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46
Post Mortem / Re: [M|AoMC|YAAM] Sooo satisfying to beat the game with guns for once...
« on: April 03, 2013, 12:31 »
Also, that BFG was loaded when I entered the level :)
(I should add that all my instincts are calibrated for environments where shotguns not backed up by AotD tend to suck against bosses.)
(I should add that all my instincts are calibrated for environments where shotguns not backed up by AotD tend to suck against bosses.)
47
Post Mortem / [M|AoMC|YAAM] Sooo satisfying to beat the game with guns for once...
« on: April 03, 2013, 08:34 »
OK, so we all know Max Carnage is easier than Standard, but given I have a better record on Angel of Berserk than on Standard, it was pretty gratifying for me.
Observations/comments:
Int 2 is crazy overpowered, especially on AoMC. I can see an argument for saying it should disqualify you from rewards based on damage avoidance.
Military Base, "amusingly", provides worse equipment rewards on HNTR than on ITYTD, because the commandos are replaced with low-end elites, meaning no plasma rifles.
I cleared Limbo, but was standing on a staircase island when I finished off the viles. Given I was wearing Tactical Boots and had no envirosuit packs left, dashing across the lava was not going to happen, so no Angelic Armor for me.
The double shotty and power mod were in my bag on the off chance that Hell 7 would spawn a sniper pack and let me finish off Technician Gold.
Observations/comments:
Int 2 is crazy overpowered, especially on AoMC. I can see an argument for saying it should disqualify you from rewards based on damage avoidance.
Military Base, "amusingly", provides worse equipment rewards on HNTR than on ITYTD, because the commandos are replaced with low-end elites, meaning no plasma rifles.
I cleared Limbo, but was standing on a staircase island when I finished off the viles. Given I was wearing Tactical Boots and had no envirosuit packs left, dashing across the lava was not going to happen, so no Angelic Armor for me.
The double shotty and power mod were in my bag on the off chance that Hell 7 would spawn a sniper pack and let me finish off Technician Gold.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Max, level 13 Mancubus Sergeant Major Scout,
defeated the Mastermind at the City of Dis.
He survived 105577 turns and scored 123627 points.
He played for 1 hour, 43 minutes and 43 seconds.
He didn't like it too rough.
He killed 635 out of 635 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Max Carnage!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 8
Levels completed : 8
-- Awards ----------------------------------------------------
Mastermind's Brain
Medal of Prejudice
UAC Star (silver cluster)
Grim Reaper's Badge
Hell Armorer Badge
Hell Champion Medal
Reaper Bronze Badge
Reaper Silver Badge
Reaper Gold Badge
Destroyer Bronze Badge
Destroyer Silver Badge
Scavenger Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
#>#####################................................####
######################...............####...............###
#####################.......####.....####.....####.......##
####################........####.....####.....####........#
###################.........##.......####.....####.........
##################............................####.........
#################..........................................
#################....####............................####..
#################....####............................####..
#################....###.............................####&.
#################....###.........%...................####..
#################..........................................
##################.........X#.................####.........
###################...........................####.........
####################....................#.....####........#
#####################...................#.....####.......##
######################.................##...............###
#>#####################................................####
###########################################################
-- Statistics ------------------------------------------------
Health 67/50 Experience 70074/13
ToHit Ranged +12 ToHit Melee +12 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 3)
Hellrunner (Level 3)
Reloader (Level 2)
Juggler (Level 1)
Intuition (Level 2)
Shottyman (Level 1)
Shottyhead (Level 1)
Int->Int->Rel->Rel->SM->HR->HR->Fin->Jug->MSh->Fin->HR->Fin->
-- Equipment -------------------------------------------------
[a] [ Armor ] powered red armor [5/5] (100%)
[b] [ Weapon ] plasma rifle (1d8)x6 [22/40] (P1)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] BFG 9000 (10d6) [10/130] (B1)
-- Inventory -------------------------------------------------
[a] double shotgun (9d3)x2 [2/2]
[b] assault shotgun (8d3) [6/6] (P1)
[c] missile launcher (6d6) [4/4]
[d] red armor [4/4] (100%)
[e] Malek's Armor [3/3] (100%)
[f] shotgun shell (x70)
[g] shotgun shell (x70)
[h] shotgun shell (x70)
[i] rocket (x9)
[j] power cell (x70)
[k] power cell (x70)
[l] power cell (x64)
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] phase device
[s] homing phase device
[t] power mod pack
[u] shell box (x100)
[v] power battery (x120)
-- Resistances -----------------------------------------------
Melee - internal 0% torso 25% feet 0%
Fire - internal 0% torso 50% feet 0%
-- Kills -----------------------------------------------------
108 former humans
62 former sergeants
19 former captains
87 imps
42 demons
114 lost souls
40 cacodemons
16 hell knights
29 barons of hell
42 arachnotrons
5 former commandos
10 pain elementals
15 revenants
16 mancubi
13 arch-viles
3 nightmare demons
5 elite former humans
2 elite former sergeants
2 bruiser brothers
2 shamblers
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 7 he marched into the Military Base.
