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16
Discussion / Re: Sharpshooter: Worst feat in the game?
« on: October 06, 2011, 15:15 »
2 Speed-loaders vs 1 HP would be just -2 damage from the single pistol. You'd be double affected by armor, but the math works out the same as to what armor it's better or worse than.
You are right about whizkid being available at the get-go -- That is a decent power advantage. Now, if only the pistol assemblies didn't require mods I've yet to see, over the 25-30 games I've played. -_-
You are right about whizkid being available at the get-go -- That is a decent power advantage. Now, if only the pistol assemblies didn't require mods I've yet to see, over the 25-30 games I've played. -_-
17
Discussion / Re: Sharpshooter: Worst feat in the game?
« on: October 06, 2011, 14:01 »
I'm not going to say I'm the best at AoMr, but it's been my favorite game mode since before it *was* a game mode. I have beaten AoMr on HMP, and that was with no special pistols spawning. Which is really my point - I got through that game with 2 speed-loader pistols. I also never ran out of ammo, and never *do* in AoMr type games. I just take about 6 full stacks with me at all times, with some replaced by ammo chains (that I just unload), if I find them. 10mm ammo isn't common in Hell, but 600 rounds has always gotten me through. Also, I'm not sure what pistol build *wouldn't* get SoaG3. Personally, I find the benefits of Gun Kata, well, not that great. Between cover, reloading only 1 pistol, and the benefits of the speedloader, I tend to always go for SoaG3, DG, EE1, and then add in levels of Fin or SoaB. I just go for maxed damage per second and per shot. For 7 feats, 2 speed-loaders would out-dps blaster + sharpshooter, unless it's on very high armor enemies, I'm pretty sure.
Let's math it up. Blaster average damage is 19 at a speed of .32/shot.
Dual Speed-loaders with SoaG3, DG, Fin1, EE1, and SoaB1 would be 18 with about the same speed. Huh. Alright, you're right. Now. You're going to be weaker at all points up to level 7, even with the blaster, though. Now, Trigun, yeah. That'll go in favor of Sharpshooter. Good luck finding it, I suppose. I've found, when doing AoMr runs, 2 blasters and a Grammaton (edit: Since starting playing 9.9.4. So, about 25-30 games). So... if you get a special pistol or take 10 feats towards Whizkid to make one (and find the rare mod to make anything better than a speedloader)... Then, yeah, that'll outdamage dualgunner without similar advantages. If you find 2 rare pistols, though, dualgunner probably then wins out.
Let's math it up. Blaster average damage is 19 at a speed of .32/shot.
Dual Speed-loaders with SoaG3, DG, Fin1, EE1, and SoaB1 would be 18 with about the same speed. Huh. Alright, you're right. Now. You're going to be weaker at all points up to level 7, even with the blaster, though. Now, Trigun, yeah. That'll go in favor of Sharpshooter. Good luck finding it, I suppose. I've found, when doing AoMr runs, 2 blasters and a Grammaton (edit: Since starting playing 9.9.4. So, about 25-30 games). So... if you get a special pistol or take 10 feats towards Whizkid to make one (and find the rare mod to make anything better than a speedloader)... Then, yeah, that'll outdamage dualgunner without similar advantages. If you find 2 rare pistols, though, dualgunner probably then wins out.
18
Discussion / Sharpshooter: Worst feat in the game?
« on: October 06, 2011, 11:49 »
It is mathematically worse than dualgunner. Let's say, for kicks, you could get Sharpshooter without the EE requirements.
At SoaG3 + DG, you do 2x(2d4+3) damage, for an average of 16 damage per shot action. With Sharpshooter and SoaG3, you do... 11 damage. But sharpshooter shoots faster! If you divide the 16 by 1.2, you get 13.333~. So, you still out dps. Armor? It takes 3 armor or more for sharpshooter to be better. The only enemies with 3 or higher are some of the bosses and Nightmare Demon and Nightmare Arch-Vile.
Further, 3 levels of EE are a waste on the already accurate pistols. Each level of EE gives diminishing returns, so unless you're running and shooting at something at LoS distance, the third rank doesn't matter. At 2 ranks of EE, your base accuracy with a pistol is 18. If you shoot at someone on edge of sight distance, you have a 95% chance to hit, and 98% for anywhere closer. The last level of EE gives you an extra 3% on max range shots and no bonuses elsewhere.
