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Messages - ih8regin

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346
Discussion / Re: Shotgun knockback effects reduced in 0.996
« on: March 01, 2012, 05:30 »
it can be a shrapnel damage nerf. DOOMRL wiki states that each damage type has its own value of knockback, with plasma and bullet be 1 tile per 12 damage and shrapnel and rocket explosion stated as one tile per 7 damage. Maybe the shrapnel (or shotgun) constant was changed in 0.9.9.6, while it's very hard to determine the actual value from the gameplay, my estimate is 10, as elephant gun seemed to knockback about the same distance as shotgun used to. Of course knockback can be linked not to damage type but to weapon type, which will mean shotgun nerf. Someone please test plasma shotgun behavior with knockback.

347
mortuary with pistols? only if invulnerable to AA/nuke IMO, don't spoil the fun with greed.

348
Discussion / Re: Quick questions thread!
« on: February 29, 2012, 20:32 »
the pathfinding has been really improved, previously I had a very easy time in City of Skulls with a Vampyre, because souls lined up in a queue in an attempt to attack me from diagonals, now they don't stack like this but instead get around corners and monsters and can surround you in no time. For this reason I start having major trouble in Anomaly, I even expect that souls have got a speed/walkspeed boost in the line of 0.3s/tile, I was able to outrun them previously, but now I can't.

349
Discussion / Re: Shotgun knockback effects reduced in 0.996
« on: February 29, 2012, 20:28 »
after playing a little more I think knockback really gets nerfed, in 0.9.9.5 it was 7 damage/tile, I guess it's now in the line of 10 damage/tile instead, you need two tiles knockback in order to cornershoot a cacodemon/HK/HB safely, now you get only one at point blank.

350
nice bit of "hits you" in the end. A long-buried bug resurfaced? And it seems that melee is going to rock here...

351
I have so far played one game of 0.9.9.6 HNTR, got my usual two BFG9Ks, and for some reason got TWO nano packs (thanks for the second one RNG, as I was stupid to splat my power armor in the Mortuary), but the statistics screen shows me finding 1 BFG9K and 1 nano pack. The same for power armor combined statistics, I did two of them while only one gets added. I have a mortem that states me assembling two of the power armor.

352
Discussion / Re: Shotgun knockback effects reduced in 0.996
« on: February 29, 2012, 05:49 »
just won an HNTR with a shottybuild, built me an elephant gun midway, and was happily knockbacking arachnotrons sometimes even two squares away. Corner shooting still works pretty nicely. Maybe you were using combat shotgun, it has inherently lower damage, or a monster had some armor?

353
Off Topic / Re: Random Thoughts
« on: February 29, 2012, 05:29 »
I should not play DoomRL at work... I should not play DoomRL at work... *overloads a nuke against Mastermind*

354
0.9.9.6 / Re: [M|AoB|YAAM|YAFW] CHEEEEN
« on: February 28, 2012, 22:14 »
man, tactical armor/boots are now 0/0? Bad I guess, even at 1/1 they weren't of a big hassle, unless they further add to speed.

355
0.9.9.5 / Re: [M|AoB|99|YaFW] F**king Barons of hell!
« on: February 28, 2012, 04:45 »
I'll try this trick next time when I'll play AoB and will have a phase device land me beyond The Wall. Nice one :)

But how come so many exp on HNTR? Cheesing pain elementals for levels?

356
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 27, 2012, 22:47 »
hmm, I wonder what to do with accuracy here. It can be up to autohit player (less Dodgemaster, as it does not involve dice) and normal to-hit vs monsters, or both autohit player and autohit monsters. Enemy damage is not reduced, as it's them who throw damage rolls, not the player, that's the main point of the challenge.

new chainsword 8d2? 0.9.9.5 chainsword is 4d6, and yes, seeing that bulk modes on melee give +1 die to roll (that is, +1 damage in terms of this challenge), and power mods give literally nothing except on shotguns and BFGs, as they add to higher number, it looks like melee will be surely better than anything else. But you can keep pistols to blast barrels, and go rocketjumping like there's no tomorrow.

357
Discussion / Re: Quick questions thread!
« on: February 27, 2012, 21:00 »
it was my first AoD try, that's why I didn't noticed that. Thanks.

358
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 27, 2012, 09:42 »
a sharpshooter build might get nerfed by actually having pistols do xd2 instead of its full potential, just to make the trait somewhat worthy, but not eliminating the challenge altogether. Or even xd1, that is, NO effect of MSs. After all, to make a gun do maximum damage the Doomguy has to turn the dice, and he's afraid of them. :)

359
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 27, 2012, 07:01 »
Angel of Min Carnage

You are too scared of those dice so you don't even try to roll them at all! The downside is that they seem to remain with all ones up, so you deal minimum damage. The upside is that you are 15% faster, since you don't have to roll those dice while all the others have to.

(I wonder if that one is actually passable. BFG dealing 10 damage? Rocket dealing 6? The only good weapon seems to be elephant gun with its 12 :P )

360
Discussion / Re: Quick questions thread!
« on: February 27, 2012, 03:31 »
how come I can never pass Hell's Arena on AoD? I have managed to defeat first wave of enemies (HNTR), the voice asked if I'd continue, I say yes, and I can't for my life wreck all of them down, they either constantly reappear, or get revived like in Nightmare!

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