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Messages - Journey

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91
I do think the current Master Trait restrictions are far too strict, and a lot require traits that aren't necessarily useful.  I'll never take Gun Kata, for example - as I don't find a use for hellrunner with pistols.  On the other hand, if you use shotguns without Army of the Dead, you're at a huge disadvantage, thanks to double armor effectiveness against shotguns.  To ensure that your shotguns are effective against later enemies, you have to follow the build for that master trait.

Dervis's dodge idea has a tremendous amount of potential.  The problem with dodging now is that most of the time you don't get a chance to act offensively despite dodging.  Suppose you're facing a few ordinary enemies and if you fire, you probably can't finish them all and will take a hit from their retaliatory fire - so you sidestep instead.  Perhaps the RNG goes your way, and you dodge their shots.  But once again you're facing the same enemies, who will get another chance to fire at you.  The only way dodging lets the player gain some advantage is if you're trying to close the distance to attack in melee, or perhaps a bit closer with your shotgun (still a big risk!), or if the enemy, most likely alone, needs to reload.

Dervis's proposed idea could lead to a sidestep's effect lasting 1+ turns beyond the turn used to sidestep, so after a sidestep you're not necessarily in a similar situation as before.  After a 'good' dodge, the player gains a turn where enemies will likely still miss him, but he actually gets a chance to take an offensive action before needing to dodge again.  Depending on how the numbers are designed, it could lead to a new way of playing - sidestep, shoot (or reload), sidestep, shoot, etc.

92
Requests For Features / Re: User Interface changes
« on: October 22, 2009, 22:04 »
I like the multiple columns for trait selection, it does look nicer, and you won't need to tap down so many times to select a trait (in the middle of the current list).

I've gotten used to up/down and different keys for movement playing DoomRL on my laptop.
Heck - before I discovered doomrl.ini, I was playing with the arrow keys for compass movements and pgup/pgdown/end/home elsewhere on my keyboard to move diagonally, and I actually got used to that too...

Still, a unified set of controls would be nice, haha.

93
Bug Reports / Re: (0.9.9) Crash on Blaster-fire
« on: October 22, 2009, 21:56 »
I've fired the Blaster fine when I found it - must be a combination of factors.

94
Bug Reports / Re: (0.9.9) *bug* See enemies out of LOS
« on: October 22, 2009, 21:55 »
Were you using chainfire?  Chainfire marks the screen in an unusual way to show you which direction you just fired at...

But if you were firing at targets that weren't visible, chainfire wouldn't even function, hmmm...

95
Discussion / Re: What mods are most useful in AoMr?
« on: October 22, 2009, 21:53 »
With the changes to all the mod effects, I'd say that technical mods for weapons are the way to go, in almost all situations.  -20% fire time translates to +25% dps (reload time excluded).  Plus a shorter firing time means that enemies have less time to act after you fire - preventing double turns against your single one, and giving you an earlier chance to react to situational changes, such as new enemies coming into view.

For pistols, the bulk mod is worth considering since a large proportion of your time is spent reloading after getting the 4 basic pistol traits.  The weapon reload mod (-40% reload time) in the old version was way better though.

Power mods are okay, but outshined by the buffed technical mods.

The +1 accuracy (agility mod) effect is as crappy as ever - but essential for Ammochain builds.

96
Nightmare! / [N!/AoMs/25/YASD] Why was the BFG changed in .9.9?
« on: October 22, 2009, 21:39 »
--------------------------------------------------------------
 DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Travels, level 13 Cacodemon Sergeant Major, killed by a Cyberdemon
 on level 25 of the Phobos base.
 He survived 47348 turns and scored 424716 points.
 He played for 1 hour, 17 minutes and 51 seconds.
 He opposed the Nightmare!

 He killed 815 out of 1257 hellspawn. (64%)
 He was an Angel of Masochism!


