scavenger Bronze Badge
  Scavenger Silver Badge
  Scavenger Gold Badge

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

  ###########################################################
  ................................................|......|..#
  .................................................||..|..||#
  ............................................|......|.||...#
  ................................................|...|||.|.#
  .................................................|...|....#
  ....................................................||||||#
  ....................................................}|....#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ....................................................X.....#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ###########################################################

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

  Health 55/70   Experience 69296/12
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +3  ToDmg Melee +3

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

  Class : Marine

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

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

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

    [a] [ Armor      ]   Angelic Armor [3/7] (29%)
    [b] [ Weapon     ]   super shotgun (9d4)x2 [0/2] (P1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   elephant gun (12d3) [1/1]

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

    [a] missile launcher (6d6) [3/4]
    [b] fireproof red armor [4/4] (100%)
    [c] phaseshift armor [2] (O)
    [d] shotgun shell (x70)
    [e] shotgun shell (x50)
    [f] shotgun shell (x70)
    [g] rocket (x9)
    [h] small med-pack
    [i] small med-pack
    [j] small med-pack
    [k] small med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] firestorm weapon pack

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

    Bullet     - internal 0%    torso 25%   feet 0%   
    Melee      - internal 0%    torso 25%   feet 0%   
    Shrapnel   - internal 0%    torso 25%   feet 0%   
    Acid       - internal 25%   torso 25%   feet 25% 
    Fire       - internal 25%   torso 25%   feet 25% 

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

    103 former humans
    68 former sergeants
    33 former captains
    115 imps
    42 demons
    262 lost souls
    49 cacodemons
    30 hell knights
    35 barons of hell
    44 arachnotrons
    5 former commandos
    17 pain elementals
    25 revenants
    5 mancubi
    6 arch-viles
    5 elite former humans
    2 elite former sergeants
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

-- 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.
  He defeated the Hell Arena Master!
  On level 5 he found the Arena Master's Staff!
  On level 7 he marched into the Military Base.
  On level 7 he assembled a elephant gun!
  On level 7 he assembled a tactical boots!
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  He destroyed the evil within and reaped the rewards!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  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!
  Level 15 was a hard nut to crack!
  On level 15 he assembled a fireproof armor!
  On level 16 he found the Tower of Babel!
  Level 19 was a hard nut to crack!
  On level 19 he entered the Vaults.
  On level 19 he found the Charch's Null Pointer!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  He nuked level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You are hit! The missile hits the revenant. The revenant dies.
 Fire -- Choose target...
 You see : a revenant (severely wounded) | pool of blood | [ m ]ore
 The revenant dies. You are hit!
 You use a large med-pack. You feel fully healed.
 You use an envirosuit pack. You feel protected!
 Fire -- Choose target...
 You see : a revenant (unhurt) | floor | [ m ]ore
 You are hit! Your Angelic Armor is damaged!
 You are hit!
 Fire -- Choose target...
 You see : John Carmack (almost dead) | floor | [ m ]ore
 You hear the scream of a freed soul! You hear the scream of a freed soul! You
 hear the scream of a freed soul! John Carmack dies. Congratulations! You
 defeated John Carmack! Press <Enter>...
 You feel relatively safe now.

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

 68 brave souls have ventured into Phobos:
 59 of those were killed.
 And 7 couldn't handle the stress and committed a stupid suicide.

 2 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 1 showed that it can outsmart Hell itself.

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


Anyway, back to questions. A pretty simple one. From a pure damage blocked perspective, is it better to have higher Armor or more resists?

For instance, green armor only has 1 point of armor but has 15% bullet and Shrapnel resistance. Blue has 2 Armor but 20% Plasma resistance. Red has 4 armor and 25% Fire resistance.

So when tanking Shrapnel damage from former Sergeants, is green more effective that blue? what about red (probably not tbh)? Same for plasma, is blue's resistance better than red's 4 armor for blocking plasma damage? And then you have stuff like the Medical/Duelists armors with lots of resists but medium range Armor... Just trying to understand what the best way to block damage is. I've been carrying around blue armors specifically to fight Shamblers. Arachtrons, and Former Commandos with (holy crap Commandos hurt)

24
Pistol users really do get the shaft compared to other weapon types. I mean, for one thing, they have pretty much the most restrictive Trait selection short of MAD. Bullet Dance stops you from getting Hellrunner, so if you want survivability you HAVE to tech into TaN and the other two Pistol masters block TaN. Not to mention Bullet Dance blocks Eagle Eye, something most pistol users need pretty bad due to the drop off in accuracy via range.

