Chaosforge Forum

DoomRL => Discussion => Topic started by: Fanta Hege on December 11, 2009, 14:18

Title: The little tips and tricks topic.
Post by: Fanta Hege on December 11, 2009, 14:18
Well considering I don't see any of thise types of topics here, I though I'd go a head and make one for it.

So basicly in this topic, share little tips and tricks you might've learned and noticed that can make the play slightly easier for the rest of us!


I'll start ofcourse with thise few things;

Combat Shotgunning them hell knights and barons, taking the full advantage of the weapon.
Normally, when you meet up with a hell knight or baron, you might want to hide for cover and fire them from a far with your combat shotty. This ofcourse is the most viable way of doing it, but sometimes you just don't have a good cover or the time for it. So with this trick, you can take out a hell knight with one full clip, using the shotguns correct potential.
Shotguns are a close/medium range weapons, not long range marksmanship. The closer you are, more you hit on them and at blank point range, the damage is enormous! When you meet up a hell knight, fire, zig zag in when you pump your new shell, fire again! And continue. This works for barons too, but is more dangerous unless you have some iron/tan or SOAB packed up.
==> "Stun locking". Did you know that when you're against a hell knight or a baron with only 1 - 2 squares away from them, they will want to try meelee you more then shoot? Using this as an advantage you can "stun lock" them with your shottyguns knockback. When they are face to face, fire, they will go about 1 - 2 squares back and try close in on you again. Ofcourse they do not always do this, but most of the times they do. The further they get knocked back, the larger the fail rate of this trick is. However if you have cover and plenty of ammo, it is still recommended to shoot hellknights and barons from a far.

Making the spider lair is a piece of cake.

Note; Only works in normal games and non weapon limiting games.

So Spiders lair, the one last place you'll ever want to go due of the plasmagun buff. Now you might ask "Piece of cake?!? BS!" But if you have a BFG.. There is a simple way to make thise spiders laughable.

So as you know, when you enter the lair, you're in the middle, with 4 teleporters and surrounded by spiders. Here's the trick; Shoot in one of corner spiders with your BFG9000.


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This sunnova in the brackets for exsample (not completely accurate picture)

When the BFG hits, it will break the 3 teleporters near by, leaving the furthest one from the explosion left.

Run to it.
Memorise where you teleported.
Step one step away from it.
Pull out a rapid fire weapon or a meelee weapon.
Wait for spider to walk on the left over tele to appear.
Kill the spider as it can't use its ranged weapon
???
Profit!


Most of the spiders that weren't effected by the BFG hit on the start will wander off to the tele sooner or later, the spiders on the most down corner where you shot the BFG at will most likely not enter the tele, but considering you'll take out fairly over half of them that were in a good shape this way, cleaning out the weakened minor ones shouldn't be a problem afterwards. Specialy since you get a lot of food for your BFG.

Enjoy free loot.
Title: Re: The little tips and tricks topic.
Post by: ParaSait on December 11, 2009, 14:29
Hah. The last one is nice :]
Found it yourself?
Title: Re: The little tips and tricks topic.
Post by: Fanta Hege on December 11, 2009, 15:08
Hah. The last one is nice :]
Found it yourself?

Yup. It was originally an accident then I noticed that it is very effective after all, so I use it all the time now.
Title: Re: The little tips and tricks topic.
Post by: Sylph on December 11, 2009, 15:27
I'll remember that spider's lair one! thanks!

In the guide I posted earlier today there's one that should probably be here:

shotguns around corners:

..#
..#
..h
..#
@#

Normally firing a shotgun at the enemy here will not hurt him. however, aiming one square to his left *will* kill him.

The guide I posted has a few more similar examples of shotguns getting around walls. i'll post a few more here (including how to do the wall on ultra volence without being hit) when I'm back at my desk. (posting from a mobile here)
Title: Re: The little tips and tricks topic.
Post by: Kornel Kisielewicz on December 11, 2009, 15:59
Sylph, the shotgun tricks will stop working any beta now...
Title: Re: The little tips and tricks topic.
Post by: Sylph on December 11, 2009, 17:07
Oh, is it considered a but? I hate to feel like a promoter of bug exploitation...
Title: Re: The little tips and tricks topic.
Post by: Journey on December 11, 2009, 18:11
If the little advantageous shotgun quirks are being removed - will the disadvantageous ones be taken away as well? 

Among other things, it would be nice if we could consistently fire around corners in every direction.  Actually relying on shotgun tricks helps make up for the strange situations where they don't work like you expect.
Title: Re: The little tips and tricks topic.
Post by: Ruldra on December 11, 2009, 19:31
@Fanta: Do you have time to run to the teleporter before the spiders can shoot? The BFG will probably kill the spiders to your right side but there are some spiders to the left as well.

EDIT: This tactic is probably viable even on N!, since you can pile up most of the corpses in one spot.
Title: Re: The little tips and tricks topic.
Post by: Fanta Hege on December 11, 2009, 20:44
@Fanta: Do you have time to run to the teleporter before the spiders can shoot? The BFG will probably kill the spiders to your right side but there are some spiders to the left as well.