So. For 7 feat slots, a pistol master can have SoaG3, DG, and 3 points in EE or SoaB or Finesse, causing their DPS to be much, much higher than the sharpshooter's.
I suppose the draw is consistent knockback - But you can get that with SoaB anyway. Or just going Wiz and powermod stacking your guns for consistent knockback... but your average damage is still the same, though you need twice as many mods for it.
Oh! Just thought of a good use. The multishot uniques. ... yeaaaaaah. Relying on those is no bueno.
At SoaG3 + DG, you do 2x(2d4+3) damage, for an average of 16 damage per shot action. With Sharpshooter and SoaG3, you do... 11 damage. But sharpshooter shoots faster! If you divide the 16 by 1.2, you get 13.333~. So, you still out dps. Armor? It takes 3 armor or more for sharpshooter to be better. The only enemies with 3 or higher are some of the bosses and Nightmare Demon and Nightmare Arch-Vile.
Further, 3 levels of EE are a waste on the already accurate pistols. Each level of EE gives diminishing returns, so unless you're running and shooting at something at LoS distance, the third rank doesn't matter. At 2 ranks of EE, your base accuracy with a pistol is 18. If you shoot at someone on edge of sight distance, you have a 95% chance to hit, and 98% for anywhere closer. The last level of EE gives you an extra 3% on max range shots and no bonuses elsewhere.
So. For 7 feat slots, a pistol master can have SoaG3, DG, and 3 points in EE or SoaB or Finesse, causing their DPS to be much, much higher than the sharpshooter's.
I suppose the draw is consistent knockback - But you can get that with SoaB anyway. Or just going Wiz and powermod stacking your guns for consistent knockback... but your average damage is still the same, though you need twice as many mods for it.
Oh! Just thought of a good use. The multishot uniques. ... yeaaaaaah. Relying on those is no bueno.
19
Requests For Features / Re: Request for simple usability and comfort features
« on: October 06, 2011, 11:14 »
Totally agree with all of the things in the first post. Would also like to make a suggestion that firing an empty gun forces a more command, too, as I've run out of bullets at a very inopportune time, when I could have just switched guns. Instead I walked out into a Revenant...
As to the wait: Yeah, making it FLOOR(1s, move delay) would make it less abusive, but also make waiting less unintuitively bad.
As to the wait: Yeah, making it FLOOR(1s, move delay) would make it less abusive, but also make waiting less unintuitively bad.
20
Requests For Features / Re: Suggestion for some shotgun-related changes
« on: October 06, 2011, 11:05 »
... Oh, huh, that's why sarges seem so much tougher now, they did get a buff. And, yeah, my strategy for Hell's Arena always used to be: Find Combat Shotty or bring as many shotguns as I can with me. It worked well enough, though not as good as the combat shotty. Now that the CShotty is down to dlvl6 ... I think *it* became useless. Unless I go AoShotgunnery, I'm dropping shotguns like they're hot for the chaingun, most of the time. The Combat Shotty gave you a decent weapon for a bit and maybe outstripped the chaingun for a bit, but now... it's "abuse the AI and sound mechanics" not a gun. I think this made shotgun type weapons less viable, on the whole, really.
21
Bug Reports / Re: [0.9.9.4] Enemy Vision Glitch
« on: October 06, 2011, 10:43 »
Yeah, I'd accept that. It's just something I never remember happening in older versions. To be fair, the last major version I played was 9.8.10. (I should boot up 9.8 at some point... I'm sad I lost all of my really old version to a hard drive dieing awhile ago.)
Here's an instance of being Commando'd, by the by. I made a bit of a stupid decision to try and bait it out again and it worked.
Where I'm pretty sure the commando was up 3 spaces and left 2 spaces.
Here's an instance of being Commando'd, by the by. I made a bit of a stupid decision to try and bait it out again and it worked.
Code: [Select]
You quickly fully load the combat shotgun. You are hit! Your blue armor
is damaged! You are hit! Boom! You are hit! Boom! Boom!
