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Messages - ZicherCZ

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He killed 614 out of 604 enemies.
102% kill rate? Damn, you're really good.
I do not question the legitimity of your win, just pointing out a possible bug.

Post Mortem / Re: [M|AoMc|97%|YAVP]
« on: March 26, 2021, 12:29 »
Being late to the party is a chance to liven it up a bit, so welcome! :)

Now that's an interesting build choice. One advantage of AoMC is the guaranteed 98% hit accuracy, which works at its best with rapid-fire weapons. With shotguns only, this advantage is entirely moot.

Don't get me wrong, this is a solid win. I would honestly like to see how this approach would work on higher difficulties. Might work pretty well, as long as you can find and keep cover for cornershooting, and stay there run-waiting until all the monsters come to you.

Discussion / Re: Anyway to change the resolution?
« on: November 05, 2020, 02:34 »
Eh, stupid me - wrong game (I was looking at Jupiter Hell). Sorry.

Check the config.lua file in your DRL installation folder, namely these settings (default values included):
Code: [Select]
-- Windows and GFX mode only:
-- Set to false to turn off the Fullscreen query at run time. If false you
-- can use StartFullscreen to control fullscreen at startup.
FullscreenQuery  = true

-- whether to start in fullscreen mode, use ALT-Enter to toggle, only
-- used when FullscreenQuery is set to false
StartFullscreen  = false

-- Windowed sizes
WindowedWidth       = 800
WindowedHeight      = 600

Change FullScreenQuery to false, keep StartFullScreen at false, and fill out whatever WindowedWidth and WindowedHeight suits you. This should allow DoomRL to start in a window of your preferred size.

Again, sorry for the confusion.

Discussion / Re: Anyway to change the resolution?
« on: November 04, 2020, 02:25 »
There is a Settings -> Display menu accessible from the title screen. That should help.

Hey that's a good point, I hadn't considered 666 - but idk about ever attempting it. 100 floors of DooMRL action is almost more than I can handle, 666 sounds monstrous.
Well, if it scares you that much, you can just head for the stairs without unnecessary delays. On UV Ao666, you reach level 25 not that long after the 100th floor (around 140-150, if memory serves me right).
And on the other side, there are Ao666 UV YAAM mortems. Two of them, as I know.

Century Lounge / Re: [U|Ao100|99%|YAVP] Centurial Platinum
« on: April 13, 2020, 02:24 »
For comparison, in the UV run I just finished I only saw 5 cyberdemons the whole game.  I am definitely too lazy to look through other UV Ao100 mortems to try to get an average count of cyberdemons with and without a cyberdemon complex, but I suspect that Radagast's "8 or 9" was actually an undercount of the total cyberdemons on that level :).  Maybe they were only estimating how many were actually visible at the same time?
Well, to provide you some data - in my AAo666 UV YAAM run I have scored 152 Cybie kills. papilio managed to do a AAo666 UV YAAM as well, with 164 kills. Neither of us found a Cybie complex, and the Cybie frequency would amount to slightly over one Cybie per four floors (counted from floor 74, where they can actually be generated first on UV). I recall meeting three Cybies on a single floor even with no complex.

Century Lounge / Re: [U|Ao100|99%|YAVP] Centurial Platinum
« on: April 08, 2020, 10:57 »
Just for the record - that ArchAo666 UV YAAM run of mine was also full of D***RL running idle, "real" playtime would amount to some 50 hours, give or take some. The run from start to end took me slightly over a month, usually playing no more than 20-ish levels per session. Sometimes only two or three.

But in the end it paid. Sharpshooters rock even in marathon runs! :)

Discussion / Re: Quick questions thread!
« on: April 06, 2020, 12:14 »
Just be careful - certain armor assemblies cannot be unequipped (cybernano armor springs to mind). Be sure to assemble them as the very last thing you do.