On level 7 he assembled a tactical boots!
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Deimos Lab.
On level 9 he assembled a power armor!
He destroyed the evil within and reaped the rewards!
On level 10 he assembled a lava boots!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
On level 19 he found the Malek's Armor!
On level 19 he entered the Vaults.
He cracked the Vaults and cleared them out!
On level 20 he found the Hellwave Pack!
On level 20 he was foolish enough to enter Limbo!
He managed to clear Limbo from evil!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
Fire -- Choose target...
You see : a Spider Mastermind (severely wounded) | floor | [ m ]ore
The missile hits the Spider Mastermind. The missile hits the Spider
Mastermind. The missile hits the Spider Mastermind. The Spider Mastermind
flinched! The missile hits the Spider Mastermind. The Spider Mastermind
flinched! The missile hits the Spider Mastermind. The Spider Mastermind
flinched!
Fire -- Choose target...
You see : a Spider Mastermind (mortally wounded) | floor | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind dies.
Congratulations! You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
39 brave souls have ventured into Phobos:
25 of those were killed.
1 of those was killed by something unknown.
And 1 couldn't handle the stress and committed a stupid suicide.
12 souls destroyed the Mastermind...
11 killed the bitch and survived.
1 showed that it can outsmart Hell itself.
--------------------------------------------------------------
48
Post Mortem / Re: [H|ArchAo666|20%|YAVP] Dragonslayer and Berserker armor
« on: April 03, 2013, 04:35 »I'm trying to be mysterious but still mildly helpful.Except that like everyone else who knows anything about the subject, you're plenty of the former and none of the latter.
49
Discussion / Re: Opinions on new special levels needed!
« on: April 02, 2013, 17:48 »
These are on ITYTD/HNTR, and skewed by my ineptitude:
Chained Court revisions: Fantastic. Resolves the silliness where you needed to crack the corner rooms open - but if you did the Arena (the only likely source of wall-cracking at that point in the game), you got the open layout with no corner rooms so didn't need it. Also, hiding the rewards for CC+ behind a wall is nice.
Phobos Lab: Combat shotty and a couple of mods? Potentially worth the visit, but the ambushes are a nasty surprise.
Military Base: XP and plasma rifles. Tasty, but can be a bit hairy. Fortunately, the builds on which it's scariest probably don't need the kit.
Containment Area: Nasty surprise the first time, but probably defusable.
Phobos Anomaly: Removing the preliminary monsters completely on ITYTD was probably the right idea.
Abyssal Plains: Yelp! Getting locked in a confined space with an Agony Elemental is... alarming.
New Spiders' Lair: It's a place. It's a bit less scary, and removing the nuclear plasma rifle is sad but not that sad.
Mt. Erebus: As a replacement for the Lava Pits, fine. As an alternative to them, I'm not convinced.
Chained Court revisions: Fantastic. Resolves the silliness where you needed to crack the corner rooms open - but if you did the Arena (the only likely source of wall-cracking at that point in the game), you got the open layout with no corner rooms so didn't need it. Also, hiding the rewards for CC+ behind a wall is nice.
Phobos Lab: Combat shotty and a couple of mods? Potentially worth the visit, but the ambushes are a nasty surprise.
Military Base: XP and plasma rifles. Tasty, but can be a bit hairy. Fortunately, the builds on which it's scariest probably don't need the kit.
Containment Area: Nasty surprise the first time, but probably defusable.
Phobos Anomaly: Removing the preliminary monsters completely on ITYTD was probably the right idea.
Abyssal Plains: Yelp! Getting locked in a confined space with an Agony Elemental is... alarming.
