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1
Post Mortem / Re: [1.1a|A!|Ma|AoLT|YAVP] My first Apocalypse victory! :D
« on: December 02, 2021, 15:10 »
Ah, excellent. How does the lack of badges feel? Like a hole in the heart, right?
The Necroarmor seems extremely good in all cases. I used to be afraid of the lifedrain, but its so little there's no point even thinking about it.
Medusae are just such dickish enemies. They slither so its very hard to alpha them. They do consistent AoE so there's little dodging them. They drain your HP if you close to melee. I... don't think I like them. They're too good. Sure, you can deal with them, but aside from Wizard Toxicologist its always through some form of attrition. And then you get Archmedusae where they go nigh-invulnerable while they charge up, and then HOLD that invulnerability until they punch you. Dicks. I think I'd like it if they were a bit more rare, as each sighting is a Major Big Deal. Also I think there's design space for some sort of Minidusa that has the slither, but not the AoE or the Bite. Hitting the player with all those mechanics at once is kind of a lot.
I'm honestly shocked you pushed off Hellrunner 2 for so long, nevermind Hellrunner 3. I suppose Light Travel helps, but still. Movement speed is something you can never have enough of. Have you ever spec'd into Running? I consider it an extremely strong path.
I also am a huge fan of aim assist. It is a very high priority on most of my runs now -- I refer to it as the Magic Helmet. It used to be the crux of my Apocalypse gibbing builds, but now its just a Very Nice To Have.
I see you didn't puss out like I did and actually got Soulstealer. Getting that sword on A! is a first, as far as I know. Also from the body count it seems you didn't puss out again and at least put in an effort in Dante. I just stair-dive in terror. The last level of Dante is WAY harder than the endboss.
Lately I've been trying (and trying and trying and trying) to win a normal Apocalypse Technician game. I've all but given up. Technicnans are just so bad at higher difficulties. The fact they start with multitools is like a cruel joke, since there's just nothing to use them on. Everything is slow, everything is bad. I've gotten midway through Io exactly once, and even there I was shocked at how quickly things could turn against you. I think the core of it is that speed boosters are even more critical than normal in Jupiter Hell because movement is only 4-directional, but shooting is line-of-sight.
The Necroarmor seems extremely good in all cases. I used to be afraid of the lifedrain, but its so little there's no point even thinking about it.
Medusae are just such dickish enemies. They slither so its very hard to alpha them. They do consistent AoE so there's little dodging them. They drain your HP if you close to melee. I... don't think I like them. They're too good. Sure, you can deal with them, but aside from Wizard Toxicologist its always through some form of attrition. And then you get Archmedusae where they go nigh-invulnerable while they charge up, and then HOLD that invulnerability until they punch you. Dicks. I think I'd like it if they were a bit more rare, as each sighting is a Major Big Deal. Also I think there's design space for some sort of Minidusa that has the slither, but not the AoE or the Bite. Hitting the player with all those mechanics at once is kind of a lot.
I'm honestly shocked you pushed off Hellrunner 2 for so long, nevermind Hellrunner 3. I suppose Light Travel helps, but still. Movement speed is something you can never have enough of. Have you ever spec'd into Running? I consider it an extremely strong path.
I also am a huge fan of aim assist. It is a very high priority on most of my runs now -- I refer to it as the Magic Helmet. It used to be the crux of my Apocalypse gibbing builds, but now its just a Very Nice To Have.
I see you didn't puss out like I did and actually got Soulstealer. Getting that sword on A! is a first, as far as I know. Also from the body count it seems you didn't puss out again and at least put in an effort in Dante. I just stair-dive in terror. The last level of Dante is WAY harder than the endboss.
Lately I've been trying (and trying and trying and trying) to win a normal Apocalypse Technician game. I've all but given up. Technicnans are just so bad at higher difficulties. The fact they start with multitools is like a cruel joke, since there's just nothing to use them on. Everything is slow, everything is bad. I've gotten midway through Io exactly once, and even there I was shocked at how quickly things could turn against you. I think the core of it is that speed boosters are even more critical than normal in Jupiter Hell because movement is only 4-directional, but shooting is line-of-sight.
2
Post Mortem / Re: [1.0.0|N!|Ma|AoTD|Angel of Shotgunnery|YAVP]
« on: October 27, 2021, 16:26 »
Nicely done. I have been dreading the Shotgunnery challenges as the shotgun is in such a terrible state in Jupiter Hell. They are slow, weak, hard to maintain ammo for, counters nothing has has several hard-counters out in the darkness. Being a shotgunner in a game with archwarlocks is just hilarious.
3
Post Mortem / [1.1.0|N!|AoV|SURVIVOR|YAVP] Blood Diamond
« on: October 21, 2021, 13:43 »
Blue, level 15 Marine,
defeated the Harbinger against all odds.
He survived for 7315 turns.
The run time was 1h 36m 50s.
World seed was 2897.
He scored 8978 points.
He opposed the NIGHTMARE!
