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Messages - ulyssessword

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1
Discussion / Re: Let's take on the Mortuary!
« on: April 29, 2012, 09:03 »
What about using a plasma/plasmatic shotgun to destroy corpses?  Seems like it would be quite effective to me.

2
Century Lounge / [M|Ao100|100%|YAVP]
« on: April 16, 2012, 18:20 »
--------------------------------------------------------------
 DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
--------------------------------------------------------------

 Bob XCVII, level 21 Hell Baron Warrant Officer Technician,
 completed 100 levels of torture on level 100 of Hell.
 He survived 202625 turns and scored 701962 points.
 He played for 6 hours, 39 minutes and 50 seconds.
 He didn't like it too rough.

 He killed 1611 out of 1611 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of 100!

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

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

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

  Medal of Prejudice
  UAC Star (bronze cluster)
  Experience Medal

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

  ####################======#################################
  ############===.=##.======..###############################
  #######.#.#..===....======...##############################
  ..####.#[....==#.##.======..###############################
  .##......#...##.....======..####..#########################
  .#....#..######....%======...###..#########################
  .#........######....======...#...##########################
  ..#......%#####.....=======.^.....#.#######################
  ............%.#...|.=======.....%..########################
  .....%..............======......X.#########################
  .....%..............======........#########################
  #...#.#...##........======........#########################
  #.##..[...#.........======.........########################
  ######.%............======.........########################
  #####...#...........====..........%########################
  ####.#.#...........#======.#....###########################
  #####..........#...=======.....############################
  #####....#..#..#...=======%..##############################
  #############|.....=======##.##############################
  ###################======##################################

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

  Health 95/90   Experience 447198/21
  ToHit Ranged +6  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Technician

    Ironman          (Level 4)
    Hellrunner       (Level 3)
    Son of a gun     (Level 5)
    Eagle Eye        (Level 3)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Sharpshooter     (Level 1)

  SoG->SoG->SoG->WK->WK->EE->EE->EE->MSs->Iro->Iro->SoG->SoG->Int->Int->HR->HR->DM->HR->Iro->Iro->

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

    [a] [ Armor      ]   Malek's Armor [3/3] (100%)
    [b] [ Weapon     ]   combat pistol (3d6) [26/26] (B2P3)
    [c] [ Boots      ]   antigrav gothic boots [10/10] (200%) (A)
    [d] [ Prepared   ]   plasma shotgun (10d3) [39/39] (B1P3T1)

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

    [a] cerberus duelist armor [0/0] (100%)
    [b] 10mm ammo (x66)
    [c] 10mm ammo (x100)
    [d] power cell (x50)
    [e] power cell (x50)
    [f] power cell (x50)
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] homing phase device
    [m] power mod pack
    [n] technical mod pack
    [o] agility mod pack
    [p] agility mod pack
    [q] bulk mod pack
    [r] bulk mod pack
    [s] Hellwave Pack
    [t] 10mm ammo chain (x250)
    [u] 10mm ammo chain (x250)
    [v] 10mm ammo chain (x206)

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

    Acid       - internal 0%    torso 30%   feet 0%   
    Fire       - internal 0%    torso 30%   feet 0%   
    Plasma     - internal 0%    torso 30%   feet 0%   

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

    123 former humans
    162 former sergeants
    178 former captains
    75 imps
    17 demons
    47 lost souls
    42 cacodemons
    59 hell knights
    260 barons of hell
    71 arachnotrons
    11 former commandos
    5 pain elementals
    108 revenants
    153 mancubi
    158 arch-viles
    20 nightmare imps
    39 nightmare cacodemons
    39 nightmare demons
    19 nightmare arachnotrons
    20 bruiser brothers
    3 shamblers
    1 lava elemental
    1 Cyberdemon

