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Messages - Toan

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1
Discussion / Is RocketJumping practical?
« on: November 09, 2010, 03:44 »
If so, when would you use it? 6-36 dmg normally, 1/2 dmg = 3-18, 6-36%, and it gives extra knockback. I think 36% is a bit drastic, but that's if you're unlucky. I suppose you COULD use it to hit something right up close, if you don't have time to switch to another weapon...

At least, it saves me sometimes, because i forget I have it out, instead of my usual primary (I like my Rougelikes hard, fast and loose, even if they are turn-based) and it rocketjumps me, instead of blowing up in my face. (If i'm chain-firing.)

So, when is it practical? City of skulls?

Thanks.

2
Discussion / Re: Master Traits?
« on: November 07, 2010, 22:42 »
Hmm...I suppose so. Thanks.

Though, wouldn't that mean that later in the game, if/when you have Longinus (Which I have yet to get even once...) MBm would be better? Higher berserk rates, and damage, plus, the awesome AoE Alt.Fire... Then again, both traits are good on their own, I suppose. Shame you can't get some whacky combo like MCe and MAc. Imagine the damage you could do with that....

3
Discussion / Re: Master Traits?
« on: November 07, 2010, 02:34 »
I suppose if you're trying to compare Vampyre and Blademaster...which one would be more powerful? And, is dodgemaster as absurdly powerful as I think it is? A free guaranteed first dodge, after every move, combined with 2 HR's 20% speed increase, so that's 0.8sec per move, plus whatever extras you may have or may not, that's quite powerful in terms of dodging. Of course, MFa = dodging revenants and viles, or so I've heard...

Oh, and does side-stepping work like it used to? So many changes....

Back to the comparison, +3 hp, or 6% w/o Iro seems quite good, until you realise that you have to actually kill things up close. But it stacks with Badass, so...

What does it mean by 0 time for Blademaster? Does it mean, essentially a free next move? Or, that they're just not going to shoot you this turn?

4
Discussion / Master Traits?
« on: November 06, 2010, 19:40 »
Just got back into DoomRL, and noticed that a lot of things have changed. For one thing, there's more traits, and for another there's the hellgate, more mods, more weapons, more uniques, etc.

What I want to know is how people choose between two conflicting master traits, ie; Army of the Dead and Fireangel, or Ammo Chain and Cat Eye (Which has a lot more prerequisites now!) And the situations in which you'd choose one line over another, etc.

Thanks in advance.

5
Discussion / Re: You play too much DooMRL when...
« on: June 27, 2009, 01:22 »

... You search for "Megasphere" on EBay to buy it as a collector's item


i've got a screenie, who wants it? bidding starts at $0.05! :)

6
Pre-0.9.9 / Re: [M|AoI|97%|YASD] - The City of Skulls
« on: May 09, 2009, 19:25 »
City of Skulls on AoI HNTR is possible, you just need to BFG the souls when they come at you. You'll lose rockets and cells, but gain that shiny new BFG in the top right corner.

7
Pre-0.9.9 / Re: [M|AoI|97%|YASD] - The Wall ALMOST!
« on: May 09, 2009, 01:49 »
i would just like to say:

A rather odd build, going straight for Badass. If you're just wanting to win on AoI HNTR, i would suggest something like:

EE>EE>INT>INT>INT>CE>CE>W/E

other than that, good luck

8
Pre-0.9.9 / Re: [M|95%|YASD] - My first "good" run
« on: May 09, 2009, 01:44 »
Hell's Arena: Yes, scary w/o a chaingun and approprite traits, but i guess you can make do with some armor, medpacks and a combat shotgun.
Chained Court: uh....easy/free exp? It's just humans and sergeants. Dunno about the real high levels though, so correct me if i'm wrong. Yes there are some cacos/barons, but they kinda caged.
The Wall:Now, if you don't know what you're doing, you will 1.Die, 2.Destroy the shiny Backpack!. So, what you do is, fire at the bottom or top of the Wall, make a small gap then proceed to wipe out those Barons/Viles/Hell Knights. I don't know how to do "code" pictures, so....

9
Pre-0.9.9 / Re: [M|95%|YASD] - My first "good" run
« on: May 08, 2009, 22:10 »
medpacks: About 3 large meds will do.
you don't need R1 on your Doubly Shotty if you have reloader AND HR AND Shottyman
Special levels = more exp, but flee Hell's Arena early if you think it's getting too hot.
The speed mod on the RL could have been put on the shotgun..

other than that, beware that you run outta ammo and have to run past stuff/melee them.

10
Discussion / Re: Tips for Angel of Purity?
« on: May 05, 2009, 04:08 »
Yup, all me! ;)

(now that i know my BO kinda works, i can try to finish that AoPurity HMP run and get more ranks :D)

11
huh, i didn't know that....cool. I usually just nuke the cybie when i don't feel that i can achieve a comfortably padded standard win. Like my latest AoLT partial win on HNTR that i don't wanna post.

12
Discussion / Re: Tips for Angel of Purity?
« on: May 01, 2009, 21:51 »
I finished AoI + AoLT going with this BO:

EE>EE>INT>INT>INT>CE>CE>EE>SOB>SOB

i got EE for kicks in AoI and for making sure ammo didn't run out the fast in AoLT. Maybe i should have changed the third EE for a SOB. But, rockets + INT = masses of stuff dead. You get exp and you don't get hurt, much.

13
"the turn before you die"? but, a nuke needs 10 seconds to detonate!

other than that, good job but, why no backpack? no rocket launcher to get through The Wall?

14
Discussion / Re: Screenshots: ASCII and Graphics
« on: April 30, 2009, 02:10 »
awesome, no?

15
Discussion / Re: Screenshots: ASCII and Graphics
« on: April 30, 2009, 01:26 »

BB Screenshot created.                                                         
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 #####################################################################         
 Toan                       Armor : red armor [4/4] (77%)                       
 Health: 100% Exp:  8/42%   Weapon: modified rocket launcher (6d6) [1/1] (A1)   
 cautious                                                    Phobos Hell  Lev6 



For those who don't see it, MEGASPHERE! next to me
Megasphere:Repairs armor to maxiumum durability and sets health to 200%

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