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Messages - rchandra

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31
0.9.9.4 / Re: [H|99%|YAVP] First standard win :-D
« on: January 01, 2012, 20:21 »
looks like you missed Mortuary - Conqueror only requires that you finish the levels that spawn.
Interesting trait path - what aweapons did you use pefore getting the Brutes?

32
PS: I noticed that Shottyman's move-reloading does not work when you have no shells in the inventory, but you have a shell box in the Prepared slot. Having to reload the tactical shotgun manually is a major PITA ... Is this a bug or an expected behavior?

It's expected behaviour.  This is to your advantage, as it lets you use the shell box for quick reloads when standing and firing without wasting it on move-reloads.  If you're only using move-reloads, feel free to 'U'nload it.

Congrats on the win, nice collection of hardware.  While you may have gotten lucky on Mortuary, you used that luck effectively which is not always a given...

33
Were the attacks knocking you around?  I think you end up taking damage based on where you land, which would be less than the 6d6.

34
Discussion / Re: Quick questions thread!
« on: December 01, 2011, 07:01 »
I wouldn't, since Cybernetic Armor can't be modded by a Marine you can't make it indestructible.

35
Requests For Features / Re: Less exotic/unique assemblies
« on: November 23, 2011, 22:14 »
any chance of tweaking the elephant gun?  The huge reload time means you can't use it when knocking enemies back around corners, only when rushing them with shottyman.  The mod cost is also quite steep as power mods have a lot of other uses and are (marginally) rarest, the tactical shotgun probably trumps it.

36
Discussion / Re: Experimenting with Malicious Blades on Ao100
« on: November 22, 2011, 01:09 »
Having a Nano pack and missing only the agility from the cerberus, I'd make nanofiber skin red armour or wait and slap it onto the cerberus green.  Or a rocket launcher.  With cerberus or fireproof armour plus malicious blades, you should be ok with using it a lot even in closer quarters.

37
Discussion / Re: Quick questions thread!
« on: November 20, 2011, 03:42 »
because everybody says it should be default I've made it mine, but I found non-frontal easier on many layouts in UV due to more corner-shot possibilities on the first outside enemy.

38
Requests For Features / Re: Less exotic/unique assemblies
« on: November 15, 2011, 16:32 »
Only include Nano and Onyx packs in basic assemblies. That way, if you find one, you'll have an array of powerful (if possibly somewhat limited) choices regardless of the build that finds it, and Whizkids will only need to collect basic materials to make their glorious end-game toys rather than wishing and praying.

But if you find a nano or onyx pack, you can already do something ridiculous with it by just putting it on your stuff.  You don't need whizkid.  Any assembly involving a nano pack has to compete with the power of putting it on your rocket/missile/napalm launcher.  Onyx's default (red armour) is less insane but still very strong and also part of a basic assembly.  Making a ton of basic assemblies with nano/onyx just makes the packs that much more broken, which they do not need.

And if you do take whizkid, you don't need to find a unique pack to make good use of it.  Nothing wrong with carrying an A2P3 plasma rifle, or a hyperblaster, or P2B3 pistols, ... or cerberus gear.

39
Discussion / Re: Hell's Armory: those darn arachnotrons
« on: November 13, 2011, 14:34 »
cornershooting with the shotgun from the west does work without the rocket launcher, but remember that they can sneak up on you from around the buildings.

with the rocket launcher, destroy a corner of the building and stand next to it such that you can shotgun them into lava when they exit, this will prevent blasting the precious mods if you're careful.

40
This is probably from a previous version, back when it didn't cost any ammo to use. Infinite ammo is considered by many to be broken, and the only thing offsetting that was lack of EE (which was, more or less, mitigated by assemblies like assault rifle and hyperblaster).

I find ammochain a lot less appealing because of the new trait path.  It's still good, and the detour through shottyman is neat, but lack of free whizkid has made it not a no-brainer choice (even before assemblies, A2 or A3 plasms was quite powerful).  If it were the technician master, I'd take it more.  The change from 0 to 1 ammo per shot only affects some degenerate possibilities.

41
0.9.9.4 / Re: [M|AoMr|77%|25|YASD] "You have no more ammo!"
« on: November 09, 2011, 11:16 »
Certainly all 4 of the major pistol builds work pretty well (3 master traits, and SoG/SoB/EE high-offense build).  Your high defense build looks pretty neat, but you really should take the 3rd SoG at level 3 or 4.

42
Discussion / Re: The new strongest build is........?
« on: November 09, 2011, 00:38 »
Just doublechecked, and you still can't take two master traits in 0.9.9.4 (tried MAD into Vampyre).  I don't expect that to change, double master traits could be pretty powerful.

screenshot:
Spoiler (click to show/hide)

43
Discussion / Re: Screenshots: ASCII and Graphics
« on: November 07, 2011, 22:45 »

[2/2] [4s6w]. You see a combat shotgun (7d3) [5/5] [1n3w]. You see an         
 assault shotgun (7d3) [6/6] [4s2w].                                           
          ###                                                                   
          ..
#                                                                   
   #######
#.+                                                                   
   
#......#.#                                                                   
   #
[..}..#.#                                                                   
   #.
.%%..@.#                                                                   
   #.
....%#.#                                                                   
   #
....%.#.#                                                                   
   #.
.%%..#.+                                                                   
   
#}...}.#.#                                                                   
 
#.########.#                                                                   
 #0.........+                                                                   
 ########/#######                                                               
 #..........|}....                                                             
 ##/#############                                                               
 #................                                                             
 ######/#####################                                                   
 #............................                                                 
 #............................                                                 
 ############################                                                   
 
Rahul                      Armor : none                                       
 
Health: 100% Exp:  3/81%   Weapon: shotgun (8d3) [1/1]                         
 cautious                                                   
Phobos Base  Lev2 


AoH/UV, a nice shotgun-themed vault (also had shells).  Just as well I started my ammochain build with Rel/Rel...

44
Archangel of Impatience

Doomrl is too long! No time to carry all those medkits, phase devices and armors, you use them immediately at pickup!

In addition to AoI rules, armors are treated as power ups. They can't be removed or modded, and are applied only effects and durability of the last armor picked up.

simpler way - whenever you pick up armour, drop your current armour and equip the new one.  If you can't drop the armour (Cybernetic etc.), don't pick up the new one.
for true insanity, the same rule applies for weapons... perhaps that is too much, might force melee builds.

45
Requests For Features / Re: Self-closing Doors
« on: November 06, 2011, 23:42 »
a corpse in a doorway is already destroyed, which is very useful for AoD :)

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