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Messages - tylor

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Post Mortem / Re: [H|AoMr|83%|YAVP]Quick Math Lesson: 9<10
« on: April 15, 2013, 19:51 »
Hmm, so you can prolong it, if you do some slow actions, like reloading chaingun?

Mortuary is different and harder than rest of the game so much, it's really worth making a save before it and do some runs, to get hang of it. It lets you try some thing you would be afraid to otherwise.

Requests For Features / Re: Hero - mini-class
« on: March 16, 2013, 04:16 »
"Hero" locks skills just like mastery does. So it is more like a mastery, that does not cost a trait, and is given from the beginning.
Bow is just another gun (may be even with "bullet" damage type). Grenade is just a rocket that can be targeted at ground, like BFG, and not requiring equipped launcher.
Balancing can be done by just locking certain (or all) medals, badges and Angels for certain Heroes.

Point is to add variation, and therefore replayability. It does not, indeed , add anything to "core" gameplay. Bot so do Angels.

Requests For Features / Re: Balance suggestions
« on: March 16, 2013, 04:06 »
There are just not enough variance in boots to make it interesting. It boils down to speed, dodge and lava immunity. Last one is more situational, and not available until much later anyway. And first two are both on one assembly. So, actual choice is just make tac boots before or after wk2.
I think we need more boots variation ideas. May be, Mighty Kick (bonus to unarmed damage)? Or Jump Boots (jump several meters instantly, get tired).

Requests For Features / Re: Balance suggestions
« on: March 13, 2013, 14:52 »
I think knockback on rapid fire or melee weapons would be negative in both cases.
Knockback on NOT rapid fire guns. I.e. pistols. Knockback on melee is more negative thing than not, yes, but who knows, may be someone will find a use for it? :)  Like killing demon.

Requests For Features / Re: Balance suggestions
« on: March 13, 2013, 06:31 »
May be just Firestorm x non-auto/explosive = more knockback? +50% knockback or so.
Or - +50% knockback for pistols, enabled knockback for melee, wider fire cone for shotguns.

Requests For Features / Re: Hero - mini-class
« on: March 11, 2013, 06:48 »
Lucifer can be unlocked for Arch-Vile rank, for example. And this list of heroes is just an example

Requests For Features / Hero - mini-class
« on: March 11, 2013, 04:34 »
"Hero" is a class, that has no access to masteries, has three basic traits locked initially and one advanced trait unlocked (like other classes).
Also, he/she has some strong abilities from the start, and possibly free trait and some gear too.
Heroes are unlocked with medals and/or badges.



Starts with chainsaw (cursed) in off-slot and "boomstick" (exotic shotgun) in main slot. If he kills enemy with chainsaw, next shotgun shot take no time. If he kills enemy with shotgun, next chainsaw attack has no time. Free trait:Juggler. Locked traits: Finesse, Hellrunner, Eagle Eye. Unlock : Berserker Silver Badge


Starts with GCB and Grammaton Cleric Trenchcoat (unique equivalent of A-modded tactical armor). Reload or firing action after moving take no time.  Locked traits: SoG, Reloader, TaN. Unlock: Grammaton Cleric Cross


Starts with bow (exotic 3d6) ready and endless quiver in off-hand. Locked traits: SoB, SoG, Brute. Unlock: Marksman Silver Badge

Following are more sketchy:


Starts with Grim Reaper Scythe - 6d6 melee weapon that leaves no corpses and Hourglass - non-expendable usable, that teleports you to nearest monster on level with least hp, taking minus one seconds (i.e. giving you 5000 more energy) and making you tired.


Saves (turns into living people) formers with touch (fist melee attack). Saved people fight on His side. Melee attack on others have usual damage, but if kills, leaves no bodies. All damage He deals to formers (or people) is reflected back to Him.  All damage dealt to Him is reflected back to attackers. When He leaves level, he gains 3 hp per Saved human on level. Locked traits: SoB, Badass. Unlock: Pacifist Gold Badge


If he kills somebody with fist attack, target is instead converted to his side, up to three "alive" at the same time.


Monster's vision range is decreased by 2, knives damage doubled, all weapons except knives banned. Starts with 6 knives.


Can throw grenades  at any time (1s time) expending one rocket. If aimed at self, plants it as mine.

Problem with burst pistols (and with Storm bolter any non-unique can be made burst) is that you can only squeeze so much damage in 0.1s, before you'll start missing because of knockback.
So, it boils down to magazin size (where Bulk Storm Combat Pistol shines), and other quirks like plasma element or ammo regen. So, beretta is nice, but far from best. Except may be for Gun Kata.

Discussion / Re: Quick questions thread!
« on: March 07, 2013, 05:18 »
For console, there's a command line option.
doomrl -console, on Windows (a batch is available in the game's folder). I guess it's the same for Linux
Oh, I didn't understood question:)
I use doomrl_console.bat for this. Graphic version is cute, but too slow (because movement is animated) and too uninformative (because it scrolls even on 1920x1080)

Off Topic / Re: The NEW Horrible Ideas Thread
« on: March 07, 2013, 00:54 »
Angel of Boredom - like Ao100 (yes, I like Ao100), but without exotics and uniques, so you can't rely on them.
Angel of Extreme Boredom - same as above, but all levels are of Normal layout, and number of monster of particular type is proportional to their weighted chance for given level (i.e. not random).
Angel of Ultimate Boredom - all levels are exactly the same, up to monster and item placement. Monster stats are modified by deepness (i.e. there will be arch-viles on first level, but with health of 10 and attack of 5)

Discussion / Re: Quick questions thread!
« on: March 06, 2013, 17:47 »
Hi everyone!

Haven´t played DoomRL for a long time and wanted to start again....
So here is my question: What is the easiest wayto play with the old ascii graphical style and a gamepad?
Thanks in advance, really want to reexperience this game!

Requests For Features / Re: Balance suggestions
« on: March 05, 2013, 22:39 »
But that's no surprise, you know what's ahead of you when you choose that challenge.
Problem is, I don't. It's a gamble on drops. It has it's own charm, but I would like to have "long mode" where I'm not limited to few builds and  not screwed after three hours of playing just because RNG.

Requests For Features / Re: Balance suggestions
« on: March 05, 2013, 12:45 »
If you use rockets again something that drop rockets, you usually blow up rockets they drop. So, mancubi is not a reliable ammo source. And arachnos are scarce except "lucky" caves.
Also, nightmare mobs need much more hits to kill.

Why do you think most Ao100 are ammochain?

Requests For Features / Re: Balance suggestions
« on: March 05, 2013, 03:54 »
Later Ao100 is indeed too ammo-starving. If you haven't found none ammo-regen weapons (or nano), several levels without formers and/or arachnos and you are screwed. Except if you are ammo-chain or melee-heavy, probably.

I think there should be some ammo-regen assembly with common mods. Why there are no weapon WK2 assemblies without rare mods, btw?

Oh, and hyperblaster >>> plasma rifle, ESPECIALLY if you don't have much ammo to spare. Hyperblasters, storm bolters, shotguns are all good options to get more bang per inventory slot.

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