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

  On level 8 he found the Trigun!
  On level 11 he assembled a tactical boots!
  On level 25 he assembled a storm bolter pistol!
  On level 26 he assembled a cerberus armor!
  On level 33 he assembled a antigrav boots!
  On level 41 he assembled a nanofiber armor!
  On level 42 he stumbled into complex full of mancubi!
  On level 42 he encountered an armed nuke!
  Level 44 was a hard nut to crack!
  On level 44 he found the Malek's Armor!
  On level 46 he ran for his life from acid!
  On level 49 he stumbled into complex full of mancubi!
  On level 55 he stumbled into a nightmare arachnotron cave!
  On level 60 he ran for his life from acid!
  On level 61 he found the Necroarmor!
  On level 61 he assembled a VBFG9000!
  Level 62 blasted him with unholy atmosphere!
  On level 63 he assembled a focused double shotgun!
  On level 64 he stumbled into complex full of former humans!
  Level 65 blasted him with unholy atmosphere!
  On level 73 he assembled a enviromental boots!
  On level 78 he stumbled into a nightmare demon cave!
  On level 80 he found the Revenant's Launcher!
  On level 83, hell froze over!
  On level 86 he ran for his life from acid!
  On level 89 he stumbled into complex full of mancubi!
  He sounded the alarm on level 91!
  On level 94 he found the Hellwave Pack!
  On level 96 he stumbled into a nightmare arachnotron cave!
  On level 97 he encountered an armed nuke!
  On level 100 he stumbled into a nightmare cacodemon cave!
  On level 100 he finally completed 100 levels of torture.

This character started off quite lucky, finding the trigun as a pistol build on level 8.  This allowed me to instakill formers and imps most of the time, preventing them from using medkits, so I could stock up more easily.  I spent most of this time using unmodified red armour and A modded tactical boots, until I upgraded to A modded antigrav gothic boots (which may be the best boots possible for many builds) and P modded nanofiber red armour on levels 30-40.  My main challenges were archviles resurrecting revenants faster than I could reload, but the damage output of pistol builds is unbelievable after getting SoG 5, so that didn't last too long. 

Some time around level 60 or so, I got a combat pistol, and modded it with PPPBB; with that I was dealing 23 damage per shot, with a clip size of 26, so I could put out a total of 575 damage over 2.5 seconds.  This was high enough, combined with the knockback, to destroy any threat I could see, usually before it could react.  It was also fast enough to kill enemies resurrected by Archviles that were out of my sight before they could act, while still allowing me to advance.

Malek's armour, the antigrav boots, and later Hellrunner combined to give me a high movement speed as well (0.23 sec by the end, IIRC).  This was important for chasing down enemies that were knocked back out of LoS by my pistol shots. 

I kept an AoE weapon in my prepared slot throughout the game, first a shotgun (base, double, then combat), then rocket/missile launcher, then finally a plasma shotgun.  In the early game, the shotgun was useful for taking out Lost Souls and Demons in close quarters, until the damage of my pistols outstripped them.  I then switched to using a missile launcher, which allowed me to easily break down walls and destroy corpses.  Late in the game I switched to the plasma shotgun because it didn't need to hit anything to destroy corpses, and didn't run the risk of destroying useful items, while still being able to get through walls in a pinch. 

All in all, this was a quite powerful character, and never had much for difficulty in the early game, and almost none in the late game.

3
No, enemies can dodge.  My bullet hit a tile that I was not aiming at; it did not simply pass through the enemy, missing it.

EDIT: it is quite easy to test, and see for yourself.  I noticed it most when enemies walk around a corner, you will sometimes shoot the wall beside them instead.  (at least with my char with the trigun, in Ao100)

4
re #5 (enemies dodging shots).  I just double checked, and it appears that enemies can dodge shots.  Either that, or else there is a graphics bug that causes it to appear that it happens.  Their AI does not cause them to deliberately avoid shots, though they still can do it, randomly, especially if you have light-amp goggles.

Also, for my badge situation: getting the rest of the required bronze badges was quite easy once I tried to get them, though it took a while due to experimenting with ineffective builds.

