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Messages - Thomas

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Discussion / Re: Quick questions thread!
« on: October 03, 2013, 07:51 »
Guns, melee weapons, armor and boots can all be modded once each. When you get a new level of whizkid, guns can be modded twice more and everything else can be modded once more.

Guns can have up to three of the same mod, all other items can only have one of the same mod unless you're specifically making an assembly, e.g. Tactical Boots requires two agility mods on a pair of boots which is normally impossible.

Most exotic items can be modded like normal. Most unique items can't be modded, some allow one mod in special circumstances, and I think only one unique item (Cybernetic Armor) can be modded like normal. All the mods have a page on the wiki saying what they do when put on weapons or armor.

Discussion / Re: Quick questions thread!
« on: September 15, 2013, 00:05 »
According to the wiki:

Can someone confirm this to be the case? If Berserker gave 20 actions of berserk effect every 4 melee hits, then I wouldn't be dying so much on AoB. Same for the berserk on damage.

Just tested it - attacking four times in quick succession is guaranteed to make you go berserk. If you wait too long between attacks it seems to reset the counter.

Discussion / Re: Master trait discussion 1: Gunrunner
« on: September 14, 2013, 08:57 »
Getting the entire eats, shoots and leaves move, shoot and fire schtick by level 6 would be insane. Gunrunner as it stands in my eyes, is perhaps 80-90% as powerful as shottyhead/MAD already.

Also, as fireangel and gunrunner are right now, it actually makes more sense for fireangel to be a shotgun trait and gunrunner to be a general trait. Fireangel, even ignoring its requirements, assumes that you are dodging in combat and makes it better. Gunrunner gives you the ability to dodge in combat. If both of them had their requirements/blocks removed, fireangel would still only see play by shotgunners.

By that logic, I guess I'd remove the no-rapidfire restriction on gunrunner. If someone finds a laser rifle halfway through their gunrunner run, who is Kornel to say no? (he's the game designer, he gets to say no whenever)

Discussion / Re: Master trait discussion 1: Gunrunner
« on: September 14, 2013, 08:41 »
Yeah, I did just mean that because it deals more damage per shot it can be a replacement for army of the dead's armour piercing ability.

Discussion / Re: Master trait discussion 1: Gunrunner
« on: September 14, 2013, 08:27 »
What is survivalist doing on a non-marine that doesn't even make sense

As for the elephant gun - I've never tried to make one, always opting for the Tactical Shotgun if the option's available. I would have thought it was stuck between the double shotgun for damage and the combat shotgun for lack of spread.

Being stuck in the middle is precisely what it's good for!

The elephant gun's biggest strength is its efficiency. It puts down damage comparable to the double shotgun in one firing action with only one shell. Its damage dropoff is pretty good, so it deals more damage than the combat shotgun at any range and the double shotgun at most ranges. Remember, the double shotgun is two seperate attacks with two seperate damage dropoffs (first knocks them back so the second deals less damage) and two seperate penalties for enemy armour.

The two power mod cost (and the fact that the tactical shotgun is still excellent in most situations) means that most people go for tactical shotgun anyway, but gunrunner/shottyhead scouts are particularly interested in the elephant gun because:
a) Elephant gun pierces armour about as well as Army of the Dead does, which they obviously aren't getting.
b) They aren't necessarily doing all of their fighting behind corners, where the tactical shotgun reigns supreme
c) They're relying on shell boxes, so they don't like swapping weapons. A shotgun that is good at all ranges like the elepahnt gun is handy.

Discussion / Re: Master trait discussion 1: Gunrunner
« on: September 14, 2013, 08:05 »
I think you're underestimating Gunrunner because of the testing condtions - namely, you're in one of the most dangerous fights of the game and you're not getting the correct #7-#9 traits (rel rel shottyman, of course).

Gunrunner is awesome because of its interaction with shell boxes. Shell boxes take your reloading time down to something in the order of 0.1-0.2s. If you are going towards gunrunner, attempt to hoard shell boxes until you're level 6. Once you get gunrunner but not shottyman, you're in this weird period of time where firing is safer than reloading. It's usually the other way around, right? But this is way better, because it's a million times easier to make reloading safe (shell boxes, hiding behind anything) than it is to make firing safe (hiding behind corner shooting spots, that's about it)

And once you're level 9, you need a contingency plan for viles and revenants, but that's it. Nothing with a miss chance can possibly threaten you for those 45 turns, and the level will almost certainly have at least one healing powerup. Corner shooting is still plan A, but gunrunner is one of the best plan Bs available.

