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Messages - fwoop

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Requests For Features / Re: The Horrible Ideas Thread
« on: January 16, 2012, 03:37 »
Well, if you aren't walking into enemies to attack with it, how can it be called a melee weapon?
Grappling hook.

Berserk! / Re: New Berserk Anime Confirmed
« on: July 08, 2011, 06:12 »
Some news and pics:
Official date for the first movie is January 2012, probably just covers the Golden Age arc, but if it's successful it'll likely spawn sequels covering later arcs thereafter.

Bug Reports / [] nanofiber green armor is useless
« on: February 22, 2011, 02:45 »
I used [some mods] on a green armour and ended up with nanofiber green armour: 0 armour, -30% movespeed. The nanofiber recipe should probably exclude green armor, hehe.

-Edited to remove spoiler. Tavana

4 / Re: [M][AoSH] hell master tosted me
« on: February 19, 2011, 22:45 »
I cleared CC on UV AoSh today (died later in an arach cave due to consumable stinjiness though, oh well).

Use one of the berserk sources to take out the top barons and the formers on the right side of the map, then use another berserk source to take out the lower barons. I'm not sure if the hell master can resurrect like a regular arch vile, so if that's a problem, push the barons into the lava so that their corpses are lost.

Now you'll be on the end of a berserk and have one more remaining in the start room. Don't rush out and double shotty the vile in the face, you'll take too much damage, and the vile has a lot of hitpoints on UV. Abuse the corners of the room to snipe the vile with the combat shotty, and blast it with the double shotty if it gets very close.

By the end I'd gone through a blue armour and a large medkit. A more careful player could do it with less than that.

TL;DR: kill the barons first, lure the vile to you, don't rush to him, snipe the vile from corners.

Discussion / Re: Final Showdown (Song)
« on: February 06, 2011, 10:34 »
I like it! Would be better with some higher quality instrument samples though.

And yeh the first thing I thought of when I saw the title was :p

Berserk! / Re: New Berserk Anime Confirmed
« on: January 21, 2011, 06:15 »
It's fairly confusing, unfortunately. The "reveal" that was supposed to come on 8th either never came or was just "yeh we're makin a movie".

The official news comes from:

Occasionally you might get some leaked information elsewhere, but so far it's only been those few screenshots leaked last year, and the magazine scans recently that got leaked early.

I've read all sorts of conflicting "reports" on how many movies / what material they will cover, so I have no idea. I've seen poorly attributed quotes of how they intend to film the whole saga, backed by claims that Miura can finish up the manga within a couple years (lol yeh right). I wouldn't take any specifics seriously right now, it's still largely within the realm of rumour bullshit.

At the very least we're getting a golden age movie in 2011 animated by one of the very top animation groups in Japan, Studio 4C

Berserk! / Re: New Berserk Anime Confirmed
« on: January 05, 2011, 20:45 »

It's a movie, due for release in 2011. Not sure whether this will be followed by other animations etc. There's an official announcement coming on Jan 8th which will hopefully  clear things up.

Berserk! / Re: New Berserk Anime Confirmed
« on: September 30, 2010, 15:27 »
Two teaser trailers were released recently:

Note that
1) Aspect ratio is 2.35:1, the one used in cinemas
2) Zodd in the second trailer looks about the same as the screen cap seen in

It seems that it's been in production for a while now, a couple years perhaps. Whether it's a new series or a movie, either way it looks really high quality.

Discussion / Re: What are the most common abuses of DoomRL?
« on: September 07, 2010, 04:23 »
1) Line of Sight quirks.
It's amusing to imagine your person using walls as cover, but it's not clear to non-veterans exactly what precise positioning is required to take advantage of it (or that it even exists to be taken advantage of). I think it's an interesting mechanic worth saving, but needs to be clarified. Not sure how exactly though.

2) Intuition 2 is too powerful.
Int 2 totally breaks most challenge in the game. It is exceedingly difficult to lose once you get int 2, unless you spawn in the middle of a pile of arachs in a cave.
I'd suggest either watering down the effect (ie: only giving a vague idea of enemy location, not precise); or providing a serious downside (ie: all enemies become aware of your location as well, and beeline towards you); or changing it to something else entirely (ie: give full computer map each level start).

3) Ammochain is too powerful.
Having both infinite ammo and no-reloading is too powerful, and needs to be toned down to just one of those. I personally prefer just infinite-ammo, since then the various reloading traits and mods remain useful.

Graveyard / Re: Scales of War: DnD 4e PBF
« on: September 07, 2010, 03:43 »
Rah awakes from his momentary nap with an abrupt yelp.
"Ooh sorry! Rah get sleepy sometimes!"
Rah looks at the pit. Then casually leaps over it.
Spoiler (click to show/hide)

Graveyard / Re: Scales of War: DnD 4e PBF
« on: August 15, 2010, 06:59 »
Rah looks around at the various corpses littering the floor.
"You think he'd maybe run away at this point"
Rah throws a punch.
Spoiler (click to show/hide)

Graveyard / Re: Scales of War: DnD 4e PBF
« on: August 05, 2010, 07:07 »
Rah flicks some entrails off his loincloth and whirls in towards the remaining two goblins.

Spoiler (click to show/hide)

Graveyard / Re: Scales of War: DnD 4e PBF
« on: July 31, 2010, 05:52 »
Rah beelines towards the newcomers.

Spoiler (click to show/hide)

three ring circus

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