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 on: April 30, 2022, 15:12 
Started by CaptainSublime - Last post by CaptainSublime
Once again, apologies to the mods, and everyone else. I post so rarely that I have once again forgotten how to post a mortem properly. This time I thought I would try the 'spoiler' tags.

Anyway, to wit, here is a Masterless Nightmare Standard game run. This is the game run that has occupied all my JH playtime for the last few months.

I have gradually worked out a strategy, and on this run I was able to execute it reasonably well. I really like ranged weapons, so I didn't use any melee weapons/perks, even though I know these mixed builds can work really well. I also turned down some serious gear throughout this run, in order to stick to my 'plan.'

The way I tend to play with the marine is I have three weapon types
-The 'oh shit something is really close to me and I can't get away and I need to do serious damage at point blank RIGHT NOW PLEASE.'
-The workhorse gun that deals with most of the combat situations I encounter
-The massive-damage-but-limited usage weapon, for those 'get out of jail free' moments

The three weapons I used for this run: (In the same order as the requirements listed above.)
 - AV2 rocket launcher PB2 (Second chamber, Autoloader, Hunter 8, Safe, Barbed 10)
 - AV1 chaingun +BAV (Efficient, Vampiric 3, Calibrated 1, Auto-calibrated, Barbed 3, Spin-up)
 - JS 40mm drum launcher PB (Hunter 5, Second chamber, Longshot 8, JoviSec, Grenade drum)

The 'safe' perk on the rocket launcher effectively allowed me to use it as a shotgun, which was awesome. And the bleed damage allowed me to hit medusas from out of sight where necessary. Literally best shotgun ever, because it was also useful at long range too.

My way of dealing with Medusas was to always have gas grenades. As soon as I saw one, gas grenade, and then a couple of barrages from the  40mm drum launcher dealt with every medusa I came across. In the couple of instances where I didn't have any gas grenades, a couple of barrages from my chaingun left them bleeding at 70-100 damage a turn, and I could run away and let them bleed out.

Also very lucky was finding a bleed relic, considering I had two weapons that did bleed damage.

I would not use the vampiric mod pack on the chaingun if I had to do this run over, as mostly it was the bleed damage that was killing things and not the bullet damage. (Perhaps the devs would consider changing the vampiric mod so that it still gives health if the monsters die from bleed/poison/etc damage from a gun, and not just from the physical damage.)

The 'efficient' perk from a Whizkid 3 Bulk Mod is so critical too, as it allowed me to carry as little as 100 rounds during major chunks of the game (though I went into the final boss area with 250 rounds, mainly through freeing up space by dumping my last remaining multitools and smaller health items in dante)) and still be combat functional without running out of ammo. I have ruined several runs by trying to carry too much health and grenades and CRI teleport items etc etc, and got myself killed. Efficient ammo use is so so important I think.

The gear I passed up included:
-Unique weapons 'Vengeance'.
-Unique weapon 'Denial'.
-Chainsaw with blue perk on it (I don't remember exactly what it was, but it was in the Dante area.)
-Pink armor with the 'improved adrenaline and kinetic shield' perks
-some crazy assed railgun thing.

I also mentally began referring to turrets in the late game as "Vending machines" because you put one rocket in them, and voila, free rockets and 7.62 ammo.

Anyway, thanks if you read this. Perhaps my best achievement on JH yet. I am no Tormuse or thelaptop, but I do enjoy some of the harder challenges.

Also, how to you open that far right door on the Infernal Lock level? Is it a secret? Is there any cool gear in there. I have tried different combinations of switches, but no joy yet.


Spoiler (click to show/hide)

 on: April 30, 2022, 13:50 
Started by Tormuse - Last post by CaptainSublime
Everytime I read a Tormuse thread, I learn things that I either didn't know, or never thought to apply in that particular way.

Well done as usual!

I have always found the scrapgun pretty crap, so is there something I am missing that makes it great?

 on: April 29, 2022, 15:06 
Started by sellmerfud - Last post by sellmerfud
After downloading the latest 1.3 Valhalla Release I am having problems getting the game to run.
After launching, I select "Regular Game" from the menu.  Then the screen refreshed and the same menu appears but only include one item called "Regular Game".  This screen never disappears and I have to force the game to quit.

Occasionally, if I try many times in a row, it will finally run.  But then the next time I have the same problem.
So far, if I have a saved game and select that from the first menu, then it works fine.

I have uninstalled and reinstalled within Steam, but that did not seem to make a difference.
I also clear the cache from within Steam Preferences/Downloads.

Any help would be appreciated.

 on: April 12, 2022, 19:33 
Started by tehtmi - Last post by Tormuse
The current version of Inferno already works with version of DRL.  (The current version of DRL)  I got it from this link that Tehtmi posted on page 8 of this thread.  I've been playing it on version for years, (from time to time) and it's always worked fine.

EDIT:  Here are Tehtmi's instructions from 2017 for getting it working.

 on: April 12, 2022, 18:01 
Started by tehtmi - Last post by tehtmi
I don't understand.

What is the problem? Do you want a version? I can release one, but it will take a little time to assemble.