Discussion / Re: Quick questions thread!
« on: April 02, 2020, 11:40 »
ASCII is easy. @ is you, letters are enemies, # is a wall, / is an open door (a closed door is a +, but I deliberately skipped it because a medkit is a plus sign as well, but colored red, and IIRC this forum doesn't support coloring in code blocks) and a dot is empty space. Each character position is one tile.
And the "h" letter is the former sergeant, destined to walk face-first into your knife.

Discussion / Re: Quick questions thread!
« on: March 08, 2020, 00:20 »
Depends on your definition of "reliability". Quite a number of Platinum badges are not all that luck-reliant, if still very hard. Veteran and Marksman Platinum are quite doable, for example.

Post Mortem / Re: [U YAVP | 92%] UAC gold
« on: February 24, 2020, 04:33 »
Sharpshooter + SoG5 + Combat Pistol + P3B2 mods = 230 damage per second.
Tough to start, but unstoppable once you get rolling. On UV, the breaking point can happen before Phobos Anomaly.
Definitely worth a shot.

Unholy crap! Technician with Headshot? As I immensely loved Sharpshooter back in DRL, I just can't wait for the weekend and a few hours to try this combination out.

Requests For Features / Re: Challenge mode ideas
« on: March 13, 2019, 01:39 »
Cheibriados in DCSS makes some interesting gameplay, true, but that is because he compensates the movespeed loss by a massive boost to basic attributes, some active skills to hinder faster enemies, and the movespeed penalty itself is capped at 50% (i.e. doubled move time) scaling with piety growth. DCSS is also not as ranged-combat-focused as DRL is - here, moving slowly presents a much greater danger. Overall, this challenge would pretty much force a camping behavior (not that this is a bad strategy even now - I have some nice Sharpshooter wins that utilized camping to a great effect).
Perhaps if the movespeed penalty was more gradual? Say, 10% at the start, +5% at each levelup, capped at +100%? This would make the starting parts of the game playable, and you should be well equipped by the time the penalty starts hitting hard.


As for Opportunism, I see problems both if the early and late game. With such a degradation, shotguns are good for some three or four shots - almost useless. This leaves you stuck with pistols, until you happen to find something better. Now, chainguns start lying around on the floor at depth 5, so outside of vaults and (on higher difficulties) captains you have next to no chance of acquiring a better weapon before that.

Changing ammo drops to weapon drops might help more in the early game - with greater depth, more items enter the dropping pool and ammo drops seem to be less frequent. So this would only be a partial solution.

Requests For Features / Re: Challenge mode ideas
« on: March 12, 2019, 05:32 »
I'm sorry if I sound harsh, but both of your proposed challenges look utterly unplayable to me.

Angel of Opportunism: You would simply run out of weapons in Hell, where most of the monsters consist of VMR (viles, mancubi and revenants) packs, with a few barons and knights thrown into the mix. These drop no weapons at all. For all intents and purposes, you would not want to use weapons at all, and such a challenge already exists, called Angel of Pacifisim. Now consider that you have a limited inventory, and ... Well, just no. Sorry. Unless you throw in a greatly increased ammo capacity for any and all weapons.

Angel of Sloth: Well, on N! difficulty your speed is already cut down by 10%, and this makes the game a _lot_ more dangerous. Cutting it down by further 50%? Even Phobos Base would be a hell to survive (imagine those guaranteed sergeants firing their shotgun, reloading and firing again between your actions), and if you start any level surrounded by monsters, you could just quit right there. Accuracy is not worth a dime until you find something else than the starting pistol (which already has and accuracy bonus) and a shotgun (which completely disregards accuracy).
I could imagine such a challenge working with, say, 10-15% speed penalty (20-30% for Archangel).

Post Mortem / Re: [U|100%|YAFW] Scavenger Diamond
« on: March 10, 2019, 03:55 »
Strategy was simple: I stocked up on rockets and painted every single tile of the Vaults with lava.
Now that is some impressive and creative thinking.

Well, it still counts as clearing the Vaults "by luck" - the napalm launcher is quite a rare find. Congratulations!

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