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Messages - Deathwind

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Discussion / Re: Advanced key bindings & messages coloring
« on: February 27, 2013, 13:40 »
I didn't point that out because at the time of that thread there was only the console version, there isn't any way to change color bindings for the graphic version except changing the tile set.

Discussion / Re: Advanced key bindings & messages coloring
« on: February 27, 2013, 04:56 »
adjusting the message colors has a major effect on the game, even if it only helps notice when a special level spawns. Here's the thread I copied my bindings from:,4252.0.html

Hall of Carnage on AoPc without a homing phase isn't QUITE an instadeath. I've done it several times, it just really sucks trying to get a sargent to shoot down the second door. I'd still claim it's easier and less luck dependent than brick silver...

Requests For Features / Re: Allow saving in N!
« on: February 22, 2013, 00:31 »
or just prevent crash saves on N!

Discussion / Re: Demolition ammo are useless?
« on: February 12, 2013, 19:02 »
It enables a 10mm gun to break walls and gib corpses. Not much point in it for wall breaking in a normal game but it can be a big deal in a pistol challenge or A100. Gibbing corpses on the other hand IS a big deal when dealing with archviles, Nightmare, or angel of darkness.

Discussion / Re: Shotgun thread
« on: February 09, 2013, 23:00 »
if this is a shotgun challenge I'd say keep all of them for now.

The elephant gun is very good with shottyman but is crap in all other cases, even a shell box isn't quite enough here. The second mod is better spent on armor, if you must drop one drop this
The double shotgun has a WIDE burst and tends to really knock targets back but it's useable range ends within your vision and armor really hurts this gun, it also needs shottyman or a shell box to have a reasonable rate of fire. Don't drop it unless you find a super shotgun but it's not a primary gun due to ammo use.
The tactical shotgun is your primary gun, great rate of fire/reload and it effective range extends beyond your field of view, the only drawbacks are it's somewhat narrow burst and it's a bit lacking when it comes to heavily armored targets.

Army of the dead makes all shotguns but the plasma shotgun better but the biggest effect is on the double shotgun (besides the rare Jackhammer).

For getting into harder difficulties I found the marine's ammochain build (Rel>Rel>SoaB>SoaB>Th>Th>MAc) to work very well. With this build you rely on shotguns and corner-shooting till you hit ammochain (if you clear each floor you should get it around the armory on HNTR).
I find Tac boots to be a better use of mods than the assault rifle as you will retire it for plasma but rapid fire guns tend to be lacking in accuracy so spending one A mod on your chaingun may be a good investment. The spider lair's reward is insane for this build as it removes most of your ammo worries.

Discussion / Re: Branching Out to Other Roguelikes
« on: February 06, 2013, 01:41 »
ADOM, one of the greatest of roguelikes, recently went back into development

Discussion / Re: HKs and Barons wearing armor
« on: February 05, 2013, 22:35 »
also lets make archviles able to wear red armor :P

Just no

Off Topic / Re: Now Playing: ...
« on: April 15, 2012, 03:18 »
Couldn't think of a better place to post this.

E1M1 played on floppy drives

Requests For Features / Re: Repeat Level Feeling
« on: April 05, 2012, 21:01 »
I still use those color bindings
Spoiler (click to show/hide)

Bug Reports / Re: [ Windows] Multiple AoD bugs
« on: April 05, 2012, 20:50 »
it can be done without corpse stacking, it just takes alot of shells as you need to keep rekilling the same monsters.

make them sight blocking boulders for the entry and let trees spawn in hell

Discussion / Re: ASCII graphics for Doom - Now with download!
« on: April 02, 2012, 13:37 »
I forget, does doom handle exits to different locations?

Century Lounge / Re: [U|Ao100|100%|YAAM] Energy Man
« on: March 30, 2012, 02:26 »
I have a copy, but remember that the game was cruder back then...

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