He was an Angel of Vampirism!
CALLISTO L5 - Lockdown
CALLISTO L5 -> Callisto Docking Bay
EUROPA L3 - Volatile Storage
EUROPA L5 -> Refueling Base
Refueling Base - found Calamity
IO L3 - Secure Vault
Io Nexus -> Io Black Site L1
Io Black Site L2 - Exalted Summons
Io Black Site L2 -> Black Site Vaults
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Dante Station L3 - Exalted Summons
Awards
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Explorer Ribbon (+100)
* Visited all encountered special levels
Blood Silver Badge
* Complete Angel of Vampirism
Blood Gold Badge
* Complete Angel of Vampirism on Hard
Blood Platinum Badge
* Complete Angel of Vampirism on UV
Blood Diamond Badge
* Complete AoV on Nightmare!
He killed 839 out of 1044 enemies.
46 former grunts 21 ice fiends
1 former CRI grunt 16 toxic fiends
14 former grenadiers 29 CalSec sentries
2 corrupted grenadiers 18 security sentries
21 former soldiers 4 military sentries
18 corrupted soldiers 18 CalSec bots
7 hellish soldiers 4 security bots
3 former CRI soldiers 47 reavers
2 CRI soldiers 34 cryoreavers
6 former sergeants 17 toxic reavers
6 corrupted sergeants 56 archreavers
2 hellish sergeants 9 kerberi
5 former CRI sergeants 2 cyberi
2 CRI sergeants 14 cryoberi
22 former guards 2 toxiberi
3 former commandoes 12 medusae
17 corrupted commandoes 8 archmedusae
6 hellish commandoes 29 ravagers
6 former CRI commandoes 11 armored ravagers
4 former heavies 1 siege ravager
3 corrupted heavies 6 plasma ravagers
4 hellish heavies 26 CRI marines
11 security drones 14 CRI bots
2 military drones 3 sentinels
43 fiends 5 warlocks
32 fire fiends 2 archwarlocks
Traits
Ironman L1
Hellrunner L3
Sustained fire L2
Tough as Nails L1
Rip and tear L2
Angry Motherfucker L2
SURVIVOR L3
Trait order
Hr->AMf->Hr->TaN->MSV->Hr->AMf->SF->
SF->MSV->Iro->RaT->RaT->MSV
Equipment
Slot #1 : Calamity
Slot #2 : AV1 chaingun +AV
* Auto-calibrated
* Calibrated 1
* Vampiric 3
* Ripper 4
* Spin-up
Slot #3 : Soulstealer
Bodyduramesh scout armor P
* Meshed
* Duramesh
Headcombat helmet
UtilityAV3 auto AMP
* Auto long-range tracking
* Auto crit system
Reliccryoberos's fang
* Unholy Blizzard
Permanents
Medusa's Curse
CRI backpack
Inventory
energy cell (x100)
energy cell (x44)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x45)
.44 ammo (x46)
plasma grenade (x1)
gas grenade (x2)
multitool (x1)
military stimpack
The most interesting thing about this run is that it seemed to require different strategies at different times. I couldn't gather enough XP in Callisto to immediately transition to a melee build in Europa, so instead I did this weird mid-build commit to Sustained Fire and played out the run as a chaingunner until midway through IO. I am having a constant debate with myself over whether the new Sustained Fire is worth taking and I think I've settled on "its okay". The first point is always good, the second point is iffy, but the third point is a "never take" for me. Its range is just too narrow.
I think most relics need work for them to be even niche-useful, but Cryoberos's fang might be the very best of them all. As you can see I had no problems dealing with the double-draining health, and the constant Frozen status on everything made the final boss fight very easy. Harbinger kept spawning heals for me. How very thoughtful.
While this run might be challenging enough to rate a diamond, I think an Angelic version would be the beat this as a Technician. I think Technicians are pretty bad in general, but the lack of a speed enhancer would make this extremely punishing.
Survivor seems like the natural mastery for this challenge, but honestly I don't think it is necessary. Vampyre would probably be better. The community seems to think Survivor is amazing and Vampyre is trash, but I have the complete opposite opinion. Survivor can save you (sometimes) when your back is against the wall, but you can solve that problem by just never ending up in that position, and knowing how to use outs when you have to.
4
Post Mortem / Re: [1.1.0|N!|AoEx|VAMPYRE|YAVP] Exalted Diamond
« on: October 15, 2021, 07:57 »
The only monsters in the mortem are the preset ones from Valhalla Spaceport and some reavers that spawned during the Harbinger fight and got a little too close. What's odd is that the character screen during the game showed all the exalted enemies properly. Also odd is that exalted Medusas / Warlocks never showed up. I wasn't looking forward to that.
But yeah, the grenade launcher is definitely a powerful weapon. And tailor-made for this challenge. Every map seems to have roughly the same enemy budget, so while every enemy is exalted there seem to be fewer of them. This is exactly what a grenade launcher likes to see.
