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Messages - Shadowfury333

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16
Discussion / Re: D**mRL Run video to try to promote Jupiter Hell
« on: December 07, 2016, 13:08 »
Hey, this is pretty cool!  :D  It's nice to see someone else's playing style in action from time to time.  :)  (but let me know if you'd like some strategy tips)  ;)
Thanks. I would like some strategy tips, because while I know some of the mistakes that I made throughout the runs, and I've learned a lot from experimenting (like the importance of running, especially for pistol builds), there's bound to be something I'm not even considering. Probably some novel approach to Revenants and Mancubi.

I was surprised when you made the comment that Chaosforge got a cease and desist letter for naming their game DoomRL!  :o  I just checked and, yeah, the main Chaosforge site lists the game as DRL now.  When did that happen?  :|
I was surprised when that happened too, and it's also why the thumbnail has crudely photoshopped Doom font asterisks for 'O's. Actually, the C&D was one of the things that pushed me to do another video on DRL (I did one early 2014 as well), along with watching Kornel stream DRL and AliensRL.

As for the open source bit, I'm tempted to test my flinching suggestion from a few months ago. Not sure when I'll have a chance, though.

17
Discussion / Re: How to get vi-keys to work?
« on: December 06, 2016, 14:49 »
I'm not sure why you're having issues, since editing keybindings.lua works fine for me, but if it helps, here's a vi-keys configured keybindings.lua attached. Note that use is now on 'a', since 'u' is a movement key.

18
Discussion / D**mRL Run video to try to promote Jupiter Hell
« on: December 05, 2016, 23:58 »
I did a stream tonight of D**mRL to try to promote Chaosforge a bit. I don't really know who to spread the word to, so I figured I'd do my normal stream and YouTube thing with the next closest thing to Jupiter Hell. It's also an MGK run on HMP (or at least my best attempt).

Link to YouTube VOD

19
I'm still of the opinion that having a flinching mechanic when hitting enemies would go a long way to improving the viability of run and gun, but overall I figure I'll just re-iterate that if you want to use pistols in a run-and-gun style, go for Gun Kata. The trick I've found with it is to run (as in hit Tab to enter run state) a lot, especially early on, since that often lets you get the jump on enemies so that SoG3+DG DPS can really work its magic (I typically go SoG-SoG-SoG-DG-HR-HR-DM-MGK). I don't know how viable it is in UV, and from what I've heard it isn't (too many enemies to effectively dodge, thus my flinch-on-hit suggestion), though in my own experience it is quite viable in HMP and below. Also, speedloader pistols are better than they seem, since while reload on kill is a thing, it's not a thing until you get MGK, and even then its only a thing if you kill in one clip, and you aren't going to be doing that in a boss battle or against lone tanky enemies.

I'm really not sure what Bullet Dance gets you other than a lot of reloading, and while Sharpshooter is considered the best pistol trait, you are going to be popping from cover to shoot a lot.

20
Discussion / Re: Balancing Assemblies
« on: April 21, 2016, 21:03 »
I don't know if this was ever the case before, but what if cornershooting was removed, and instead flinching was added? Basically, enemies would either have a chance to not act for a few 1/10ths of a second (weighted by damage dealt in a step) or have a delay weighted by damage taken that step. This would allow running and gunning, since enemies being hit would hit back less often, so the player isn't committing suicide on UV by going out in the open. It would also better fit the source material, since 90s FPS games pretty much all had a flinching mechanic.

This alone would help Shottyhead, and maybe also Gun Kata, though with Gun Kata I wonder if that wouldn't also need something like "Alt. Fire now allows choosing two targets, one for each pistol, to be shot at simultaneously". (NB I am strongly biased towards Gun Kata, so I'm probably asking for it to be overpowered without fully realizing it)

My first concern would be making the game too easy, but given that the current situation involves a strategy which takes no damage by basically shooting into the dark, I doubt it would make it that much easier.

21
Cogmind does this. Given that it's also a range-based rogue-like with little focus on stat increases over positioning, it seems like it's a workable idea for DoomRL as well.

22
Discussion / Re: Balancing Assemblies
« on: April 06, 2016, 18:10 »
Is Gun Kata totally useless, then? I've beaten HNTR and nearly beat HMP with it (panicked while well stocked, YASD, and I realize it's not UV), but it encourages the opposite of corner shooting, though I suppose it's partially compatible with it if you have Int2, a backup Shotgun, or are willing to waste pistol shots guessing at enemy positions. I would have to agree about the power of speedloader pistols, though bulkmodded pistols are okay once you get MGK and can reload for free, which makes speedloaders more of a backup option.