5
Requests For Features / Re: New unique items
« on: April 14, 2012, 11:53 »
Revision of my earlier post:

Rename the current Elephant Gun assembly to "Punt Gun".  Create a new assembly from a shotgun that converts it to a rifle, named "elephant gun" (possibly BP).  IRL, elephant guns are rifles, not shotguns, and punt guns are the largest shotguns, so I think the change would be appropriate. 

Buckshot was intended to still be a shotgun, but have the damage type changed to bullet to help it pierce protection better. 

Dragon's breath using fire damage would allow for easier gibbing of enemies, as well as destroying walls and corpses (?).  Also, the assembly provides a use for firestorm packs on shotgun builds. 

Sawed-Off shotguns wouldn't work with double shotguns, and I don't really care/have a good idea of which mods would be best for it.

New knife ideas: (again, some may have already been proposed)

Broadsword
Damage: 4d7
No thrown alt-fire, 1.5 sec fire time.
How to get it: Assembly: combat knife + BB

Lightsaber
Damage: 5d8
Damage Type: Plasma
No thrown alt-fire, 0.8 sec fire time.
How to get it: Assembly: combat knife + NAP

Boomerang
Damage: 3d5
main fire is thrown, 1.5 sec time (returns instantly)
Alt-fire (or bump attack) is melee
How to get it: Assembly: combat knife + TA

6
Requests For Features / Re: New unique items
« on: April 12, 2012, 20:46 »
Shotgun assembly ideas (some may have already been suggested, I didn't read all 50+ pages):

Dragon's Breath (Shotgun)
Damage: Original -1 die
Damage Type: Fire
How to get it: Assembly: any shotgun + PF

Sawed off (shotgun)
Damage: Original - 2 dice, Wide shotgun blast
How to get it: Assembly: any shotgun + AA

Buckshot (Shotgun)
Damage: Original +1 die
Damage Type: Bullet
How to get it: Assembly: any shotgun + BB

Change Elephant Gun from a shotgun to a rifle (and modify some of its stats)


7
Requests For Features / Usability/consistency improvements
« on: April 11, 2012, 22:27 »
I believe that the following changes would improve my enjoyment of this game:

1. Allow mouseover information on objects that are out of line of sight, instead of just "out of sight".  It is obvious to experienced players what most things are most of the time, but learning the object sprites should not be required to play optimally (if you don't mind taking the time to examine things).  This would also help when invincible/berserk/enviropacked.

2. Either remove full reload, or give me a reason to use it (eg. faster reloading).  Currently, it is a death trap for the lazy, unwary, or inexperienced, and has no tactical value that I can see.  Not only does it reduce your reaction time, it also takes longer that reloading one by one.  (Actually, almost none; it might be able to be used to extend action-based timed effects such as Invulnerability over a longer time.) 

3. Make invulnerability globes immune to damage on the floor.  I can deal with health globes etc. getting destroyed by explosions, but this seems weird.
EDIT: maybe not.  Also, this point is out of the theme set by the others, so feel free to ignore it.

4. Allow higher tier badges to substitute in for lower ones for skill rank requirements.  I had 2 gold badges and 4 or silver badges before I got the 9 bronze badges required for Sergeant rank. 

5. (not 100% sure about the mechanics of this one...) Change the way manual aiming works.  Currently, it is a bad idea to aim directly at an enemy, unless you are using Gun Kata.  This is because (at least some) enemies can dodge, causing you to shoot at a spot without an enemy on it, and this can be avoided by shooting behind the enemy instead. 

6. +1 to the suggestions that Juggler not treat pressing a hotkey differently from equipping normally,  enhanced AoE displays for explosives and shotguns, more visible rocket launcher sprite, and more easily accessible level feeling.

EDIT: 7. Change knockback direction calculations, so that enemies are always knocked along the path of the shot, especially if you are aiming straight at them.  This would prevent one shot of a Storm Bolter Pistol from pushing an enemy out of the line of fire of the second shot (or first shot of a GCB making the next 5 miss...)

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