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Messages - Buzzard

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1
Scavenger mastery text needs to be updated to state that you can also scavenge boots and armor now.

2
Nightmare! currently does not show you the 10% speed debuff that is applied to all classes. It should probably be noted in the player statistics to ensure that people don't get confused about why they are getting double-moved on.

3
Wording Change:

Currently, Ironman specifically states it gives you 20% more health points when in fact it gives you a flat 10 regardless of what class you are. If you were a Marine, 20% of your starting health would be 12 more hit points. I understand that this is partly due to how Angel of Humanity works, but Angel of Humanity already tells you that Ironman only gives you +2 more health points. In addition, Marine itself says you get 10 more health points instead of a percentage increase.

I would reword Ironman to just state that it grants you 10 more health points (just like how choosing Marine does now) and just keep the wording on Angel of Humanity where it says that Ironman grants you +2 HP now. I would also probably add in that Marines do start with 12 on AOH on the AOH trial selection screen, just to be clear.


4
Discussion / Re: Assemblies
« on: September 16, 2013, 07:45 »
A few thoughts from a relative newb (1st lieutenant Hell Knight):
I like that advanced/master assemblies are not so powerful that WK 2 is a must, but at the same time they can really make a game much easier.
Specific assemblies:
Gatling gun: I feel like this might almost be too good. I assemble it almost every rapid-fire run, unless I find lots of energy cells before a second bulk mod.
Tactical shotgun: Same, but even moreso. I'm not really sure what to do about it, though. I mean, I wouldn't say it's overpowered, but it sometimes comes close to required.
Tactical rocket launcher: Not really sure what the point of this is? Is it better in any way than a missile launcher?
Burst cannon: so inaccurate that it requires lots of EE, such a huge use of bullets it requires MAc. Therefore, only useful in AoMC, as far as I can tell.
Assault rifle: like the tactical rocket launcher, I'm not really sure what situation this is useful in. Could someone help me out?
Focused Double Shotgun: lots of fun, but it's very dumb that it is LITERALLY the same as a super shotgun. It doesn't have to be better or worse, I jut feel like I'd prefer it being different somehow.
Assault Rifle used to be good but at this point it's pretty much a legacy item. It's pretty much worthless. The Burst Cannon does have one very niche (but amazing) use outside of AoMC: Making a Laser Burst Cannon on an Ammochain run.

5
Releases / Re: Skulltag Arena
« on: September 09, 2013, 10:47 »
What are the exact values of the Rune of Strength, out of curiosity?

6
Discussion / Re: A Beginner's Guide to DoomRL
« on: April 05, 2013, 12:45 »
Quote
Envirosuit pack (, dark green +): Temporarily makes you immune to harm from wading in acid or lava and grants 25% resistance to fire and acid damage.
Is that new this version? Never heard of that.

7
Discussion / Re: Soooo... AoMr in 0.9.9.7
« on: April 05, 2013, 11:23 »
Sharpshooter is probably the best perk overall but I think GunKata is still really good. It gives you more survivability and it gets rid of the reload problem 99% of the time.

8
Discussion / Re: Demolition ammo and other useless(?) assemblies
« on: February 22, 2013, 07:41 »
I might be alone in this, but I think the Elephant Gun blows other shotguns out of the water. If I'm going for a shotgun focused build it is my primary weapon. Tactical Shotguns are great, especially when you're not getting shotgun traits, but they can't really compete with an Elephant Gun when you have the appropriate traits. Shell efficiency, the larger cone of fire, and higher damage/knockback all make it fantastic. The only real downside is when you are cornershooting, but the extra knockback helps offset this, and you can combat it with appropriate use of ammoboxes or even sidestepping if you move fast enough.
Absolutely agreed. However, the Focused Double Shotgun/Super Shotgun is even better if you can make it/find it. Sure, it loses a little in ammo efficiency, but the damage boost is worth it, especially if you are playing MAD.

9
Discussion / Re: Shotgun thread
« on: February 22, 2013, 07:37 »
MAD is probably the best shotgun build, at least on UV/N!.

However, as much as I love MAD, I have to say, the most fun build is Shottyhead. It's not some ultimate end-all be-all, but it gives you both offensive and defensive tools, and it's fun running around switching between the shotgun and rocket launcher.

10
Discussion / Re: Shotgun thread
« on: February 21, 2013, 08:23 »
I think MAD is more powerful than some people here are giving it credit for;  the fact that it's the only Shotgun mastery that doesn't block SoB is significant.  Armour-piercing combined with a few levels of SoB is devastating to even the most powerful monsters in the game.
Oh yeah, absolutely. I was just suggesting what I said for flavor.
May be something with chainsaws AND shotguns?
Army of the Dead. Prerequisites: Berserk, Juggler. You got cursed chainsaw equipped. If you kill enemy with shotgun, next melee attack takes no time. If you kill enemy with melee, next attack with shotgun take no time.
I like this, although I'd change the prerequisites.

11
Discussion / Re: Shotgun thread
« on: February 20, 2013, 07:06 »
I still think Army of the Dead should give you some sort of bonus with the chainsaw, but I'm only saying that because of it's name.

12
Discussion / Re: Demolition ammo and other useless(?) assemblies
« on: February 15, 2013, 07:12 »
Yes, it is nice. Almost like plasma ;) .
That and you have a backup gun with 60 shots if you run out of plasma ammo.

13
Discussion / Re: Demolition ammo and other useless(?) assemblies
« on: February 14, 2013, 08:12 »
Burst Cannon is actually really awesome if you're doing an Ammochain game and you find the Laser Rifle. You get an extra side and two extra shots while still having an insane accuracy bonus (+6 after the assembly).

Edit: Also the Elephant Gun is good on AotD games where you can never get a Focused Double Shotgun (unless you find a Super Shotgun, of course).

Second edit: I can't confirm because I haven't actually tried it, but I imagine the Nano-Shrapnel mod on a Super Shotgun in a Gunrunner/Shottyhead game would be absolutely incredible. Sure, you're doing less damage, but at the same time you've turned the Super Shotgun into something that can fire without reloading ever.

LAST EDIT: Gatling Gun is a very good upgrade to the Chaingun, even on Ammochain games. +1 sides, 20 more bullets in a magazine, and two more bullets for just two bulk mods? Excellent.

14
So overall, Plasma is better with Ammochain? It's hard to tell.

Also I wouldn't say that knockback is bad, if the enemy is knocked back it can't hit you but you still have a chance of hitting it.

15
The gatling gun is very good for nearly every build except for people with Tech 2. You get the effects of a bulk mod (or a mod and a half, I forget what 20 more bullets in the chaingun would be equal to), a power mod, and a firestorm mod for just two bulk mods.

Hyperblaster I'm not so sure about, honestly. At least for Ammochain games, anyway. It's not that it's not good (it is), but I feel that the lower damage really hurts it. Sure, it has a shorter firing time and plus +2 accuracy, but you lose a lot on damage. I'd kind of rather just kill a heavy enemy in one long burst or so with a A1 Plasma Rifle then have to fire three or four Hyperblaster bursts. Does anyone feel what I'm getting at?

Obviously Hyberblaster is better for bunches of medium-toughness enemies, because of the firing time. But against mancubuses...
May have to rethink this. Hyperblaster does more damage in the same amount of time, but a fully modded Plasma Rifle should outdamage a Hyperblaster...

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