Out of curiosity, how would DoomRL even work without a way to prevent all damage? I guess stronger dodging might work, but given how punishing getting hit is, leaving that to chance seems like a great way to run out of medkits and die.

23
Discussion / Re: Transition from HMP to UV is hard...
« on: April 13, 2015, 18:36 »
Okay, that makes sense. I generally never go for Jug myself unless I'm trying to do a USW start, but I see what you mean for Chainsaw.

About "minimizing highest difficulty", it might just be me, but I tried those builds a lot, and found them harder to run in UV than builds that focus on early stats. I find having to be extra clever (to compensate for vanilla health/damage/speed) with extra information harder than being reasonably clever (and paying extra attention to my headphones) with better stats. Later on I feel like I'm spread too thin to take on the fights that all but require a head-on approach, such as Phobos Gate. It might just be me, though.

Hang on, why are you using an intel/tricks build to support a melee/low-range strategy? I understand the comfort factor of Int2, but shotguns don't miss, so radar shooting can work, and if they are near melee range, you know where they are. I would think either focusing on early TaN or SoB would be a better choice, not to mention help with the shotgun armour problem.

24
Discussion / Re: Transition from HMP to UV is hard...
« on: April 10, 2015, 15:16 »
Well, papilio's response is pretty comprehensive for the gritty details of the sublevels (I may need to bookmark that post).

On top of those specifics, here are a few general points from my own experience, to hopefully complement the above.

Your build seems really Shotgun focused, and running into similar issues as my own. I used to run Unlimited Shotgun Works (jug + brace of shotguns) all the time, and I found it far easier to set up in UV than HMP due to the greater number of sergeants early on. However, I also found that it was a lot harder to use past DL 3 or 4, when fighting the bigger UV mobs, especially Demons. I'd run out of loaded shotguns before they were gone, as the Demons' armour works well against Shrapnel damage (as they take 4 less damage from each blast), and their increased numbers from HMP to UV meant that a group would now survive a dozen or so shotgun blasts to the face, and be ready to chew off mine.

Your late-game weapon set nicely accounts for this, but everything earlier seems to rely on either shotgunnery (probably knockback?) or getting berserk status in melee to survive. I really want to see how you play, since all I can do is make a lot of guesses, and I have no how you approach rooms, handle monster groups, or generally move around while fighting, which would make a big difference given how close-range focused you are.

25
I recently did a short stream of Doom the Roguelike, as my typical games were having technical difficulties preventing me from streaming them, so I present it to you all. It's not the best play by far, but I figure I might as well share it.

Part 1 and Part 2 on YouTube.

This was directed more at people who weren't familiar with the game, as the people watching the stream wouldn't likely be familiar, so there's a lot of explanation of things that are obvious to the seasoned players here. The first and last runs are the best ones, as the middle runs had really dumb mistakes early on which ruined them quickly.

I may return to this later on, but I currently am not planning this for regular streaming.

26
Discussion / Re: Master trait discussion 1: Gunrunner
« on: November 01, 2013, 22:35 »
Are you abusing the hell out of Juggler? In this version of the game it gives you the next LOADED weapon from your backpack. It's fiddly and time consuming to do, but you can have the "backpack full of shotties" effect going.

While I'm not that experienced of a player, I find that trying that Unlimited Shotgun Works setup tends to run out of steam around Phobos level 4-7 on HMP or UV, as you start to need more room for ammo and medkits. At first having a dozen shotguns works out okay, but after that point I find I'm hard-pressed to keep 6 at once in my inventory, which isn't reliable for picking off half a dozen demons. On the other hand, Combat Shotguns start to turn up around that time, but that doesn't seem to be what you are thinking about w.r.t. MGr.

27
Post Mortem / [E|98%|YAVP] Taking a breather
« on: September 08, 2013, 14:38 »
--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Grith Mannang,
 level 10 Demon Lance Corporal Scout,
 defeated the Mastermind at the City of Dis.
 He survived 86869 turns and scored 48834 points.
 He played for 1 hour, 30 minutes and 42 seconds.
 He was too young to die!

 He killed 426 out of 433 hellspawn. (98%)
 He held his right to remain violent.

 He saved himself once.

