Chaosforge Forum

  • June 26, 2022, 14:30
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Supernaut

Pages: [1] 2 3 ... 8
1
General Discussion / Re: Scouts
« on: March 25, 2020, 13:06 »
Headshot is better than Gunslinger. It deals more damage and uses less ammo, so Tech comes out ahead on that one.

And you're right, Plasma Pistols work for blind shooting. Regular 9mm or .44 don't work.
Technically, Headshot is guaranteed +50% damage of your best gun which is often less than gunslinger. It does use less ammo and is slightly faster on top of being more accurate, but I think you need a really good pistol for it to be straight up better damage wise (or gunslinger to have crappy pistol and no scavenger). Unless the crits stack multiplicatively, in which case it would be better in case you get 2 crits stacked on top of each other, which is not guaranteed. I'm gonna test that.

2
As far as I'm aware the only progression that makes sense for Technician early game for regular UV is Juggler -> Shottyman -> TaN -> Hunker Down. After this you can really do whatever you want. You can try going headshot first, but you are risking not doing too hot in Calisto Anomaly/Valhalla Command if you don't find a good revolver early, while with chaingun + shotgun will deal with calisto anomaly just fine.

In general look for opportunities to utilize hunker down and the insane 3-4 grenades per turn you can toss with skilled lvl 1. Also, put at least 1 mod on anything you are using at the moment because you can get at least 1 mod for free back and 2 with skilled, which really makes the inventory management easier while giving you a nice power boost. Also, remember to use his skill which is pretty much the most overpowered skill in the game.

3
Discussion / Re: Pistols: Best weapon ever?
« on: August 19, 2008, 03:40 »
Except the double shottie could use a smaller reload time.
Shottieman makes your reload time your movement time.

4
Discussion / Re: Tactics on AoB
« on: August 19, 2008, 03:34 »
Then it could be good if monsters could follow you, so you don't need to exploit them picking up items.

5
Discussion / Re: Pistols: Best weapon ever?
« on: August 18, 2008, 06:11 »
Quote
The thing about hellrunner / shottyman combination is that it allows you to dodge plenty of shots
Only before UV. In UV games monsters has big bonus to accuracy and dodge become useless.
That sucks. Makes one build not viable.

6
Discussion / Re: Pistols: Best weapon ever?
« on: August 16, 2008, 13:02 »
I disagree. I myself am a shotgun user, and my favourite trait & weapon combination is 2x reloader , shottyman, 3x hellruner + some random survival / damage traits. The thing about hellrunner / shottyman combination is that it allows you to dodge plenty of shots, while being able to dish out much damage and reload your shotgun every move. Both hellrunner and reloader have other uses fx reloader helps with  rocket launcher / bfg and hellrunner let's you outrun demons (whilst running) and generally walk faster. Of course this build has some drawbacks as well, bigest one is that you have to rely on % of your dodge rate and it's only a procent. You also have to get close to the enemy to deal good damage.

7
Discussion / Tactics on AoB
« on: August 15, 2008, 05:53 »
What are your tactics / strategy in this challenge? I often seem to die at levels 3-4 due to plenty of former seargents and imps clustered in big rooms.

8
Discussion / Vaults
« on: August 11, 2008, 09:21 »
I only  managed to destroy 1 of the 3 vaults walls with overcharged bfg. Was that the point? Rockets don't destroy any of them.

9
Discussion / Re: Running
« on: August 11, 2008, 07:42 »
Thanks blade, I'll take a look on this.

10
Discussion / Running
« on: August 11, 2008, 02:37 »
I've been away for a while, and after playing first game on 0.9.10, I found the tab button no longer changes the tactics. Can someone upgrade the wiki and show us some good tactics with this one? I recall tactics having huge affect on my playing style, so now I'm kinda in trouble.

11
Requests For Features / Re: Challenge: Obsessive-Compulsive
« on: April 30, 2007, 14:21 »
Whoa, what a crazy idea! You must be nuts!

Seconded.

12
Too long. When killing several foes in one turn player would have to deal with tons of text.

A lil bit too descriptive. I wanna play, not read an interactive story, you know.

But it's fun to read, anyway;). Thx for lecture.

13
Requests For Features / Re: New Traits
« on: April 30, 2007, 13:53 »
A little late to this discussion, but near the beginning everyone poo-poo'd on the idea of regeneration. I offer this suggestion: regeneration does not have to take one to 100%. Say you give the trait three levels. At the first level, you stop regenerating at 30%, then 40%, then 50%. Even make it excruciatingly slow to boot.

Just a quick thought.
This idea seriously sucks. If you have no more medkits left and you are at 50% health you're as good as dead anyway, so why bother? And this trait would be way underpowered, if we look carefully at other traits. No, no, no No , No , NO!

14
Announcements / Re: AliensRL 7DRL Released!
« on: March 23, 2007, 16:38 »
Come on! It doesn't want to unpack it! It says something about some kind of a CRC error. Anyone else encountered it?

15
Requests For Features / Re: Question on Arach Caves
« on: March 17, 2007, 04:58 »
I think even though it's tough, it is also nice to have this as a setting. I like extra random difficulty.

Pages: [1] 2 3 ... 8