However, we can overlook all that. Sometimes not even taking a Master trait can be the best path, letting you spec as you want on basic and advanced traits. Son Of A Gun, Eagle Eye, and Son Of A Bitch seem to build well together. +6 minimum damage, +6 accuracy, 60% faster firing? Seems legit.

The other thing pistols really fail at tho is having decent gear. Compared to every other weapon type, it really falls apart FAST. Obviously the basic pistol is not supposed to be super useful, pretty much existing to last exactly one floor and then be retired forever. The problem is, pistol users likely NEVER get a better gun. Every other weapon type has a guaranteed drop for a higher quality piece of gear before the Anomaly (Chain gun and Rocket Launcher in the Arena, Chainsaw in the Chained Court, Combat Shotgun in the Military Base) AND every other weapon type (except rocket launcher, which instead has a free replacement at The Wall) has at least one extremely useful basic assembly that is fairly simple to find (Gatling Gun, Chainsword, Piercing Blade on that free Chainsaw, Elephant Gun as long as you have Shottyman, and the omnipresent Tactical Shotgun).

Meanwhile, pistols NEVER have an improved weapon drop, and their two basic assemblies are basically crap. Speedloaders look good on paper, and are decent if you are dual wielding, but with a single pistol you can simply equip an 10mm chain to accomplish the same thing without mods. This falls apart even further with Gun Kata, since you should never need to manually reload in any case (and Sharpshooter specifically blocks Dualgunner). Likewise, HP pistols are pretty bad since they take the biggest problem pistols have (frequent reloading) and make it worse by LOWERING your clips size (never understood using a Bulk mod to lower your clip size anyway). It's not until you can take a level of Whizkid and make yourself a Stormbolter that pistols finally get a weapon capable of keeping up with the other classes.

I'm not just ranting without reason. I'm aware KK is looking at ideas to work on in the next iteration of the game and I thought this specific issue needed to be addressed. Anyway, I can think of a couple of relatively simple fixes that might help ease the pain of trying to do an only pistols game.

First, what about making the Combat Pistol a guaranteed drop in Hell's Armory? It'd be simple enough to replace one of the weapons there with a guaranteed Combat Pistol, giving pistol users access to a better weapon right around the time they hit their Mastery and start looking for a good weapon to mod.

Second, maybe ease up on the trait requirements a bit for some of the Pistol masteries? Not the blocked stuff, I understand that is a balance issue. Instead, what if for instance Sharpshooter only required 3 SoG 2 EE and one additional trait? It would allow Technicians to either pick up some early defensive traits (Hellrunner or Ironman) OR start on their late game traits (also Hellrunner, but Whizkid if they want to mod stuff, Finesse if they want Juggler, or Intuition since they're taking Eagle Eye anyway). Not sure if you can really lighten up the other two, but being able to dual wield makes their early game a bit stronger before their Master trait anyway.

Last idea would be to improve the selection of basic Pistol assemblies. This could be as simple as changing how HP weapons effect clip size (isn't sacrificing two mods enough of an offset cost for this?) or as complicated as adding a few more basic assemblies that would be on par with the other basic assemblies. Specifically, if the Combat Pistol now always drops on Hell's Armory, an assembly that takes a Combat Pistol and two mods could be done, similar to the Tactical Shotgun. Maybe:

Tactical Pistol
Combat Pistol + AP

Damage:    4d3/4-12
Average Damage: 8.5
Damage Type:    Bullet
Accuracy:    +7
Base Fire Time:    1.0 second
Base Reload Time:    1.4 seconds
Clip Size:    15
Ammunition:    10mm ammo
Alternate Fire:    Aimed shot
Alternate Reload:    Dual reload
How to get it:    Combat Pistol +AP
Quote on pickup: Time to start a WAR

The result is slightly higher average damage, accuracy, and reload speed than a standard Combat pistol. The buff in stats is *slightly* more than if you'd simply AP modded a combat pistol (4d3 instead of 3d4 and .4 faster reload). The main problem would be it might be broken if further modded with a P mod, but I think that would still be less powerful than most modded shotguns.