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

  Levels generated : 7
  Levels visited   : 7
  Levels completed : 7

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

  Cyberdemon's Head
  Mastermind's Brain
  UAC Star (bronze cluster)
  Explorer Badge
  Conqueror Badge
  Untouchable Badge
  Hell Champion Medal
  Armorer Bronze Badge
  UAC Bronze Badge
  Lava Bronze Badge
  Brick Bronze Badge
  Skull Bronze Badge

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

  ###########################################################
  #>#####################................................####
  ######################...............####...............###
  #####################.......#........####.....####.......##
  ####################.................####.....####........#
  ###################....................##.....####.........
  ##################............................####.........
  #################..........................................
  #################....##..............................####..
  #################....##..............................####..
  #################....##..............................####&.
  #################....##.......%......................####..
  #################.........X................................
  ##################............................####.........
  ###################...........................####.........
  ####################..........................####........#
  #####################.........................####.......##
  ######################..................#...............###
  #>#####################................................####
  ###########################################################

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

  Health 50/50   Experience 49593/10
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  Fin->Jug->HR->Rel->Rel->SM->MSh->HR->DM->Fin->

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

    [a] [ Armor      ]   Shielded Armor [2]
    [b] [ Weapon     ]   missile launcher (6d6) [0/4]
    [c] [ Boots      ]   Nyarlaptotep's Boots [6/6] (100%)
    [d] [ Prepared   ]   chainsaw (4d6) (A)

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

    [a] double shotgun (9d3)x2 [0/2] (B1)
    [b] tactical shotgun (8d3) [0/5]
    [c] plasma rifle (1d7)x6 [34/40] (T1)
    [d] minigun (1d6)x8 [18/200] (T1)
    [e] high power BFG 9000 (12d6) [2/65]
    [f] blue armor [4/4] (90%) (P)
    [g] red armor [3/6] (44%) (P)
    [h] rocket
    [i] small med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] phase device
    [o] phase device
    [p] envirosuit pack
    [q] Arena Master's Staff

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

    Bullet     - internal 0%    torso 90%   feet 0%   
    Melee      - internal 0%    torso 90%   feet 0%   
    Shrapnel   - internal 0%    torso 90%   feet 0%   
    Acid       - internal 25%   torso 25%   feet 55% 
    Fire       - internal 25%   torso 25%   feet 55% 

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

    70 former humans
    50 former sergeants
    8 former captains
    56 imps
    60 demons
    106 lost souls
    14 cacodemons
    17 hell knights
    6 barons of hell
    1 arachnotron
    3 former commandos
    2 pain elementals
    18 revenants
    2 mancubi
    7 arch-viles
    2 bruiser brothers
    1 lava elemental
    1 Cyberdemon
    1 Spider Mastermind
    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 5 he assembled a micro launcher!
  On level 7 he sneaked into the Phobos Lab.
  On level 7 he assembled a nanofiber armor!
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 11 he assembled a ballistic armor!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he assembled a tactical shotgun!
  On level 12 he found the Shielded Armor!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 14 he ventured into the Halls of Carnage.
  On level 16 he found the Tower of Babel!
  On level 22 he arrived at Mt. Erebus.
  On level 22 he found the Nyarlaptotep's Boots!
  He managed to raise Mt. Erebus completely!
  On level 23 he assembled a high power weapon!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 You reload the high power BFG 9000. Boom! Boom! You are hit! You are hit! You
 are hit! You are hit!
 The Spider Mastermind flinched!
 You have no more ammo for the high power BFG 9000!
 You have no more ammo for the high power BFG 9000!
 You have no more ammo for the high power BFG 9000!
 You wear/wield : a missile launcher (6d6) [4/4]
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 The missile hits the Spider Mastermind. Boom! Boom!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 You reload the missile launcher.
 The missile hits the Spider Mastermind. The Spider Mastermind dies.
 Congratulations! You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now.

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

 71 brave souls have ventured into Phobos:
 68 of those were killed.
 And 2 couldn't handle the stress and committed a stupid suicide.

 1 souls destroyed the Mastermind...
 1 killed the bitch and survived.

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

Normally I play on Ultraviolence (or Hurt Me Plenty before I got Ultraviolence) but I decided to take a breather round and ended up winning. Nothing too special, but it is a win at least.

Looking at my highscores table is amusing. This run is only 7000 points better than my best UV run (which ended in Phobos Lab). I'm also not sure where I lost out on kills. I thought I finished all levels completely before proceeding, but I noticed around Mt. Erebus that I was a few kills short.

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