But yeah, the grenade launcher is definitely a powerful weapon. And tailor-made for this challenge. Every map seems to have roughly the same enemy budget, so while every enemy is exalted there seem to be fewer of them. This is exactly what a grenade launcher likes to see.
5
Post Mortem / Re: [1.0.0|N!|Ma|Survivalist|YAVP]
« on: October 15, 2021, 07:50 »
For me, Apocalypse difficulty popped up at 4 Diamond Badges.
6
Post Mortem / [1.1.0|N!|AoEx|VAMPYRE|YAVP] Exalted Diamond
« on: October 14, 2021, 18:10 »
A decent run. As noted so many years ago, nothing makes me happier than rapid experience gain. If you get lucky and play your cards right you can hit level 3 by the time you hit the second floor.
90% of all attempts don't get out of the entryway, and after that the hard-block seems to come around floor 4 when you realize you don't have anything better than a pistol and they're starting to sport heavy weapons. Its a problem.
The solution is realizing that the drop pool for low-level exalts are relics, fancy pistols, fancy shotguns, and grenade launchers. You want the grenade launcher, and you want it early. If it happens to drop in the entryway, immediately go for Army Surplus 2 and hard-counter the balance-by-scarcity dynamic with launcher ammo. From there, transition to a standard melee build and eat everything.
The only nasty surprise was that every single monster in Dante is unstable. Even with Vampyre this chews through health, and I chose to bypass most enemies. Running 3 is probably the best trait in the game, and its kind of obscene it finds its place in the already-dominant Marine kit rather than in the Scout arsenal. Marines don't need this.
Cold rockets are fun. All the Fiend's relics are great, but this run let me really see the limitations of some of the others. Something's gotta be done about the Fire Fiend's Rib. It explodes barrels as you walk near them and generally seems designed to kill the player as quickly as possible. Not great.
Blue, level 18 Marine,
defeated the Harbinger against all odds.
He survived for 7087 turns.
The run time was 1h 57m 11s.
World seed was 944.
He scored 8024 points.
He opposed the NIGHTMARE!
He was an Angel of Exaltation!
CALLISTO L3 -> Valhalla Terminal L1
EUROPA L3 -> Europa Dig Zone L1
Awards
Blind Luck Star (+50)
* Won despite getting down to 1hp at some point
Exalted Bronze Badge
* Reach Io on Angel of Exaltation
Exalted Silver Badge
* Complete Angel of Exaltation
Exalted Gold Badge
* Complete Angel of Exaltation on Hard
Exalted Platinum Badge
* Complete Angel of Exaltation on UV
Exalted Diamond Badge
* Complete AoEx on Nightmare!
He killed 562 out of 748 enemies.
6 CalSec bots 2 cryoreavers
4 reavers 1 archreaver
Traits
Ironman L2
Furious L1
Hellrunner L3
Rip and tear L2
Army Surplus L2
Angry Motherfucker L3
Running L3
VAMPYRE L1
Trait order
Hr->Arm->Arm->Hr->Hr->RaT->RaT->Iro->
MVM->Fur->Run->Run->Run->AMf->AMf->AMf->
Iro
Equipment
Slot #1 : CRI blaster P
* Longshot 3
* Fresh Mag 8
* Arc-powered
Slot #2 : AV2 rocket launcher BC
* Swap Harness
* Freezing 2
* Precise
* Second chamber
Slot #3 : plasma katana
* Guard shield
* Electro-plasma blade
Bodyduramesh scout armor B
* Fire-resistant
* Duramesh
Headcombat helmet
UtilityAV2 utility AMP
* Carrier
* Metabolic boost
Relicfiend's heart
* Fiendish resilience
Inventory
rocket (x10)
plasma grenade (x1)
CRI phase kit (x2)
multitool (x4)
military stimpack
stimpack (x2)
small medkit (x2)
large medkit
large medkit
large medkit
90% of all attempts don't get out of the entryway, and after that the hard-block seems to come around floor 4 when you realize you don't have anything better than a pistol and they're starting to sport heavy weapons. Its a problem.
The solution is realizing that the drop pool for low-level exalts are relics, fancy pistols, fancy shotguns, and grenade launchers. You want the grenade launcher, and you want it early. If it happens to drop in the entryway, immediately go for Army Surplus 2 and hard-counter the balance-by-scarcity dynamic with launcher ammo. From there, transition to a standard melee build and eat everything.
The only nasty surprise was that every single monster in Dante is unstable. Even with Vampyre this chews through health, and I chose to bypass most enemies. Running 3 is probably the best trait in the game, and its kind of obscene it finds its place in the already-dominant Marine kit rather than in the Scout arsenal. Marines don't need this.
Cold rockets are fun. All the Fiend's relics are great, but this run let me really see the limitations of some of the others. Something's gotta be done about the Fire Fiend's Rib. It explodes barrels as you walk near them and generally seems designed to kill the player as quickly as possible. Not great.