Anyway, just thought I'd bounce some ideas around out here for whatever they're worth. I know I'm not super experienced at this game, but I've read thru the board extensively and these are common gripes. Hopefully something I've came up with here is helpful

25
And I just found a Megasphere AND two Invunurability Spheres right before the entrance to the Vaults... What did I do to deserve this??

26
... I just found a Super Shotgun and an O mod in Hell's Armory, and Phaseshift Armor damn near next to my spawn point on the next floor down. Is it my birthday??

27
Thanks for the quick replies! This will help quite a bit.

I do want to touch on one thing briefly and that's my use of B modded reds. I'm aware how important move speed is, and I try to limit their use. I mainly grab them early on if possible specifically because of Former Sergants, where dodging is not possible, especially inside the Military Base vs the Elites. I'll usually try to lure those into melee range, but that's not always easy. If I get lucky and find an early red armor in a vault (or the guaranteed one in the Anomaly) this can help soak up a lot of damage if I can just stand my ground with a tactical shotty and quickly blow stuff away (since the move speed penalty doesn't kick in unless I actually move).

Once enemies actually start packing real damage (starting with Hell Knights), this stops being effective and I either finish modding them to Fireproof or Ballistic, which cuts the move speed penalty back to the base for red. Still pretty high, but dramatically lessened with Tactical boots, and the protection offered by a Ballistic red is significant until you start fighting Archviles/Revenants/Mancubi. Just gotta remember to swap before heading to the City of Skulls xD

28
I doubt I'm remembered at all, but a few years ago I created a playthru thread for this game http://forum.chaosforge.org/index.php/topic,6770.0.html. I was, and still am, a noob but I had alot of fun with it.

Flash forward almost three years and I got a new computer! When transferring files, I rediscovered this game and started playing it again. I am consistently getting my ass handed to me, mostly due to sloppy play, but I'm getting better all the time. Anyway, on to the questions.

To start with, I need advice on armor. I am consistently constructing Tactical Boots now (first two A mods go to boots right away), but I'm still struggling with what to wear for armor. I'm rolling with two different play styles right now, MAD shotguns and Sharpshooter pistols. I've tried Tactical armor, but I always get chewed up with no levels in Hellrunner/Dodgmaster. My best runs so far I simply modded some red armors with B and T early to save space, later converting them to Fireproof red and Ballistic red once their durability wore down (the free red from Phobos Anomaly lasted me a long time B modded). I eventually died due to being too stupid to heal before going down a floor, but hey that's not my armor's fault xD

Anyway, what should I be looking for? I seem to always be toting around a backpack full of mods with no use for them, esp on MAD runs, hoping to find armors worth modding out to save my bacon.

Second question is regarding traits. Obviously when running MAD or Sharpshooter I want to spec in everything leading directly to the Master trait. This is VERY restrictive for Sharpshooter, and only slightly less so for MAD. No worries, comes with the territory. My question is what traits should I be looking at AFTER I grab my Master? MAD is HIGHLY restricting (no hellrunner OR Finnesse ;_; ) and Sharpshooter only slightly less so. I've honestly only even gotten Sharpshooter once before getting blown away by the double Shambler fight in Deimos lab, much less any traits after it. On my MAD runs, I usually grab Ironman (it's the trait I can see the most results out of immediately), hoping the extra HP will keep me moving. I usually grab a second rank of Badass at level 5 as well (typically going Reloader > Reloader > Shottyman > Badass > Badass > MAD > ???) but I'm slowly realizing that I would probably be MUCH better off with either getting Ironman sooner or simply getting Tough As Nails.

Side question, but related. How does Son Of A Bitch affect shotgun damage. Adding +1 to 8d3 sounds.... underwhelming to be honest, but adding +1 per die sounds broken as fuck on the other side. Is it simply a trait that is more useful with weapons that pump out larger numbers of low damage shots (notably chain weapons)?


TL;DR version:

1) What should I be doing for armor?
2) Good trait builds for MAD and Sharpshooter runs?
3) How does SoB affect different types of weapons?

29
Wheeee! Had a great run yesterday! The RNG gods must love me!

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Bolt, level 12 Cacodemon Sergeant Major Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 157329 turns and scored 135540 points.
 He played for 2 hours, 10 minutes and 52 seconds.
 He didn't like it too rough.

 He killed 757 out of 778 hellspawn. (97%)
 He held his right to remain violent.