Or is it a problem with hosting? Re-uploading is going to do nothing. Do you need it hosted somewhere else for some reason?

 on: April 12, 2022, 17:53 
Started by tehtmi - Last post by Gushwin
can you please update or just re upload or fix links please

 on: April 11, 2022, 20:16 
Started by yaflhdztioxo - Last post by Tormuse
is there a link for this if so please post it

I haven't tried it, but someone posted this link not too long ago.  It looks like they just uploaded their entire copy of DRL along with the WolfRL mod for it.  Give it a try.

 on: April 11, 2022, 14:25 
Started by Tormuse - Last post by Tormuse
After my Gunrunner game from the other day, I got the idea to do another Gunrunner build, this time focusing on melee, for a "Bladerunner" build.  :D

This was considerably easier than the game where I was relying on ranged weapons, since this time, I didn't have to improvise any ammo-saving strategies.  Also, one of the nice things about using melee with this build is that the act of attacking into a square (assuming you kill the target) counts as a move, so sometimes, I was able to chain together several melee attacks in a row, each one taking 0.25 seconds of time.  :)  (I pretty much knew this was going to be a fun run once I hit Gunrunner 2, and proceeded to use my katana to cut down three exalted ravagers in less than a second)  :D

Of course, for the early game, I had to rely on ranged weapons more, and I was helped along immensely by the Scrapgun unique, and to a lesser degree by an advanced hunter rifle with barbed 6.  By late game, I had a really nice advanced plasma shotgun with critical 50, which combined with SoG 3, gave me 100% critical chance with each shot, and also sustain, which took away ammo worries, but by then, I already had a really nice katana, and SoG combined with Executioner 1 gave me 100% crit chance with that, so I had pretty much switched exclusively to melee anyway.

Other things that helped the run included the duramesh armour, that I modded for bleeding protection, and...

Toward the end, I pumped all my levels into hellrunner, dodgemaster, and dash, to help me get out of (and sometimes into) danger faster, and to max out my dodge chance, so my enemies could barely touch me.  There were still a few close calls where I nearly died due to trying to bite off more than I could chew, but I had enough contingencies in place, such as stealthing, smoke grenades, phase kits, etc, that I was able to keep going, and I managed to take out Harbinger by simply charging up to him and whacking him repeatedly with Soulstealer, and he fell in a few seconds.  (Soulstealer was so charged up that the killing blow did no less than 766 damage!)  :D

Tormuse, level 18 Scout,
defeated the Harbinger against all odds.

He survived for 17177 turns.
The run time was 5h 4m 13s.
World seed was 2508.
He scored 7798 points.

CALLISTO L2 -> Callisto Mines L1
Callisto Mines L1 - Infestation
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - Cleared!
Callisto Anomaly - found Scrapgun
EUROPA L2 - Low Power
Europa Concourse -> Europa Ruins L1
Europa Ruins L2 - Exalted Summons
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
IO L3 -> Shadow Halls L1
Shadow Halls L1 - Exalted Summons
Shadow Halls L2 -> Dark Cathedral
Dark Cathedral - Cleared!
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Dante Inferno - Cleared!
Dante Inferno - found BFT 10K

  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 849 out of 849 enemies.

 46 former grunts           7  security sentries
 6  corrupted grunts        9  CalSec bots
 1  former CRI grunt        4  security bots
 6  former grenadiers       55 reavers
 1  corrupted grenadier     43 cryoreavers
 2  former CRI  grenadiers  19 toxic reavers
 19 former soldiers         47 archreavers
 21 corrupted soldiers      8  kerberi
 9  former CRI soldiers     10 cyberi
 6  former sergeants        17 cryoberi
 4  corrupted sergeants     6  toxiberi
 4  former CRI sergeants    16 medusae
 25 former guards           8  archmedusae
 2  corrupted guards        29 ravagers
 3  former commandoes       21 armored ravagers
 14 corrupted commandoes    8  siege ravagers
 2  former CRI commandoes   21 plasma ravagers
 7  security drones         22 CRI marines
 12 combat drones           21 CRI bots
 115fiends                  15 guardians
 26 fire fiends             4  sentinels
 32 ice fiends              13 warlocks
 22 toxic fiends            5  archwarlocks
 11 CalSec sentries

  Dash L2
  Hellrunner L3
  Son of a Gun L3
  Executioner L1
  Hoarder L1
  Dodgemaster L3
  Scavenger L1

Trait order

  Slot #1 : Scrapgun +A
   * Calibrated 1
   * Auto-calibrated
   * Spin-up

  Slot #2 : AV3 plasma shotgun +A
   * Calibrated 1
   * Auto-calibrating 6%
   * Critical 50
   * Sustain

  Slot #3 : Soulstealer
  Body : duramesh scout armor P
   * Meshed
   * Duramesh

  Head :  - NONE -
  Utility : AV3 utility AMP
   * Camoboost
   * Silent

  Relic : cryoreaver's claw
   * Windchill

  Medusa's Curse

  energy cell (x100)
  9mm ammo (x100)
  plasma grenade (x1)
  gas grenade (x3)
  EMP grenade (x1)
  krak grenade (x3)
  smoke grenade (x3)
  CRI phase kit (x2)
  large combat pack
  large combat pack
  combat pack (x2)
  stimpack (x1)

 on: April 11, 2022, 12:50 
Started by Simon-v - Last post by Simon-v
This brings back memories.

Maybe i'll indeed unpack my copy of DoomRL sometime. For now, though, i have enough things to occupy myself with. Anyone volunteers?

 on: April 11, 2022, 11:38 
Started by tehtmi - Last post by tehtmi
The links seem fine to me. What problem are you having?

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