7
Post Mortem / [1.1.0|A!|Ma|VAMPYRE|YAVP]
« on: October 12, 2021, 21:19 »
Hey all. Now that Jupiter Hell is officially released I'm back happily blasting demons. This seems like a good way to start things off.
Honestly version 1.1 was pretty disappointing for me. I had been whittling away at Apocalypse on 1.0c for a couple weeks and had made it deep into Io. I figured it was only a matter of time before the stars aligned... then 1.1 dropped and the patch notes basically read "Everything is now easier." Which felt like a personal attack, really. Ah well.
Also -- quite annoyed at the lack of awards. The run isn't even worth a bronze badge, eh?
Blue, level 16 Marine,
defeated the Harbinger against all odds.
He survived for 8491 turns.
The run time was 2h 37m 50s.
World seed was 7774.
He scored 11030 points.
He witnessed the APOCALYPSE!
CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L3 - Low Power
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - Cleared!
CALLISTO L6 - Lockdown
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L1 - The Hunt
Europa Dig Zone L3 -> Tyre Outpost
Tyre Outpost - found Wavesplitter
IO L2 -> Io Black Site L1
Io Black Site L2 - Infestation
Io Black Site L3 - Secure Vault
Io Black Site L3 -> Black Site Vaults
Dante Station L3 - Exalted Summons
Awards
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Explorer Ribbon (+100)
* Visited all encountered special levels
He killed 762 out of 994 enemies.
37 former grunts 6 toxic fiends
3 corrupted grunts 18 CalSec sentries
1 former CRI grunt 15 security sentries
14 former grenadiers 5 military sentries
3 corrupted grenadiers 24 CalSec bots
21 former soldiers 7 security bots
22 corrupted soldiers 2 guardian bots
11 hellish soldiers 38 reavers
3 former CRI soldiers 35 cryoreavers
6 former sergeants 16 toxic reavers
1 corrupted sergeant 63 archreavers
5 hellish sergeants 4 kerberi
4 former CRI sergeants 7 cyberi
1 CRI sergeant 14 cryoberi
34 former guards 4 toxiberi
9 former commandoes 9 medusae
13 corrupted commandoes 6 archmedusae
17 hellish commandoes 16 ravagers
2 former CRI commandoes 18 armored ravagers
1 corrupted heavy 1 siege ravager
2 hellish heavies 3 plasma ravagers
2 former CRI heavies 16 CRI marines
5 security drones 8 CRI bots
27 fiends 1 guardian
15 fire fiends 4 warlocks
9 ice fiends 1 archwarlock
Traits
Ironman L1
Furious L2
Hellrunner L3
Rip and tear L2
Angry Motherfucker L3
Running L3
VAMPYRE L1
Trait order
Hr->AMf->AMf->Hr->Hr->RaT->RaT->Iro->
MVM->Fur->Run->Run->Run->AMf->Fur
Equipment
Slot #1 : AV1 chaingun PBA
* Speed-loader
* Ripper 1
* Calibrated 1
* Barbed 3
* Spin-up
Slot #2 : CRI sword S
* Sustain
* Disruptive 4
* Plasma blade
Slot #3 : Wavesplitter
Bodymedi-fiber armor A
* Painkiller
* Medi-fiber
Headblast helmet
* Blast shield
UtilityAV2 utility AMP
* Auto-med 10
* Metabolic boost
Relic - NONE -
Permanents
Medusa's Curse
Inventory
7.62 ammo (x100)
plasma grenade (x3)
gas grenade (x2)
smoke grenade (x2)
multitool (x5)
combat pack (x1)
small medkit (x1)
large medkit
large medkit
Honestly version 1.1 was pretty disappointing for me. I had been whittling away at Apocalypse on 1.0c for a couple weeks and had made it deep into Io. I figured it was only a matter of time before the stars aligned... then 1.1 dropped and the patch notes basically read "Everything is now easier." Which felt like a personal attack, really. Ah well.
Also -- quite annoyed at the lack of awards. The run isn't even worth a bronze badge, eh?
8
Announcements / Re: Announcing: Jupiter Hell!
« on: October 14, 2013, 16:41 »
I am unreasonably interested in this.
9
Nightmare! / [N!|100%|YAAM] Veteran Angelic, Elite Angelic
« on: August 06, 2013, 20:42 »--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Linuxusers Buy Games,
level 18 Hell Baron 1st Lieutenant Scout,
nuked the Mastermind at the Hell Fortress.
He survived 169550 turns and scored 1046322 points.
He played for 5 hours, 35 minutes and 11 seconds.
He opposed the Nightmare!