-- Awards ----------------------------------------------------

  UAC Star (gold cluster)

-- Graveyard -------------------------------------------------

  ###########################################################
  #...............X..........................................
  #..........................................................
  #...........................###............................
  #...........................##.............................
  #...........................#..............................
  #..........................................................
  #.......................................................###
  #...............C..........................###..........###
  #............###...........................###..........###
  #............###.............##............###.............
  #.............#..............###...........................
  #................................................###.......
  #................................................###.......
  #.........................................###....###....###
  #........###..............................##............###
  #........#>#............................................###
  #........###...............................................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health -8/50   Experience 78272/13
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +3  ToDmg Melee +3

-- Traits ----------------------------------------------------

    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Son of a bitch   (Level 3)
    Eagle Eye        (Level 2)
    Intuition        (Level 2)
    Triggerhappy     (Level 1)
    Cateye           (Level 1)

  EE->SoB->EE->SoB->SoB->Int->Int->TH->MCe->Fin->Fin->HR->HR->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   modified red armor [4/4] (144%) (B)
    [b] [ Weapon     ]   plasma rifle (1d7)x6 [0/40]
    [c] [ Boots      ]   modified protective boots [1/2] (44%) (A)
    [d] [ Prepared   ]   modified chaingun (1d6)x4 [40/40] (T1)

-- Inventory -------------------------------------------------

    [a] modified rocket launcher (6d6) [1/1] (T1)
    [b] modified plasma rifle (1d7)x6 [0/40] (T1)
    [c] modified BFG 9000 (10d8) [0/130] (B1)
    [d] modified blue armor [2/2] (100%) (A)
    [e] blue armor [2/2] (100%)
    [f] modified red armor [4/4] (186%) (B)
    [g] Malek's Armor [3/3] (100%)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x26)
    [k] rocket (x3)
    [l] power cell (x50)
    [m] power cell (x50)
    [n] power cell (x12)
    [o] phase device

-- Kills -----------------------------------------------------

    103 former humans
    105 former sergeants
    64 former captains
    157 imps
    71 demons
    89 lost souls
    50 cacodemons
    35 barons of hell
    31 hell knights
    23 arachnotrons
    8 former commandos
    8 pain elementals
    16 arch-viles
    24 mancubi
    31 revenants

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 4 he stormed the Chained Court.
  On level 11 he ventured into the Halls of Carnage.
  On level 16 he found the Malek's Armor!
  On level 16 he invaded the Unholy Cathedral!
  He fled the Unholy Cathedral seeing no chance to win.
  On level 21 he entered the Vaults.
  He came, he saw, but he left.
  On level 23 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Phobos Arena!
  On level 25 he finally was killed by a Cyberdemon.

-- Messages --------------------------------------------------

 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon.
 Chain fire (full) -- Choose target or abort...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon.
 Chain fire (full) -- Choose target or abort...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon

-- General ---------------------------------------------------

 Before him 83 brave souls have ventured into Phobos:
 75 of those were killed.
 1 didn't read the thermonuclear bomb manual.
 And 2 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 5 souls claim to have killed him...
 5 killed the bastard and survived.

--------------------------------------------------------------
So I've struggled mightily and managed to make it to floor 25 with the BFG, ample cells, and intuition to boot.  With the old BFG behavior - guaranteed win.  Except to my horror, the BFG is just a bigger rocket launcher now...what the heck?  If I had known the BFG no longer hit where you aimed, I would have managed my experience points more carefully to come to cybie with 200% health, not 84%.

One of the unique useful features that set the BFG apart from other weapons - gone.  I probably wouldn't have risked the Halls of Carnage if I had known the BFG couldn't be aimed this way anymore.  On AoMs/AoP, unlike other modes, the Halls of Carnage are a risk without envirosuits.  This missing BFG ability also made it very useful against crowds, since you could aim anywhere, such as in the middle of a monster pack even if there was no monster there, rather than having to rely on a wall, or hoping to succeed on your accuracy roll while aiming at a creature which might not actually be in the ideal spot to begin with.

97
Discussion / Re: Special Fire Modes, emphasis Chain Fire
« on: October 21, 2009, 22:23 »
I maintain the sweep is entirely useless, unless you are in a very special situation where there's a barrel you want to hit in the same turn as a particular enemy, and that barrel can be hit with the sweep (hard to tell, because the precise trajectory of the sweeping bullets isn't easy to predict.)