############ ###################
∙∙∙∙∙∙∙∙∙∙#∙∙ ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙•∙∙∙∙
∙∙∙∙∙∙∙∙∙∙#∙# #∙∙∙∙∙∙∙∙∙∙∙∙∙%∙∙∙0∙
#∙∙∙∙∙∙∙∙#∙# #∙∙# #∙∙∙∙∙∙∙∙∙∙∙#
∙##∙∙∙∙∙∙∙∙/∙###∙∙# #∙∙###∙∙∙∙∙∙#
#∙∙∙∙∙∙∙∙∙∙∙#0∙∙∙∙∙###∙;# #∙∙###∙###
∙##∙∙∙∙∙∙##∙•∙#∙∙∙∙∙∙}∙∙∙∙###∙∙# ∙∙∙
∙∙∙∙∙∙∙∙∙##•∙∙#∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙###∙∙∙∙∙
∙∙∙∙ #∙∙•∙∙∙#∙∙∙∙∙∙∙∙∙###∙∙∙∙∙∙∙∙∙∙∙∙
#∙∙##%∙∙∙∙∙#∙###∙∙∙∙∙# #∙∙∙∙∙∙0∙##
∙∙∙∙##∙∙∙∙∙##∙∙∙#∙# #∙###∙###∙∙∙∙∙∙∙∙#
∙∙∙∙∙∙∙∙∙∙∙##∙∙∙#∙###∙# #∙∙∙∙∙∙∙###∙∙#
∙∙∙∙∙∙|∙##∙∙∙∙∙∙#∙∙∙∙∙###∙∙###∙\# ∙∙∙∙
∙##∙∙∙∙##∙∙∙∙∙∙#∙∙∙∙∙∙∙∙∙∙# #∙∙###∙∙∙∙∙
#∙∙∙∙∙∙∙∙##∙∙#∙∙###∙∙∙∙∙###∙∙∙∙∙∙∙∙∙∙
∙∙∙∙∙∙∙∙∙##∙∙#∙∙# #∙###∙∙∙∙∙∙∙###∙##
∙ #∙##∙^∙∙∙∙#∙∙###∙# #∙∙∙∙∙∙∙#
∙∙∙∙∙∙##∙##∙∙∙∙∙∙#∙∙∙∙∙∙###∙∙∙∙∙∙∙##
∙∙∙∙∙∙∙∙∙@∙∙∙∙∙∙∙#∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
#####################################
Derek Yu Armor : modified blue armor [1/2] (44%) (A)
Health: 42% Exp: 6/36% Weapon: modified combat shotgun (8d3) [5/5] (P1)
cautious Phobos Base Lev13
Where I'm pretty sure the commando was up 3 spaces and left 2 spaces.
22
Bug Reports / Re: [0.9.9.4] Didn't get full reward from Hell's Arena
« on: October 06, 2011, 10:40 »
Oh, yeah. No large medpack or blue armor, either. Just the Supercharge globe and the rewards that drop before the final round.
23
Bug Reports / [0.9.9.4] Didn't get full reward from Hell's Arena
« on: October 06, 2011, 07:05 »
Playing on HNTR AoImpatience, I finished Hell's Arena... to not have the Rocket Launcher, rockets, or power cells drop. I did, however, get the Supercharge globe. If there's a change to the reward for AoImpatience (this is the first time I've done it), that makes this happen, then sorry I'm making a topic that doesn't need to be made. The wiki doesn't say anything about it, tho.
24
Bug Reports / [0.9.9.4] Enemy Vision Glitch
« on: October 06, 2011, 06:51 »
To be fair, I haven't played the last few versions, but I'm assuming this isn't intended: There're times when I've been shot by enemies that I don't have vision of. I've only seen it happen to former humans, but I'll be getting plinked away at by humans that I can't see. I wish I would have thought of it, but next time it happens, I'll try and screenshot the game and hopefully find where the enemy was without him moving. It's kinda a hard bug to get details on, sadly.
25
Bug Reports / [0.9.9.4] Access Violation crash.
« on: October 06, 2011, 06:49 »
This *might* be the can't reload using an ammo container that doesn't have enough ammo bug? But I don't know offhand and didn't check. I didn't know that was a known bug before I kept going. Sorry. D:
Error: Access violation Press <Enter>... Error written to error.log,
please report! Game saved. Press <Enter> to exit. Press <Enter>...