EDIT: This tactic is probably viable even on N!, since you can pile up most of the corpses in one spot.

You can if the BFG was allready eguipped and the first shot you do hits. Though I'm not sure if you will be able to make it before the spiders wake up if your first shot with the bfg misses or you're wearing heavy armor.
Title: Re: The little tips and tricks topic.
Post by: Fanta Hege on December 14, 2009, 12:31
Sorry for the double post but here's another little good tactic for the people who might want to take the wall easier.

You're going to need the following for it;
Some armor, health, DOUBLE SHOTGUN and rocket launcher obviously with rockets.

So to start off, when it comes to the wall you all probably know how the thing works.
This little tactic of mine is basicly taking the advantage of the art of cover, splash damage and meelee radious.

To start off, find the wall, explore a bit and then start making a tunnel on the down side.
However, make sure you shoot it diagnoly downwards! You want to make a good clean tunnel for this. However before you blow out the final red wall, now is the tactical part.
Don't shoot it just there. Shoot it slightly away, only destroy one block.

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Ideally to this, not completely accurate but you get the picture!

So why double shotgun? Now you know why.
Peek by and say hi to the barons there, shoot with the double shotgun and you will hear the biggest scream in DoomRL ever. Now the barons that might react to you will however usualy be packed and hurt themselves + others if they attack. When you've fired once, retread bit back up, reload and go back to fire again.
You might now and will most likely become face to face with a baron, but double shotty's knock back will throw them back away and you will only take meelee damage.
Repeat untill they're all dead and enjoy backpack.

If a baron follows you to your tunnel, deal with it like you would deal with a solo baron, retreat further and fire away!

Note; On N! and UV this tactic might be slightly harder to pull off due of the archviles but it should still work somewhat well.

Note2; If baron happens to break the hole, as in make it too large, then I'd suggest backing off and deal with them further away or retreat as a whole, if you lose all your cover, the wall can become way too hard to pull off.
Title: Re: The little tips and tricks topic.
Post by: ParaSait on December 14, 2009, 13:04
Clever :)
Not only this is a great tactic, it also assures that your rewards will survive the battle! :D
Title: Re: The little tips and tricks topic.
Post by: Sylph on December 14, 2009, 15:06
Provided you're not playing on nightmare, you can complete the wall (including UV with archviles) without suffering a single hit, or damaging the goods, using the following, rather simple, technique:

(http://sylph.me.uk/doomrl/thewall.gif)

The basic idea is to make a simple hole in the wall, use the 'wait on the spot' command to get the attention of a baron, then shoot him as he follows you, trying to get him to die on top of a corpse, and making sure he dies in a position that an arch-vile can't resurrect him without being in your firing line.
Repeating that, the wall is easy.
Title: Re: The little tips and tricks topic.
Post by: Kornel Kisielewicz on December 14, 2009, 17:01
Woah, I certainly dig this gif file :D
Title: Re: The little tips and tricks topic.
Post by: Angle of Death on December 17, 2009, 21:27
Not certain it applies, but its possible to get both Shottyman and Ammochain, which is potentially an insanely powerful combination for any playstyle.
Title: Re: The little tips and tricks topic.
Post by: Sylph on December 18, 2009, 06:25
Personally, I dont find shottyman that useful. In fact, I dont think its worth a single trait slot, let alone 3... With one level of finesse, the combat shotgun already has a firerate easily high enough to repeatedly knock back a target while corner shooting, and 5 shots is usually enough. If youre smart enough to carry a second combat shotgun in your inventory, then whenever the foe gets knocked back far enough to afford you an extra turn, instead of loading a shell, you can just pull out your backup combat shotty and have 5 fresh shells.
When youve got ammochain, spending a single trait on juggler is an excellent idea so that you can pull out a BFG or rocket launcher without timewasting, but it also allows you to dual-wield shotguns for incredible knockback traps. Im not sure reloading while you move is really worth spending 3 traits on, particularly considering that reloader is useless to an ammochain character using his plasmagun.
Finally, of course, ammochain gives the player such a powerful plasmagun, he probably isnt going to be faced with many situations where monsters get close enough to justify pulling out a shotgun - the monsters will be dead well before the shotgun damage and knockback gets significant.
You can take them both together, but is spending 3 traits on shotgun reloading while moving really better than +60% health from ironman?
Title: Re: The little tips and tricks topic.
Post by: Angle of Death on December 18, 2009, 11:39
It is if you take the shotgun traits first, then go for ammochain, especially if you get a double early. You give up Army of the Dead, but the result is infinite long-range firepower and the ability for quick point-blank punch that leaves you less exposed than rapiding plasma fire. At least I think so.
Title: Re: The little tips and tricks topic.
Post by: Sylph on December 18, 2009, 11:59
I find a shotgun start is more easily acheived by spending one trait on 'juggler' and holding a shotgun in each hand, pressing 6 or 8 to change to rapidfire, or 'z' to change to the other shotgun. The knockback effect of 2 combat shotguns is more than enough close-range punch for me, but of course everyone has their preferances. :)