He killed 1691 out of 1691 hellspawn. (100%)
This ass-kicking marine killed all of them!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Cyberdemon's Head
Medal of Prejudice
UAC Star (silver cluster)
Aurora Medallion
Conqueror Badge
Grim Reaper's Badge
Hell Armorer Badge
Hell Champion Medal
Veteran Angelic Badge
Elite Angelic Badge
-- Graveyard -------------------------------------------------
###########################################################
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###########################################################
-- Statistics ------------------------------------------------
Health 50/50 Experience 169984/18
ToHit Ranged +0 ToHit Melee +10 ToDmg Ranged +0 ToDmg Melee +15
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 3)
Hellrunner (Level 3)
Brute (Level 5)
Berserker (Level 1)
Dodgemaster (Level 1)
Intuition (Level 2)
Whizkid (Level 2)
Blademaster (Level 1)
Int->Int->HR->HR->Fin->Bru->Bru->Ber->Bru->MBm->DM->HR->Fin->WK->WK->Fin->Bru->Bru->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [4/4] (100%) (A)
[b] [ Weapon ] Azrael's Scythe (9d9)
[c] [ Boots ] antigrav plasteel boots [2/2] (100%)
[d] [ Prepared ] plasmatic shotgun (8d3) [1/1]
-- Inventory -------------------------------------------------
[a] tactical shotgun (8d3) [5/5]
[b] rocket launcher (6d6) [1/1]
[c] BFG 9000 (10d6) [130/130] (B1)
[d] red armor [4/4] (100%)
[e] Angelic Armor [7/7] (100%)
[f] shotgun shell (x70)
[g] shotgun shell (x7)
[h] rocket (x11)
[i] rocket (x14)
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] tactical boots [0/0] (100%)
[q] shell box (x100)
[r] rocket box (x20)
[s] power battery (x120)
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 60% feet 60%
Melee - internal 60% torso 60% feet 60%
Shrapnel - internal 60% torso 60% feet 60%
Acid - internal 60% torso 60% feet 95%
Fire - internal 60% torso 85% feet 85%
Plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
194 former humans
173 former sergeants
113 former captains
243 imps
104 demons
373 lost souls
103 cacodemons
31 hell knights
76 barons of hell
29 arachnotrons
26 former commandos
40 pain elementals
46 revenants
50 mancubi
43 arch-viles
4 nightmare imps
4 nightmare cacodemons
8 nightmare demons
7 elite former humans
5 elite former sergeants
7 elite former commandos
2 bruiser brothers
3 shamblers
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he marched into the Military Base.
On level 7 he assembled a tactical boots!
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 9 he assembled a tactical shotgun!
On level 9 he entered Deimos Lab.
On level 9 he assembled a tactical armor!
He destroyed the evil within and reaped the rewards!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 19 he entered the Vaults.
On level 19 he found the Shielded Armor!
He cracked the Vaults and cleared them out!
On level 20 he assembled a antigrav boots!
On level 20 he was foolish enough to enter the Mortuary!
On level 20 he found the Angelic Armor!
On level 20 he assembled a plasmatic shrapnel!
He managed to clear the Mortuary from evil!
On level 22 he arrived at Mt. Erebus.
He managed to raise Mt. Erebus completely!
On level 23, hell froze over!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You need to taste blood!
You hit John Carmack. You're going berserk! You need to taste blood!
You hit John Carmack. You need to taste blood!
You hit John Carmack. You're going berserk! You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
Carmack raises his hands and summons hellspawn! You need to taste blood!
You hit the revenant. The revenant dies. Next!
You hit the revenant. The revenant dies. Next! You're going berserk!
You hit the revenant. The revenant dies. Next!
You hit the revenant. The revenant dies. Next! You're going berserk!
You need to taste blood!
You hit John Carmack. John Carmack dies. Congratulations! You defeated John
Carmack! Press <Enter>...
Next!
-- General ---------------------------------------------------
162 brave souls have ventured into Phobos:
142 of those were killed.
3 of those were killed by something unknown.
1 didn't read the thermonuclear bomb manual.
And 8 couldn't handle the stress and committed a stupid suicide.
8 souls destroyed the Mastermind...
1 sacrificed itself for the good of mankind.
3 killed the bitch and survived.
4 showed that it can outsmart Hell itself.
--------------------------------------------------------------
I dunno what to really say about this one. It was just a solid game. It did take me three tries to get 100%, though. A single enemy kept slipping through, which irritated me to no end.
One goofy thing was the mod distribution -- I recieved two power mods the entire game, and while the first half of the game was full of agility mods, I could never find any past Deimos. But I found a nano pack, so I guess it evens out? I never got to add the final A-mod, so I never got the full glory of the +50% speed boots, but oh well. Nanoboots aren't quite as game breaking as they used to be, but they're still plenty powerful.
There isn't much that makes me happier than one-shot-gibbing a Mancubus.
Oh, and a slightly amusing note is I now have more Angelic badges than Diamonds (4/5).
10
Nightmare! / [N!|AALT|91%|YAVP?] Lightfoot Angelic, Undeserved Win?
« on: August 05, 2013, 20:12 »--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Jacob Orine, level 15 Hell Baron 1st Lieutenant Scout,
sacrificed himself to kill the Mastermind at the Hell Fortress.
He survived 90589 turns and scored 750760 points.
He played for 2 hours, 30 minutes and 55 seconds.
He opposed the Nightmare!
