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Messages - spacedust

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76
Discussion / Re: Let's take on the Mortuary!
« on: March 12, 2012, 05:33 »
Ah so the homing phase actually takes you to the nearest exit? That's pretty smart. Looks like the next run will be a good one...

77
Discussion / Re: Let's take on the Mortuary!
« on: March 11, 2012, 18:07 »
That's a pretty good idea regarding the nuclear BFG. I'll try that in my next run. But are you able to get to the BFG without dying along the way? I guess I'll find out pretty soon

78
Discussion / Help me understand guns that are not shotguns
« on: March 11, 2012, 05:42 »
I have played shotgun based builds ever since I first found DoomRL and recently, have been tempted to learn the art of rapid firing. But I am horrible at it and keep dying. How does it work?

Eg, let's say I open the door to a wide open space, and fire the shotgun to scout for bad guys. I hear some bad guys. What do I do? I can't possibly wait around for them to advance and engage them one on one and I can't shoot them in the darkness because I don't know their location. I've tried Int based builds and it seems to alleviate the problem somewhat, but how do people do Ammochain builds and all that stuff?

Edit: Also, what guns are recommended early/mid/late game? If I am planning on Whizkid, what should I aim to build around or save mods for? I like the guaranteed Chaingun from HA, and I can put together an assault chaingun using CC and the Armory mods, but what else do I do? I understand that plasma builds are great in the endgame when bullets bounce off enemies, but what do you aim for when building?

Also, ammo balance. I can't figure out how much of each to carry. My last few runs packed 1 RL/1 rockets, 1 shotgun/2 shells, and about 5 bullets, 5 cells. It does seem like an awful lot of stuff...

79
Discussion / Re: Let's take on the Mortuary!
« on: March 11, 2012, 05:38 »
Ah, I forgot about the Angelic Armor. Yes I did pick that up after all the hard work.




80
Requests For Features / Re: More varied maps
« on: March 10, 2012, 20:35 »
That would really be interesting, seeing that the tiles version has set a somewhat awkward precedent for not having the entire map be visible on screen at once. Maybe larger and more irregular maps can be implemented in the console version subsequently.

81
Discussion / Re: Let's take on the Mortuary!
« on: March 10, 2012, 19:47 »
That's a very perceptive view. I hadn't realised how much architecture plays a part in the difficulty.

82
I rarely take all the packs in case I need healing midway...

83
Discussion / Re: Let's take on the Mortuary!
« on: March 09, 2012, 09:54 »
Any particular melee build to recommend? I'm thinking probably Blademaster or Vampire for zerk, but maybe there's a better build?

84
Discussion / Let's take on the Mortuary!
« on: March 09, 2012, 09:34 »
Right, here we go. Doom RL's most feared level. What are your tips for clearing the Mortuary? Which challenges do you attempt it on?

I just finished my first ever Mortuary clear on HNTR, so I do feel pretty pumped. I had a gameplan, which was to save every single power cell and spend them all there. I had about 7 stacks of 70x cell and 2 bulk modded BFGs, and took 2 skulls from the City of Skulls, and was playing a intuition shottyhead build. Once I spawned, I hit the ground running and shot great balls of plasma at every pink asterisk, particularly if it sounded like a Vile. So I got lucky and managed to wipe out all 4 Viles at the beginning, and the rest was clearing up.

It's a shame that the BFG destroys pretty much all the rewards, though. I was left with 2 armor shards and 2 supercharges, and a nuclear BFG. The rest was all collateral damage.

So, anybody have any stories to share?

85
Discussion / Re: The new Spider Mastermind...
« on: March 05, 2012, 18:55 »
So melee resistance works against the melee attacks, and plasma against the ranged ones?

86
Announcements / Re: DoomRL 0.9.9.6 RELEASED!
« on: March 05, 2012, 07:01 »
This post probably belongs in suggestions but maybe you could tab to change between graphic and console modes? Dunno how much refactoring that would require but it would satisfy most people's need for a minimap I reckon.

87
Discussion / Re: .9.9.6 Fireangel?
« on: March 05, 2012, 03:35 »
Seems to be a bug with Fireangel this update...

88
Agreed about elephant gun - hands down my favourite shotgun. For the price of PP you get the ultimate in terms of boomstick efficiency.

This may sound a little silly, but if you do a scout/shottyhead/int build, and you engage in corner shooting, wait for them to come closer before shooting them. You can see where exactly they are so just wait till they come real close. For example, when clearing the Vaults, if you see a pink asterisk further off, wait till it gets near (like 2 tiles away), then unload into its face. You get a lot more damage per shell that way. Arachs die really quickly when close up, but can take a lot of shells if you're shooting at the edge of vision.


89
Requests For Features / Re: New unique items
« on: March 05, 2012, 02:32 »
Corpse Explosion! Who remembers the glory days of CE Necros in D2?

:offtopic:

90
As a recent scout convert, I feel it is my duty to tell you that Int 2 is the bestest trait, and that having it automatically turns you into the terminator with x-ray vision. Who wouldn't want that?

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