A single bullet from the chaingun cannot kill anything - not even a former human.  And the sweep, unless you get a bugged one where it goes back and forth, will only shoot one bullet for a particular trajectory.  In the end it's better to re-start your chainfire at the new angle if the change in angle is great.

98
Announcements / Re: DoomRL 0.9.9 RELEASED!
« on: October 21, 2009, 22:20 »
If you blew his brains out, he wouldn't be able to work on the tiles, would he now?

In any case - the rather indelicate way in which you expressed your sentiments isn't particularly conductive to getting the results you want.

Perhaps something along the lines of, "I've heard that a tile-based version was in the works and I'm greatly looking forward to seeing it, any update on when it might be completed?"

99
Bug Reports / Re: BUG 0.9.9: Enemies not attacking back
« on: October 21, 2009, 10:31 »
Reminds me of a similar bug in CastlevaniaRL long ago:

Attacking with fists took no time:
http://slashie.net/e107_plugins/forum/forum_viewtopic.php?384

100
0.9.9 / Re: [H|100%|YAAM] Stinkin' Badges... (+ Stinkin' Medals)
« on: October 20, 2009, 07:28 »
Well we already have badge descriptions under the 'show player' secondary screens.  And maybe the medals are supposed to be somewhat more mysterious.

101
Requests For Features / Re: Gamepad support?
« on: October 20, 2009, 07:26 »
Have you tried changing doomRL's key bindings to keys that joy to key can emulate?

I haven't tried it, but maybe it'd work.

e.g. in doomrl map 'up' to the key 'a', then in joytokey map your gamepad's up to press the key 'a'.

102
Discussion / Re: Special Fire Modes, emphasis Chain Fire
« on: October 20, 2009, 07:23 »
I don't know why you guys have to be so harsh, sheesh.

There isn't much comprehensive documentation about the new features, although one could argue that discovering how things work is part of what makes the game interesting.

Anyways, like Dervis mentioned, when you initiate chainfire, you shoot one less bullet than in a normal burst.  However, after that, if there are still enemies visible, you can fire a 'warming' burst - which has the normal number of bullets - you are automatically in 'targeting mode' without having to press fire again if this is the case (and you can press Esc to cancel, allowing you to move/fire normally/initiate chainfire from step one).  If you fire that 'warming' shot, and there are still visible enemies, you now fire 'full' bursts - the normal number of bullets +2.  So you have a slower start but higher rate of fire in the long run, as long as you have ammo and as long as enemies are visible.  However, if you switch targets and the new target's angle of fire is far different from your original target, some of your bullets will be wasted sweeping to your new target, unlike normal fire.

I suggest that chainfire be used when facing the capital B's or worse - enemies as tough or tougher than Hell Knights/Barons, and if your new target is at a different angle, restart chainfire rather than allow bullets to be wasted with the sweep.

103
Nightmare! / Re: [N!|Standard|92%|MAc|YAVP] Elite Diamond
« on: October 16, 2009, 16:55 »
Marksmanship without SoG seems pretty farfetched.  Pistols are already underpowered with a full set of traits, and pistols benefit far more from traits than other weapons (i.e. pistols are really really bad, it's only Son of a Gun/Dual Gunner that grants massive bonuses allow it to be viable).

Nightmare with only fists seems kind of tough too.

Edit:  I'm surprised that AoPc without HR is doable.

104
Requests For Features / Include a message for N! corpse revival?
« on: October 15, 2009, 23:30 »
Right now when an Archvile revives an enemy in sight, we get a message (which we can give a very eye-catching color so we won't miss it as we play), is it possible for the same to be applied to a non-Archvile revival in N!?

Next version of course.

105
Nightmare! / Re: [N!|Standard|92%|Diamond|YAVP] Elite
« on: October 15, 2009, 23:27 »
How are respawning enemies handled?

Does a revived enemy count as another enemy for both killing and being left alive?  Or does only the initial creation of the enemy count, and whether or not it is killed depends on whether or not it's alive when you leave a level?



I'm also surprised at clevel 18 on non-Ao100, especially if xp required for levels is unchanged.

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