He killed 1568 out of 1711 hellspawn. (91%)
He held his right to remain violent.
He was an Archangel of Travel!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 5
Levels completed : 2
-- Awards ----------------------------------------------------
Cyberdemon's Head
UAC Star (gold cluster)
Hell Armorer Badge
Lightfoot Bronze Badge
Lightfoot Silver Badge
Lightfoot Gold Badge
Lightfoot Diamond Badge
Lightfoot Angelic Badge
-- Graveyard -------------------------------------------------
###########################################################
..........................................B...............#
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..........................................%...............#
........................................%..%..B...........#
.........................................%.%%.............#
.............................................B...B........#
.........................................B...B.B.......O..#
.............................................B.B.......%.%#
.............................................B...........%#
.......................................................%%.#
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.....................................................%.%..#
...........................................BB.B...........#
...........................................BX..B..........#
...........................................BB.B...........#
....................................X............%%%......#
###########################################################
-- Statistics ------------------------------------------------
Health 0/50 Experience 112376/15
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +3 ToDmg Melee +3
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 3)
Hellrunner (Level 3)
Son of a bitch (Level 3)
Reloader (Level 2)
Dodgemaster (Level 1)
Intuition (Level 2)
Shottyman (Level 1)
Int->Int->HR->HR->SoB->SoB->Rel->Rel->SM->SoB->DM->HR->Fin->Fin->Fin->
-- Equipment -------------------------------------------------
[a] [ Armor ] nothing
[b] [ Weapon ] elephant gun (12d3) [0/1]
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] shell box (x48)
-- Inventory -------------------------------------------------
[a] shotgun shell (x22)
-- Resistances -----------------------------------------------
None
-- Kills -----------------------------------------------------
169 former humans
142 former sergeants
66 former captains
269 imps
94 demons
482 lost souls
52 cacodemons
33 hell knights
67 barons of hell
18 arachnotrons
23 former commandos
47 pain elementals
29 revenants
13 mancubi
16 arch-viles
4 nightmare imps
4 nightmare cacodemons
34 nightmare demons
2 bruiser brothers
1 shambler
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena before it got too hot.
On level 5 he stormed the Chained Court.
On level 7 he sneaked into the Phobos Lab.
On level 7 he assembled a elephant gun!
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
On level 9 he assembled a tactical boots!
He destroyed the evil within and reaped the rewards!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 16 he found the Tower of Babel!
On level 21 he found the Lava Armor!
Then at last he found Dis!
He nuked level 24!
He defeated the Mastermind and found the TRUE EVIL!
On level 25 he finally sacrificed himself to kill the Mastermind.
-- Messages --------------------------------------------------
Targeting canceled.
You dodge! Boom!
Fire -- Choose target...
You see : a baron of hell (heavily wounded) | pool of blood | [ m ]ore
You hear the scream of a freed soul!
Fire -- Choose target...
You see : John Carmack (severely wounded) | floor | [ m ]ore
You quickly reload the elephant gun.
Fire -- Choose target...
You see : John Carmack (severely wounded) | floor | [ m ]ore
Targeting canceled.
Carmack raises his hands and summons hellspawn!
Fire -- Choose target...
You see : John Carmack (severely wounded) | floor | [ m ]ore
You are hit! Your red armor is completely destroyed! You die!... Press
<Enter>...
-- General ---------------------------------------------------
161 brave souls have ventured into Phobos:
142 of those were killed.
3 of those were killed by something unknown.
1 didn't read the thermonuclear bomb manual.
And 8 couldn't handle the stress and committed a stupid suicide.
7 souls destroyed the Mastermind...
1 sacrificed itself for the good of mankind.
3 killed the bitch and survived.
3 showed that it can outsmart Hell itself.
--------------------------------------------------------------
This one puzzles me.
So after getting Marksman Angelic I decided that Lightfoot Angelic was totally, 100% possible -- and in fact, probably should be a breeze. I tried it out just for to get a feel for it and was shocked to discover that the 30% speed boost isn't just movement speed: it is firing and reload speed as well. Holy Christ.
Lets step back and think about this for a bit here. At the start of the game you get 2 ranks of Hellrunner, 2 ranks of Finesse, plus a rank and a half of Reloader. And this is supposed to be hard? Lets break it down even further. You have to play on Nightmare for the Angelic badge, and the primary difficulty of N! is the respawning monsters. Okay, sure. But the bonus you get for this challenge *directly nerfs* nightmare's most potent challenge. Monsters respawn based on how long you spend on the level. Thanks to the challenge bonus, you now spend 30% less time on every level.. and it *stacks* with other speed boosts. This really needs to get turned down.
So I looked over the requirements and thought, as I'm sure almost everyone else did, "Ah-ha! Ammochain is the way to go!" Because in a game where you only get two inventory slots, surely the ammo conservation perk is the best! I tried it a couple times and quickly learned why I don't like Ammochain at all... its upgrade path is just has so little synergy with normal conservative play that you die before its benefits can really manifest. Also, locking you out of Eagle Eye and Intuition is just devastating in a game where you can't stockpile medkits for emergencies. After a couple deaths I just gave it up.