 He saved himself 8 times.

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

  Levels generated : 11
  Levels visited   : 11
  Levels completed : 10

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

  Cyberdemon's Head
  UAC Star (silver cluster)
  Aurora Medallion
  Explorer Badge
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal

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

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

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

  Health 41/80   Experience 68772/12
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +1  ToDmg Melee +1

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

  Class : Marine

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

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

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

    [a] [ Armor      ]   Angelic Armor [7/7] (61%)
    [b] [ Weapon     ]   Jackhammer (8d3)x3 [6/9]
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   power battery (x120)

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

    [a] tactical shotgun (8d3) [5/5]
    [b] tactical shotgun (8d3) [5/5]
    [c] missile launcher (6d6) [4/4]
    [d] BFG 9000 (10d6) [100/100]
    [e] Trigun (3d6) [6/6]
    [f] powered red armor [5/5] (92%)
    [g] fireproof red armor [4/4] (78%)
    [h] plasma shield [0/0] (88%)
    [i] shotgun shell (x15)
    [j] rocket (x11)
    [k] power cell (x70)
    [l] power cell (x70)
    [m] power cell (x70)
    [n] large med-pack
    [o] large med-pack
    [p] envirosuit pack
    [q] envirosuit pack
    [r] thermonuclear bomb
    [s] Hellwave Pack
    [t] shell box (x100)

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

    Bullet     - internal 0%    torso 50%   feet 0%   
    Melee      - internal 0%    torso 50%   feet 0%   
    Shrapnel   - internal 0%    torso 50%   feet 0%   

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

    102 former humans
    69 former sergeants
    19 former captains
    73 imps
    77 demons
    247 lost souls
    40 cacodemons
    29 hell knights
    22 barons of hell
    27 arachnotrons
    6 former commandos
    16 pain elementals
    6 revenants
    2 mancubi
    12 arch-viles
    1 nightmare demon
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

-- 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 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 6 he assembled a tactical shotgun!
  On level 7 he sneaked into the Phobos Lab.
  On level 7 he assembled a elephant gun!
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he found the Cybernetic Armor!
  He destroyed the evil within and reaped the rewards!
  On level 10 he assembled a fireproof armor!
  On level 10 he assembled a tactical shotgun!
  On level 11 he found the Hellwave Pack!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  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 15 he found the Trigun!
  On level 16 he found the Tower of Babel!
  On level 17 he invaded the Unholy Cathedral!
  He fled the Unholy Cathedral seeing no chance to win.
  On level 18 he found the Shielded Armor!
  On level 19 he entered the Vaults.
  On level 19 he found the Jackhammer!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter Limbo!
  He activated the Angel Arm on level 20!
  On level 20 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  On level 22 he assembled a power armor!
  On level 22 he entered the Lava Pits.
  On level 22 he found the Necroarmor!
  He managed to clear the Lava Pits completely!
  On level 23 he assembled a tactical boots!
  Then at last he found Dis!
  He activated the Angel Arm on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 Carmack raises his hands and summons hellspawn!
 The lost soul dies. The lost soul dies. The lost soul dies. The lost soul
 dies. The lost soul dies. The lost soul dies. You are hit!
 Carmack raises his hands and summons hellspawn!
 The cacodemon dies. The cacodemon dies. The cacodemon dies. The cacodemon
 dies. The cacodemon dies.
 You reload the Jackhammer.
 The lost soul hits you.
 The lost soul hits you. The missile hits the lost soul. You are hit! The lost
 soul dies. The lost soul hits you.
 You are hit! You dodge! The missile hits John Carmack. The missile hits John
 Carmack.
 John Carmack reloads his rocket launcher.
 The cacodemon dies. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You feel relatively safe now.

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

 77 brave souls have ventured into Phobos:
 58 of those were killed.
 1 didn't read the thermonuclear bomb manual.
 And 11 couldn't handle the stress and committed a stupid suicide.

 7 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 5 killed the bitch and survived.
 1 showed that it can outsmart Hell itself.

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

Got super lucky and found a Trigun, then got a Invunerability Orb right before Limbo! Found a Jackhammer in the Vaults, which pretty much shreds JC :D

30
Discussion / Re: Quick questions thread!
« on: October 10, 2013, 17:47 »
:/ I can't find the "red skull" mortem tags button on a post...

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