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Messages - ultimate26

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16
Discussion / Master assemblies
« on: August 10, 2012, 11:27 »
How frequently do you find yourself making Master assemblies? are they worth it?

I feel that the rare mods are too rare and ive never seen one(20 games past Cyberdemon)

Do you think they should be atleast 1 rare mod guaranteed in a level? I want guaranteed P mod atleast :(

17
Discussion / Re: Best mods for Nuclear plasma rifle
« on: August 10, 2012, 10:48 »
I got it on spiders lair, probably had more levels but i usually go for 2 TAN then badass for the extra health

As for jackhammer, trigger happy adds an extra shot which makes it really good no?

Anyone know how accurate is a plasma rifle without EE or A mods? whats the hit rate?

1 A mod is enough to make it decent?

I dont like getting EE because I often start with shotgun juggling for no reload speed then try to go for assault chaingun assembly so that my gun is accurate by nature without the need of EE, then 2 TH make the assault chaingun a really powerful weapon along with the hyperblaster.

Late game i always use the nuclear plasma with hyperblaster on my 2nd slot to kill stuff but I like having a Focused double shotty handy for crowd control and melee option.

now FDS vs Tactical Shotgun? which one would be better?

It does make sense that you dont want to have to reload with FDS after nuclear ran out but FDS does very tasty damage when corner shooting

18
Discussion / Best mods for Nuclear plasma rifle
« on: August 09, 2012, 11:19 »
What do you guys put on it if you had:

FIN-WK-SOB-SOB-TH-TH

I always try to put atleast 1 B mod and the rest either Ps or As.

Any thoughts?

Side Question: Focused Double Shotty vs Jackhammer with 2 TH.  which one is better to keep?

Thanks guys

19
Discussion / Re: Scavenger Topic
« on: April 12, 2012, 09:16 »
why is elephant gun so good? its reload speed doesnt impress and I always replace regular shotty for combat shotty.

Any reason to keep elephant over combat/tactical?

20
Discussion / Re: Scavenger Topic
« on: April 05, 2012, 14:46 »
Using the shotgun with EEx2 is a bit useless :(

I guess the game will get better when they add that guaranteed plasma rifle special level.


21
Discussion / Re: Scavenger Topic
« on: April 05, 2012, 13:45 »
I want to be able to turn the chainsaw into a mod, but you get the ability so late in the game... and none of those abilities will help me kill armored enemies because of lack of firepower.

Shouldnt scavenger be a 2 level normal skill that allows you to fuse armors of the same kind to repair then 2nd level lets you get mods from exotics?

22
Discussion / Scavenger Topic
« on: April 05, 2012, 12:06 »
Anybody here ever had a succesful scavenger build?

I had a game where I was finding great exotics such as the laser rifle and managed to build a burst chain gun....

I died before I even got scavenger because my weapons werent doing enough damage.

Can we change it so that we only need 1 level of whizkid? not being able to get SOB early game really makes it harder for rapid fire builds(which scavenger build promotes through EEx2)

What do you guys think of this ability?   and please dont bring in the "Its great for AO100" because I believe all abilities should be useful in normal mode.

23
Easy solution, a mod that has a chance of being exotic?

24
Discussion / Re: Classes, builds & difficulty?
« on: March 23, 2012, 12:25 »
I guess thats what i usually specialize on.

Tech

FIN-Jug-SOB-SOB then depending on what i find
 TH-TH-EE/TAN
or

HR-HR-DM

25
Discussion / Re: Classes, builds & difficulty?
« on: March 23, 2012, 08:10 »
What does a glass cannon build look like?

26
Discussion / Re: Shotgun Build discussion.
« on: March 23, 2012, 08:07 »
Hell if this is about ash should juggler be a main requirement for Mad?

FIN-JUG-REL combination of some sort!

27
Discussion / Re: Shotgun Build discussion.
« on: March 22, 2012, 09:57 »
The thing is, tactical/combat shotties dont really have issues with reload, if player properly they will kill most enemies without having to reload.

For me juggler is still better because once i am done with my 5 shots, i swap to double shotty and the enemy is guaranteed to die.

I never find myself reloading in front of the enemy unless i want them to approach for cornershooting.

Instead of having 2 levels of reload and shottyman id rather have 2 SOB or 2 TAN, because they actually make a bigger difference than just saving time.

They keep me alive and kill things faster, reloader simply lets you fight faster but if it died right away then it wouldnt matter.

28
Discussion / Re: Quick questions thread!
« on: March 21, 2012, 13:36 »
Possible to get army of dead and survivalist? they dont interfere with each other.

29
Discussion / Re: Defeating the Cyberdemon
« on: March 21, 2012, 09:43 »
By the time i get to cybie, i usually have a hyperblaster or assault rifle with 2 TH and 2 SOB so i never had issues killing him.

Rocket spamming and BFG spamming helps aswell, besides that just chain fire and heal till it dies.


30
I HAVE AN IDEA!

How about instead of giving a BFG, give a unique or assembled shotgun a double shotty preferably because of the spread and more skull crunchability.

This would be the "Shotgun special stage" since skulls are weak against shotty shells!

plus, is it really necessary to have BFG shots destroy ammo and items? i always hesitate to use explosives and bfg shots because of this... limits my gameplay :(

Random City of skulls unique item idea:

SKULLCRUSHER
Melee weapon

Whenever the Player attacks it does area of effect like this:
   X
@X
   X

AOE melee weapon ftw!

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