What to do? I know! I'll just play my normal shotgun scout! It seems counterintuitive, given that you can only carry 2 stacks of 50 shells, but take it from me that 100 SoBx3 elephant gun rounds is a LOT of damage. I was never even close to running out of ammo, or even digging to far into my shell box. At the end of the game I even felt comfortable sacrificing half my reserve ammo to carry a nuke with me. You just have to remember to have the sergeants die on in a respawnable way. Sometimes it even means protecting them, the poor little guys.
As a side note, I can't stress enough how happy I am that Shottyman reloads draw from ammo stacks before digging into the shell box. That is exactly what I wanted to happen, and reliably boosts the ammo reserve on this challenge to around 200 shotgun rounds. If it won't die after that, its probably got plot armor.
Shottyman + HR3 + FIN3 + Scout Bonus + Challenge Bonus = a streak of light blazing through the levels perforating anything in its way. I didn't even bother trying to destroy corpses in Hell -- I was clearing the levels too fast for them to respawn. It was pretty disgusting.
So here's the issue. I was feeling cocky after devastating all of Hell, so when a chance to go for a full win came up I jumped at it. Problem being? JC killed the hell out of me. I don't know if I got unlucky or just underestimated the challenge, but I just couldn't put out enough damage to bring him down. I was very sad... until I saw I got the Angelic badge anyway? I guess dying on JC now counts as a sacrificial win? I guess that makes sense, since I killed the Mastermind, but the game still feels like a bit of a failure. Oh well.
All in all the challenge was really fun, but not really challenge-y. The lack of reserve ammo isn't a huge issue... the main problem is that you can't really carry medkits around with you, so it plays a bit like Angel of Impatience. I'm sure you could completely eliminate the 30% speed bonus and still have this be totally doable. As it stands, I think this one can be consistently won by a good player.
11
Nightmare! / [N!|AoMr+AoD|92%|YAFW] Marksman Angelic
« on: August 04, 2013, 19:19 »--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Charchian, level 19 Hell Baron 1st Lieutenant Scout,
nuked the Mastermind at the Hell Fortress.
He survived 160575 turns and scored 1403930 points.
He played for 6 hours, 35 minutes and 9 seconds.
He opposed the Nightmare!
He killed 1302 out of 1406 hellspawn. (92%)
He held his right to remain violent.
He was an Angel of Marksmanship!
He was also an Angel of Darkness!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 2
Levels completed : 0
-- Awards ----------------------------------------------------
UAC Star (silver cluster)
Marksman Diamond Badge
Marksman Angelic Badge
Hunter Bronze Badge
Hunter Silver Badge
Hunter Gold Badge
Hunter Platinum Badge
-- Graveyard -------------------------------------------------
###########################################################
.......................................%...................
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........................................%.%.....%...%......
...................................%......%......%.........
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......................}..%.................%.....%.%%......
.......................|......X...............%............
......................................%.......%.%..........
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......................%.........%.%%.%.........%...........
............................................%..%..%........
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###########################################################
-- Statistics ------------------------------------------------
Health 32/50 Experience 242734/19
ToHit Ranged +2 ToHit Melee +2 ToDmg Ranged +5 ToDmg Melee +5
-- Traits ----------------------------------------------------
Class : Scout
Hellrunner (Level 3)
Son of a bitch (Level 5)
Son of a gun (Level 5)
Eagle Eye (Level 1)
Dualgunner (Level 1)
Intuition (Level 2)
Triggerhappy (Level 1)
Cateye (Level 1)
Int->Int->SoG->SoG->DG->SoG->SoB->SoB->TH->MCe->SoB->SoG->SoG->HR->HR->HR->SoB->SoB->EE->
-- Equipment -------------------------------------------------
[a] [ Armor ] Lava Armor [4/4] (51%)
[b] [ Weapon ] pistol (2d5) [5/6] (P1)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] 10mm ammo chain (x178)
-- Inventory -------------------------------------------------
[a] pistol (2d5) [0/6] (P1)
[b] red armor [6/6] (83%) (P)
[c] red armor [4/4] (99%)
[d] red armor [3/6] (44%) (P)
[e] duelist armor [2/2] (100%)
[f] 10mm ammo (x52)
[g] large med-pack
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] phase device
[m] homing phase device
[n] envirosuit pack
[o] thermonuclear bomb
-- Resistances -----------------------------------------------
Fire - internal 0% torso 75% feet 0%
Plasma - internal 0% torso 50% feet 0%
-- Kills -----------------------------------------------------
191 former humans
105 former sergeants
63 former captains
195 imps
113 demons
225 lost souls
134 cacodemons
24 hell knights
67 barons of hell
24 arachnotrons
12 former commandos
23 pain elementals
24 revenants
39 mancubi
25 arch-viles
11 nightmare cacodemons
21 nightmare demons
2 bruiser brothers
1 lava elemental
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 5 he stormed the Chained Court.