Finally, gunrunner + shell box/shottyman is a perfect excuse to bust out the elephant gun. Regular shotgun + PP for extreme 12d3 power with a downside that you basically ignore.

Modding / Re: Problem Starting Game After Crash
« on: April 29, 2013, 09:33 »
Delete the file in your DoomRL folder called 'save' and you'll be able to start a new game the next time you go to the main menu.

Discussion / Re: Practical use of skulls/Arena Master staff
« on: April 24, 2013, 02:12 »
Making it a melee weapon could be interesting. Considering that you have to fully complete Hell's Arena to get it, likely for a gun-toting doomguy and unlikely for a melee doomguy, it could be a melee weapon that's a chainsaw alternative for people who don't have brute - High accuracy with some drawback.

I'm not even sure if the game would play nice with an item that can be both used and equipped, though.

Discussion / Re: Poll: which medals can we do without?
« on: April 10, 2013, 01:51 »
The problem I see here is that medals have very variable difficulty. Some are intended to be fairly easy to get and some will only ever be achieved by the top players, while some are simply luck-based. I honestly have no problem with any of them. I know I will likely never get the Hell Arena Pwnage Medal or Thomas' Medal, but that doesn't make me want to get rid of them because they were never intended for me. Similarly, I will probably never have the patience for Gambler's Shield, but that doesn't make it any less valid.

So no, I don't think any medals need to be removed.

Removing them based on difficulty is silly, yeah, but Iron Skull in particular needs either a large numerical change or removal simply because the only way to get it is to hang around in City of Skulls/Abyssal Plains for a few hours as a Vampyre marine. No skill or even luck involved, you just play for 4-5 hours and you get it.

Discussion / Re: Poll: which medals can we do without?
« on: April 09, 2013, 10:05 »
No-one better have voted for my goddamn-

oh hey, cool

Iron Skull sucks, I proposed the idea without really knowing how much damage I normally take in my runs and figured "10000 is probably a good estimate for a clumsy Vampyre AoB 100%" when it was really closer to 3000 or so.

(my original proposal for Untouchables was also high - Kornel changed 1000/600/300 to 500/200/50)

Gutts' Heart is stupid. The Dragonslayer still curses on equip, right? So once you pick it up you literally cannot avoid getting this medal (well, you could die, but death is very easy to avoid when you have such a powerful weapon)

Hell Arena Pwnage is a pet peeve of mine. I really don't like playing Nightmare! for 90%+ kills, let alone actually trying to clear something completely. Without taking damage.

Post Mortem / Re: [H|100%|YAFW] My first Conqueror full win
« on: March 29, 2013, 08:23 »
Not sure. You do get a 100% kill rate though.

"Clearing" a special level is seperate from getting 100% kills. You won't get conqueror medal if you don't complete all 3 waves of Hell's Arena and spawn (and defeat) the Shambler.

Discussion / Re: Ratatatata: The Joy of Chainfiring
« on: March 25, 2013, 01:00 »
Chainfiring is also good to save ammo by killing formers with 1-2 less bullets - if you don't have Ammochain anyway.

Discussion / Re: Newbie question
« on: March 24, 2013, 21:04 »
How much longer does running last than normal?

Wiki says 50% longer - 45 actions instead of 30.

You're talking to a living legend, LuckyDee. Thomas was - and is - one of the most influential personalities in the history of DoomRL. He is probably the only person on the forums, from among the still active, that can boast once having his nick painted red because of the DoomRL Angel title bestowed upon those few who basically kept this game alive after it had entered a long, dreary stasis.


I was quite displeased to lose my red name, but "Old Chaos Guard" basically means "DoomRL grognard" which I've come to realise is way better, both in general and as a specific descriptor for myself.

Requests For Features / Re: "Mid"-Classic Doom feature?
« on: March 23, 2013, 18:22 »
Now when you first won DoomRL, was it on ITYTD?

Bzzzzzt, you suck, real DoomRL just kicks you in to level 1 the moment you run DoomRL.exe (well, DoomRL.bat, I suppose)

To actually add to this thread beyond a stupid joke, I'm not sure if there's going to be much demand for past version mods - especially considering that there's been recent talk about putting all versions up as an archive in 2 weeks or so.

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