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Messages - ZicherCZ

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31
Discussion / Re: Quick questions thread!
« on: March 12, 2018, 07:04 »
Is it worth trying to build a Demolition Ammo assembly on a MSs run? Even if I was building it from a combat pistol I'm not sure if that's better than the 3P2B White Death
If you have the required mods and WK2 (and preferably an extra P-mod to slap on after building the assembly), then definitely go for it.

You would probably not use it as a primary damage weapon (White Death is a lot better in that aspect), but it works well as a handy corpse-disposal and wall-breaking tool. It consumes 10mm ammo, so you can safely ditch that missile launcher and rockets to free some inventory slots. It is a pistol, and fires with your pistol speed - useful at times when you need to dig through a wall quickly. Last but not least, with SoG5 you have a guaranteed two-tile knockback, as opposed to White Death's single tile - useful when you are in an open space and need to knock enemies out of LOS swiftly.

32
Now that's a way to introduce yourself. And as a Sharpshooter <3 ... Congratulations, and welcome to the forums!

@LD, I see a demolition pistol in the prepared slot. This makes short work of any corpses.

33
Discussion / Re: Quick questions thread!
« on: February 03, 2018, 05:32 »
Thanks. Well, the original plasma shotgun or plasmatic one does gib corpses, seems to always work from any range. But once I added another P to my PN plasma shotgun and made it into assembly it supposedly turned to non-plasmatic shrapnel type as I understand it.
Making it into assembly isn't even critical as it has capacity for 10 shots and I mostly used it for gibbing in an ao666 game, but I wanted less waiting.
Ah, that makes it clear then.
PN-plasma shotgun works just fine, as you mentioned, but by adding another P mod (and not cancelling the following "Do you want to create the assembly?" prompt) you created a nano-shrapnel shotgun assembly, which changes the damage type to Piercing (without regard to original damage). Piercing damage doesn't gib corpses at all.
If you had cancelled the "create assembly" prompt, you would end up with a PPN-plasma shotgun, as you probably wished. If you did not receive such a prompt at all, that would be a bug.

34
Discussion / Re: Quick questions thread!
« on: February 03, 2018, 04:29 »
Is nano plasma shotgun not gibbing corpses a bug that I should report?
Unlikely. Plasma weapons need to deal quite a lot of damage to gib a living enemy (200% max health). As for corspes, shotguns in general do not damage corpses who were dead before the attack, only explosions do.
Unless there is something very specific going on, it's probably not a bug. And, with a stall of D***RL development, there's probably no one who would fix a bug anyway ...

35
DiabloRL / Re: What is the help button or the keybindings please?
« on: December 13, 2017, 23:56 »
Check the "manual.txt" and "keybindings.lua" file in the same folder that contains the executable. All the info should be there.

36
Tormuse, you are a beast. Simple as that. Congratulations on pushing the boundaries of the possible yet again!

Speaking of the depths for minibosses, the table at the top of the monster generation page states the basic minimum depth where a monster can appear. Near the bottom of the same page, there is a table that displays adjustments of minimum depth by difficulty levels (unchanged for ITYTD and HNTR, -3 for HMP, -6 for UV and N!). That explains why you met those minibosses earlier, and the difficulty adjustments also explain why on UV+ you meet those bloody hell knights as early as level 3.

I updated the Wiki page to display this information above the basic table instead below it.

37
Discussion / Re: The Journey to 100%
« on: November 10, 2017, 12:41 »
Marksman Platinum Badge - Probably the hardest platinum badge in my opinion. I'll likely go with a Sharpshooter build for this, but I've really never been a fan of using Pistols. Needing to kill everything keeps the player honest and also means mixing with Overconfidence is unrealistic.
It may be a playstyle difference, or just my fondness of Sharpshooters - but I tend to disagree with the badge being one of the hardest. It's probably the fact that I only have five Platinum badges, out of which two were received on a single AoMr UV run. (damn, almost five years ago?)
Give it a shot, preferably a sharp one (sorry for the lame pun).

38
Discussion / Re: The Journey to 100%
« on: November 03, 2017, 01:08 »
Oh, did Icy add the "SEREG" in there?  That explains it.  :P  (I was wondering if he was reading from code for a future version of the game or something)  In any case, it's very fitting!  :D
The sentence in parentheses is the correct explanation: Sereg actually made it into the source code for 0.998. The previous line from the same code ("-- In memory of our best abuser of AoOC") says the same - the devs wanted to pay homage to the most prominent master of sereging ;).

39
The extra ammo strain is hardly any real problem, since you would only use the energy pistol against revenants. In my experience, keeping two stacks of cells sets you up for life. Also note that while GCB kills revs in four shots, a P-modded energy pistol only needs two.

40
Ouch, every death after completing Ao100 hurts like hell ...

I suppose you didn't find a blaster or enough mods for an energy pistol? With MSs, they are extremely useful against revenants with their 50% bullet resistance (that is, until you find a combat pistol and P3B2-mod it - with that beast, resistances hardly matter any more) ...

41
By clearing Nightmare DRL as an ordinary human, you proved yourself inhuman in fact. I need to buy a hat to raise it to you, Tormuse.

My sincere congratulations! :)

42
Discussion / Re: The Journey to 100%
« on: October 19, 2017, 02:23 »
Psst...  The Apostle is yellow!  :D

Incorrect.  I just tested it by setting the rundelay to 100.  It slowed down run-waiting and run-moving.

Hmm. Might be different for tiles vs. ASCII version (I tested on tiles).

Unless I don't have Berserker trait!  :)  (Malicious Blades FTW!)  :D

Exactly :)

43
Congratulations - especially on your patience! :)

44
Discussion / Re: The Journey to 100%
« on: October 19, 2017, 01:25 »
Hehehe... this will most likely have something to do with
Spoiler (click to show/hide)
Correct :).
Spoiler (click to show/hide)

45
Discussion / Re: The Journey to 100%
« on: October 19, 2017, 00:14 »
... and probably also "RunDelay" as well.  The game normally puts a delay between each wait action.  I personally have RunDelay set to 1 just in case I decide I want to interrupt the waiting for some reason, but some more bolder players set it to zero, so all the waiting occurs instantly.

RunDelay affects the delay between turns only if you are actually running - RunWait is unaffected and always occurs instantly. The test of RunWait performed by both Tormuse and me confirms this (with Tormuse's setting of RunDelay = 1 the game would only be able to process 60k wait actions per minute, and with my setting of RunDelay = 20 turns only 3k actions per minute).

What also needs to be mentioned - the Wait command always takes 1.0s, ignoring any player speed modifiers. Thus, a fast enough monster can enter your line of sight and get a shot at you before the player's Wait action actually ends. Keep that in mind and try to pick a safe location for runwaiting.

EDIT: Two more real-color-Apostle considerations - if you actually go for it, don't put Berserker armor on before you actually run DS out. BA causes nightmare demons to be spawned constantly, which would break any chance of running DS out in any reasonable timeframe.
Also note that the Apostle has longer line of sight, great speed and a good chance to attack, so it may attack you well before you actually see it. And if it does, the attack is strong enough to always proc Berserker trait.

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