On level 8 he encountered the Phobos Anomaly.
On level 13 he assembled a tactical boots!
On level 16 he found the Tower of Babel!
On level 22 he arrived at Mt. Erebus.
On level 22 he found the Lava Armor!
He fled there from the monstrous lava elemental.
On level 23 he stumbled into a nightmare demon cave!
Then at last he found Dis!
He nuked level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You see : John Carmack (mortally wounded) | blood | [ m ]ore
The missile hits John Carmack.
Fire -- Choose target...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
The missile hits John Carmack.
Fire -- Choose target...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
The missile hits John Carmack.
Fire -- Choose target...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
The missile hits John Carmack. You are hit!
You quickly reload the pistol.
Fire -- Choose target...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
The missile hits John Carmack. John Carmack dies. Congratulations! You
defeated John Carmack! Press <Enter>...
-- General ---------------------------------------------------
157 brave souls have ventured into Phobos:
139 of those were killed.
3 of those were killed by something unknown.
1 didn't read the thermonuclear bomb manual.
And 8 couldn't handle the stress and committed a stupid suicide.
6 souls destroyed the Mastermind...
3 killed the bitch and survived.
3 showed that it can outsmart Hell itself.
--------------------------------------------------------------
So I've wandered back. Looks like the devs have put in a lot of nice changes in the latest version. Good job.
After teaching myself how to play again I figured I'd take a shot at some of these fancy new badges. I snagged Shottyman Angelic pretty easily, but that's kind of trivial for anyone who can hack it on nightmare. The AoMr+AoD combo for Marksman Angelic seemed like it'd be a bit tougher. On the plus side, it combines two of my favorite things: pistols and rapid experience gain. On the downside, it features two of my least favorite things: truncated intelligence and a ban on shotguns. Seems fair. Game on!
I'm not sure about the decision to nail the Arena to level 2... it kind of eliminates it from a lot of Angel challenges, in my opinion, but the updated non-Arena Chained Court is great. Generally speaking, I didn't stress myself out too much reaching for flashy overachievement points in this run, mainly because I was terrified of doing anything until I had Cateye. Phobos Lab spawned instead of the Military Base and I avoided it like the living death it is. I might just not have rhythm of the level down, but right now I'm of the opinion it is way harder the the Mortuary, mainly because of how early it comes and how incredibly deadly Nightmare Demons are. As people have noted elsewhere, the reward simply isn't worth the risk, and its certainly nowhere near the danger level of the Military Base.
The run itself wasn't extraordinary in any way. I built myself some good graveyard squares on the first few levels and used them to clear out the floors. Thanks to the extremely overpowered experience gain associated with Angel of Darkness, I was able to snag two levels of Int and then immediately go into a standard pistol build. In essence, you're handed a couple free "extra" levels early on, which I really do think should be removed. I didn't really have a plan to deal with the Anomoly, but I got lucky with a phase and managed to skip the ambush entirely. Pillar dancing with the bruiser bros yielded some easy exp.
Halfway through Deimos I realized I had forgotten to build towards Dodgemaster so I was probably going to have a really rough time with the Cyberdemon, but I managed to scrape together an improvised strat. I equipped some solid armor and used a handy Berserk Pack to get toe-to-toe with Cybie, then with a single pistol and an ammo box I proceeded to plink him to death at point-blank range. At that point I had 5 ranks of SoG, which meant 9 shots a second. I only had to use a single medkit. After that the game was more or less a forgone conclusion.
The Anomaly seems like the hardest part of this challenge, but I imagine I could just run by it even if I didn't get lucky with phases. Once Cateye is enabled towards the end of Phobos most of the difficulty just vanishes. The hardest part for me was early on, constantly reminding myself that those Int2 blips weren't actually just out of view -- they could see and shoot me just fine. I ate some stupid shots forgetting the 6-sight range wasn't reciprocal.
If you feel like making this one harder I'm thinking a ban on Intuition might be sufficiently maddening, as it would really accentuate the problems brought out by Darkness. In that case, the double experience bonus might even be necessary.
12
Nightmare! / Re: [N!|AoMC|23|93%|YASD] I don't have any clues how to pick up DS.
« on: April 20, 2012, 18:33 »
WARNING. The Destroyer Diamond badge is unobtainable in this build. Even if your fulfill the stated conditions, you will not get it.
13
Discussion / Re: Overpowered energy-shielded vest?
« on: April 18, 2012, 14:28 »
The fun thing about this thread is that the armor described is still in no way as beneficial as anti-grav boots.
This might be an acceptable use of your second nano pack. *Maybe*
This might be an acceptable use of your second nano pack. *Maybe*
15
Bug Reports / Re: Major problems with Badge System.
« on: April 05, 2012, 10:20 »
Are there any other badges where are unobtainable in the current version?
This information should be stickied on the Nightmare forum.
This information should be stickied on the Nightmare forum.