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61
Requests For Features / Re: New unique items
« on: May 13, 2011, 02:22 »
Obvious technical questions: Is it a pistol? Is it ammochainable?
62
Modding / Re: Hellgate remix (0.9.9.3)
« on: May 12, 2011, 19:08 »
Bruisers don't even know how to not dissolve their own faces if their target is two steps away :D
63
Discussion / Re: Assembly Mod Slots
« on: May 12, 2011, 14:45 »
Does that apply to non-basic assemblies?
I am suddenly thinking "firestorm modded hyperblaster".
I am suddenly thinking "firestorm modded hyperblaster".
64
Discussion / Re: Build Names - Community Discussion
« on: May 12, 2011, 11:09 »
Dodgemaster implies Hellrunner :)
You need Eagle Eye in there too, by the way.
You need Eagle Eye in there too, by the way.
65
Requests For Features / Re: Spider Mastermind - Yeah, This Shit Again
« on: May 10, 2011, 02:04 »
Doesn't the dodge effect apply to the entire burst where automatic weapons are involved?
66
Requests For Features / Separate "loss" and "win" mortem directories
« on: May 09, 2011, 14:05 »
Could we have "losing" mortems and "winning" mortems stashed in separate directories?
67
0.9.9.3 / Re: [M|90%|17|YASD] Furthest I've ever got :|
« on: May 09, 2011, 12:46 »
Welcome aboard :)
A few things:
The chaingun and the chainsaw both require special planning to make them anything other than a waste of space once you've got your hands on a combat shotgun. If you're still carrying either of them after Halls of Carnage, you'd better have a very solid plan.
Ironman is usually best left until after you've got the "core" of your trait selection sorted out. In most games, you'll probably have something better to do with that trait pick until at least eighth level.
The Halls of Carnage, like the Arena and the Chained Court, are guaranteed to spawn no matter what difficulty you're playing on :)
A few things:
The chaingun and the chainsaw both require special planning to make them anything other than a waste of space once you've got your hands on a combat shotgun. If you're still carrying either of them after Halls of Carnage, you'd better have a very solid plan.
Ironman is usually best left until after you've got the "core" of your trait selection sorted out. In most games, you'll probably have something better to do with that trait pick until at least eighth level.
The Halls of Carnage, like the Arena and the Chained Court, are guaranteed to spawn no matter what difficulty you're playing on :)
68
Discussion / Re: Ammochain
« on: May 08, 2011, 04:54 »
Even with MAC and a five-mod plasma rifle, there are still jobs for which you want a BFG or a rocket launcher, both of which benefit quite a lot from Reloader.
69
Requests For Features / Re: Reduce the difficulty of Lightfoot Gold
« on: May 07, 2011, 05:25 »If we say 'No N! Gold Badges' then should we also try to 'fix' the handful of gold badges that have low difficulty requirements?I specifically think that the "Complete Angel of X" badges should not demand that you play at the difficulty setting of the next tier's UAC Badge. Lightfoot Gold is the only "Complete Angel of X" badge to do so. (Lightfoot Silver demands HMP, but that's OK, because UAC Silver also demands HMP, and UAC Gold demands UV.)
Kornel: I wouldn't say you should remove AoLT, but I wouldn't say you shouldn't, and I wouldn't miss it if you did.
70
Requests For Features / Re: Reduce the difficulty of Lightfoot Gold
« on: May 06, 2011, 12:46 »
It's been the case for a long time that the badge tiers overlap.
That said, having a Gold badge invoke N! difficulty does seem Just. Plain. Wrong.
That said, having a Gold badge invoke N! difficulty does seem Just. Plain. Wrong.
71
0.9.9.3 / Re: M|AoMr|95%|YAVP Gravity boots are ridiculous...
« on: May 06, 2011, 10:42 »That's not useful at all. :PIt was upgraded to 6d6 damage in 0.9.9.3, making it basically a fast-loading missile launcher you can rocket-jump with.
72
0.9.9.3 / Re: M|AoMr|95%|YAVP Gravity boots are ridiculous...
« on: May 06, 2011, 05:58 »Quote
[c] [ Boots ] modified gravity protective boots [2/2] (100%) (A)I thought the modified assemblies bug had been deep-sixed.
As for master assemblies... nanomachic BFG 9000 - which has the advantage even if you don't get a nano pack for it, the setup (BFG 9000 (B3)) is worthwhile.
73
Requests For Features / Re: New level event ideas
« on: May 04, 2011, 14:47 »
I think #1 and #2 both belong in the Horrible Ideas thread. (#1 is just a little too silly, and #2 triggers all my 1980s-CRPG-aficionado instinctive disgust towards the notion of suppressing the automap; the phrase "throwing away 25 years of progress in game design" springs to mind.)
#3 makes for interesting tactical variations compared to normal, however :)
#3 makes for interesting tactical variations compared to normal, however :)
74
Requests For Features / Re: More acid please! Discussion about Acid Spitter
« on: May 04, 2011, 09:21 »
I agree that it's a shame how little use one is likely to get out of the Acid Spitter, but I don't think carrying it should affect the level generation algorithm, and I suspect making it have "smart" loading properties would be too much work for DoomRL 1. (A possibility to consider for DRL2, perhaps.)
That said, the occasional "acidic swamp" level in Hell might make an interesting contrast to all the lava.
That said, the occasional "acidic swamp" level in Hell might make an interesting contrast to all the lava.
75
Discussion / ITYTD + MAc in 0.9.9.3
« on: May 03, 2011, 10:30 »
Having played around a (very small) bit with running MAc builds in 0.9.9.3, I have a suspicion that on ITYTD, not only is MAc no longer the lowest-skill-required master trait build (MAD builds are less demanding to play, especially if you start off TaNx2 Bad), I'm not even convinced it has a lower skill requirement than MVm.
How's it holding up at the higher difficulties where health isn't in such ridiculously profuse supply?
How's it holding up at the higher difficulties where health isn't in such ridiculously profuse supply?