#·\|····#·#·······
#·······#·# ·····
·······#·# 0·0
#+#######/####/####+####
#•|··/··············}··+
|·#}···#·#######/#######·#
%·/···"#·#·············#
··#······#············%#
#····/An unhandled exception occurred at $004810AD :
Exception : cannot resume non-suspended coroutine
$004810AD TLUACONFIG__RESUME, line 107 of d:/Projects/fpcvalkyrie/src/vluaco
nfig.pasly Armor : blue armor [2/2] (55%)
$00488609 TPLAYER__AICONTROL, line 1083 of src/dfplayer.pas3) [2/5] (P1)
$0049DE07 TBEING__ACTION, line 649 of src/dfbeing.pas Phobos Base Lev6
$0049DF6C TBEING__CALL, line 675 of src/dfbeing.pas
$0041E70A TDOOM__RUN, line 444 of src/doombase.pas
$004022CA main, line 91 of src/doomrl.pas
Abnormal program termination! Please write down the above
to help get rid DoomRL of all those bugs! You only need
to write down the filenames and linenumbers.
Attempting to save game.... Press <Enter>
Error: Access violation Press <Enter>... Error written to error.log,
please report! Game saved. Press <Enter> to exit. Press <Enter>...
#·\|····#·#·······
#·······#·# ·····
·······#·# 0·0
#+#######/####/####+####
#•|··/··············}··+
|·#}···#·#######/#######·#
%·/···"#·#·············#
··#······#············%#
#····/An unhandled exception occurred at $004810AD :
Exception : cannot resume non-suspended coroutine
$004810AD TLUACONFIG__RESUME, line 107 of d:/Projects/fpcvalkyrie/src/vluaco
nfig.pasly Armor : blue armor [2/2] (55%)
$00488609 TPLAYER__AICONTROL, line 1083 of src/dfplayer.pas3) [2/5] (P1)
$0049DE07 TBEING__ACTION, line 649 of src/dfbeing.pas Phobos Base Lev6
$0049DF6C TBEING__CALL, line 675 of src/dfbeing.pas
$0041E70A TDOOM__RUN, line 444 of src/doombase.pas
$004022CA main, line 91 of src/doomrl.pas
Abnormal program termination! Please write down the above
to help get rid DoomRL of all those bugs! You only need
to write down the filenames and linenumbers.
Attempting to save game.... Press <Enter>
26
Requests For Features / Re: Stuff about morale and running
« on: June 04, 2009, 16:31 »
A level 9 character that's really powerful in only certain situations toward end game, during which there are a lot of no miss enemies?
That's ... pretty specific. And not that overpowered.
Though, once Badass becomes 1 level (Which the beta has, iirc), I'll give that it's OP.
That's ... pretty specific. And not that overpowered.
Though, once Badass becomes 1 level (Which the beta has, iirc), I'll give that it's OP.
27
Requests For Features / Re: New unique items
« on: May 30, 2009, 02:40 »
That's ... not that good, really.
I'd much rather the Jackhammer.
I'd much rather the Jackhammer.
28
Discussion / Re: DoomRL VIDEOS! [with sound]
« on: May 21, 2009, 03:00 »
Well. Divx Player. Yeah.
That'd be your problem, right there.
http://www.cccp-project.net/
And that'd be your solution.
That'd be your problem, right there.
http://www.cccp-project.net/
And that'd be your solution.
29
Pre-0.9.9 / Re: [M|95%|YASD] - My first "good" run
« on: May 10, 2009, 13:28 »
I do Hell's Arena 100% of the time and never leave early. The resource gain for completing it is just too good. If you don't pull it off, well, you only wasted 5 minutes.
Also, in Chained Court, if you use the Berserk Packs right, you don't even need the RL to get to the goodies. The RL would just blow most of them up anyway, wouldn't it?
Also, in Chained Court, if you use the Berserk Packs right, you don't even need the RL to get to the goodies. The RL would just blow most of them up anyway, wouldn't it?
30
Requests For Features / Re: Challenge modes ideas - old and new.
« on: April 29, 2009, 16:37 »
No, actually, levels don't have benefits besides traits (Unless you're playing Angel of D&D)