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DoomRL / Nightmare! / Re: (0.9.9.8a) [N!|AoSh + AoOC|95%|YAVP] - Shottyman Angelic Badge (with video)
on: Today at 17:34
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Started by micerang - Last post by micerang | ||
Heck yeah. If you got it easily in 0.9.9.9 then my ammo concerns were probably unfounded. That's the only thing I would've been concerned about when bumping up the requirement. I guess it also helps that enemies don't respawn in your face and that you don't have to kill them again.
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DoomRL / Nightmare! / Re: (0.9.9.8a) [N!|AoSh + AoOC|95%|YAVP] - Shottyman Angelic Badge (with video)
on: Yesterday at 18:45
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Started by micerang - Last post by Omega Tyrant | ||
Another note about doing this badge in 0.9.9.9 is that it did already get its kill requirement bumped up to 75%, and the proposal to increase it to 100% still remains, as in my testing of it, I still found it too easy to get for an Angelic, only taking me a couple quick tries to do a 100% run for it (granted, that was back in the first 0.9.9.9 beta that really only had the Nightmare changes, before the Enraged Timer was added and all the other big changes of 0.9.9.9 were done, but that was also before proper infighting was added, so if it remained 75%, you could probably still easily get it by rushing through with invulns and would have the option to skip any annoying stragglers or a bad floor once you build up enough of a buffer).
And yeah against Carmack with shotguns, you should be getting in his face, with 2-tiles away being particularly optimal as that lets you blast away all his spawns too while sacrificing only a point or two of damage on Carmack. Shottyhead especially excels at this and probably has the easiest Carmack fight of any non-melee build (not that Carmack really threatened any build, but with the buff he got in 0.9.9.9 of his spawns activating faster, builds that can't quickly kill them like the aforementioned Shottyhead or melee builds may have a bit of speed bump on harder difficulties). Anyway, I've updated the Badge Hunters thread, nice job joining the triple Angelic club, there aren't more than a half-dozenish players who have done so. |
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on: July 04, 2025, 17:34
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Started by micerang - Last post by micerang | ||
https://www.youtube.com/watch?v=6QPloKUEv0A
I messed up the recording. It wasn't full screen so I had to zoom in afterward and the resolution wasn't good enough so the video is pretty blurry. I also got shottyman diamond and daredevil diamond. I really wanted the full win and almost threw the run away trying to get it. I got a partial win for dying to JC. I think this is the first time I've died to him. All the other times I've fought him I've had a very strong build. I forgot the part where he has 5 armor so medium range shots frequently do 1 damage. If I remembered that I would've gotten as many point blank double shotty blasts as possible, at any cost. But I also felt the need to run away from the barons and revenants. Average point blank double shotgun damage is 18x2 -> (1 range) 16x2 -> (5 armor) 6x2, so about 12 damage per right click. So, about 42 right clicks, which (with a shell box) takes ~.26 seconds per shot and ~.15 seconds per reload (would be shorter if I remembered to bulk mod my double shotgun), so .4 seconds per shot and a kill in 17 seconds + the time it takes to chase him down every time he teleports or knocks me back (and use items like med-packs). This run is going to be a lot harder in 0.9.9.9 since you can't farm hundreds of shotgun shells from one sergeant and they don't show up consistently. What if, in addition to starting with a shell box, you also start with 2 stacks of shells? Or even more, since the 50% kills you have to get include very tough enemies like barons, mancubi, and arch-viles. At least in this version it's pretty easy, reset for a decent run, farm a lot of shells, get intuition 2, and because shottyhead's requirements are individually good perks you get strong level-ups.
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on: July 03, 2025, 19:51
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Started by micerang - Last post by Omega Tyrant | ||
This badge will certainly be interesting in 0.9.9.9; as you mentioned, you no longer can camp excessively and won't have near-guaranteed dodges, while you also will have to be more mindful of ammo with respawns no longer dropping ammo and Chaingunners carrying a lot less ammo. However on the flipside, you won't need to fuss with corpse disposal and you have less corpse RNG to deal with (though the kill requirement got bumped up to 75%), you got an SoG that's much better early on, and the Pistol masteries are getting buffed themselves. At the least, I think more people would try it, and there will be more build variance than only Cateye.
Anyway nice job on this, Marksman Angelic was one of the least won badges in 0.9.9.7, and picking up Hunter Diamond in AoMr is very impressive too, especially when we only got a single recorded instance of someone (who was the legendary papilio) winning Hunter Diamond without cheesing it with AoOC or AoMC. |
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on: July 03, 2025, 17:45
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Started by micerang - Last post by micerang | ||
Thank you for fixing the formatting!
I think post vampyre will still be pretty easy for someone who's good enough to make it to vampyre in the first place. |
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on: July 03, 2025, 17:38
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Started by micerang - Last post by micerang | ||
I'm the best sniper because I get extra level-ups, but I'm the worst sniper because I can't see well.
Angel of Marksmanship + Angel of Darkness is an obnoxious combination but not really that bad since I level up faster. I get more XP and have to spend it on cateye so it kind of evens out. This challenge will be hit harder by the changes to camping and dodge chance than most other challenges, I think. I'd just have to take hellrunner earlier and dodgemaster and probably skip whizkid, and at that point go for gun kata instead of cateye. The hardest fight in the run was Phobos Anomaly (as is the case with many runs), and ballistic red armor ended up being the solution. https://www.youtube.com/watch?v=NJpWG71yqO4 -------------------------------------------------------------- |
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on: July 02, 2025, 22:36
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Started by micerang - Last post by Omega Tyrant | ||
Posting to commemorate the first officially verified Masochist Angelic (and I also fixed your subject line to the standard format). I thought surviving long enough to get Vampyre was the way for Masochist Angelic other than lucking upon an early Medical Armor or some Blood Skulls, especially with how busted 0.9.9.8 Vampyre is basically ensuring you won after getting it. 0.9.9.9 is going to make this quite a bit harder with the nerfs to Vampyre, Finesse nerf, and the reasons you stated, but you also would get the benefit of corpses no longer reviving in vision meaning you'll take less bullshit damage from corpses randomly reviving at inopportune times, as well as the planned change to how special level clearing works making N! Hell's Arena a lot more bearable to complete and so less resets would be burned when getting a good Hell's Arena for that Red Armor + direly needed EXP.
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on: June 30, 2025, 16:26
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Started by micerang - Last post by micerang | ||
Fin->Jug->Bru->Bru->Ber->Bad->MVm->Bad->Fin->WK->Bru->WK->Fin->TaN->TaN->TaN->Bru->Bru
Once I had vampyre the run was basically over. Delaying it by an entire level hurts but so does not having juggler. This run wouldn't work in 0.9.9.9. Not only because of the enrage timer (I did a lot of camping), but because attacks are much harder to dodge. https://www.youtube.com/watch?v=joerYbcJ5h8 -------------------------------------------------------------- |
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on: June 20, 2025, 22:20
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Started by Kabrinski - Last post by Kabrinski | ||
Did this one during a stream-arguably one of my best runs if you can believe it. Was running low on 12g and Pulse ammo so switched to an SMG-and got murdered by an Elite.
Code: [Select] -- AliensRL 0.8.2 Post Mortem ---------------------------------------- |
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on: June 19, 2025, 20:49
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Started by Kabrinski - Last post by Kabrinski | ||
Code: [Select] -- AliensRL 0.8.2 Post Mortem ---------------------------------------- Furthest I ever made it-should've taken that pulse rifle when I found it. |