New Spiders' Lair: It's a place. It's a bit less scary, and removing the nuclear plasma rifle is sad but not that sad.
Mt. Erebus: As a replacement for the Lava Pits, fine. As an alternative to them, I'm not convinced.
50
Discussion / Re: Quick questions thread!
« on: April 02, 2013, 14:24 »
Why does Berserker Gold only require HMP, given that AoB is easier than both (a) AoMr and (b) a standard game using only knives and fists?
51
Bug Reports / [0.9.9.6G] Graphical movement lag unacceptable
« on: March 10, 2012, 04:21 »
Doomguy moves from tile to tile slower than my fingers move from movement key to movement key, and I cannot find a configuration option to make him not do so.
This renders the graphical version unplayable for me, I'm afraid.
This renders the graphical version unplayable for me, I'm afraid.
52
Requests For Features / Re: Some kind of cruise mode or something
« on: February 21, 2012, 14:19 »BTW, while we are on keyboardly stuff, can I request moving move controls to keypad? It's a bit easier to manage the diagonal movement with it than with home/end/pgup/pgdn.Take numlock off.
53
Discussion / Re: Quick questions thread!
« on: February 21, 2012, 13:59 »
Any tips for dealing with Cybie in a pistol game in 0995, given that he shows up earlier and will try to shoot through walls to kill you?
54
0.9.9.3 / Re: [H|94%|12|YAVP] First game in 9.9.3 - new version impressions
« on: May 25, 2011, 02:03 »
I've searched the forum, Kornel.
It doesn't help, unless you mean "rummage through the noise until you find some oblique hints and nudge-nudge-wink-wink allusions" rather than "use the search". The only explicit statement I've seen is that the requirement is definitely not simply "Brute 3" and (from you) that the requirements were tightened in a recent version.
It doesn't help, unless you mean "rummage through the noise until you find some oblique hints and nudge-nudge-wink-wink allusions" rather than "use the search". The only explicit statement I've seen is that the requirement is definitely not simply "Brute 3" and (from you) that the requirements were tightened in a recent version.
55
Bug Reports / Re: [0.9.9.3 Win] Cyberdemon vs Napalm Launcher
« on: May 25, 2011, 01:47 »Considering that it fires rockets and is only 1 tile from you, I don't think he will fire though...Monsters will consider firing at you any time they (a) can see you (b) are not next to you. Even if you're two squares away and they have radius 2 or greater on their ranged attack. (Cybie is immune to his own rockets, but bruisers, at least, are not immune to their own acid balls; I've seen one deal itself the killing blow.)
56
Bug Reports / Re: [0.9.9.3 Win] Cyberdemon vs Napalm Launcher
« on: May 23, 2011, 12:36 »
Of course it does. The primary blast from a napalm launcher is a huge wad of fire damage.
57
Bug Reports / Re: [0.9.9.3] No monster lag on first level of Ao100
« on: May 22, 2011, 05:47 »
There is never any monster lag on the first level of the game. The reason you don't notice this in games that use the "entrance" maps for level 1 is that it takes you longer to reach LOS of the monsters than it would take for the "lag" to wear off.
58
0.9.9.3 / Re: [M|96%|16|YASD] Karma caught up to me
« on: May 17, 2011, 18:53 »
The annoying thing with the corner-shooting mechanics is the weird asymmetries - firing around a corner to skim the north face of a wall that runs east-west feels like it should be exactly the same as firing around a corner to skim the east face of a wall that runs north-south, but it isn't.
I think the even more accurate comment on the subject of shells here is "If you are using shotguns, make sure you do Halls of Carnage, since it's 100% guaranteed to spawn and provides a pleasingly large quantity of shotgun shells."
I think the even more accurate comment on the subject of shells here is "If you are using shotguns, make sure you do Halls of Carnage, since it's 100% guaranteed to spawn and provides a pleasingly large quantity of shotgun shells."
59
0.9.9.3 / Re: [M|98%|14|YASD] -world ending rage-
« on: May 15, 2011, 09:20 »
Tweaks that are... less than entirely relevant to shotgunners, but a nasty surprise to anyone who was just using it as a quickie health boost :)
60
Bug Reports / Re: [0.9.9.3.] Advanced assemblies without whizkid?
« on: May 14, 2011, 05:24 »
Wild speculation: There's a missing check in the "decline to make assembly" code path.