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Messages - Rajhin

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46
Discussion / Re: CyberDemon dodging
« on: March 24, 2013, 17:43 »
Move until he fires, shoot until he reloads. Thats all. You should also think about splash damage and pray to dodge RNG unless you have Dodgemaster.
There is also reliable way to kill him damageless - just shoot him with BFG splashes while hiding behing pillar.

47
Discussion / Re: Opinions on new special levels needed!
« on: March 23, 2013, 18:00 »
I think that Phobos Lab is much harder than Military Base (thanks to nightmare demons and unavoidable ambushes), Containment Area isn't equal to The Wall (maybe the later needs some changes?) and new Halls of Carnage was a nasty surprise (but I liked it),
Haven't seen Limbo and Mount Erebus yet (is this some "store two envirosuits for whole game" level too?)

48
Requests For Features / Suggestions
« on: February 23, 2013, 15:16 »
There was so many suggestion threads recently that I decided to made my own too. Sorry for my English, it isn't good enough for long posts but i gathered these ideas from .991 or .99 so I feel urge to post them after all.

1) First of all I'd like to see some balance between speed and protection on harder difficulties. By now player will almost always chooses speed, because as I said in other thread  best (and only reliable on UV/N!/AoHu) defence is avoidance.  Fast doomguy can outrun every danger, while protected will be trapped/exhausted or just torn apart by unlucky spawn in the middle of demon horde. I am unsure how it should be done, by nerfing speed bonuses (well game isn't that hard now for experienced players, but think about rookies!) or by buffing protection.

2) Implement some sourse of shells on deeper levels. It is a problem for shotgun games because after halls of carnage you can only pray to RNG. It was resolved in Inferno module (whick I really liked) by adding late shotgun wielding enemy. Too bad that enemy wasn't really doomish.

3) Add late enemies with bullet/shrapnel damage type. "Nightmare" formers, maybe. Now there is almost only fire and plasma.

4) Balance Unholy Cathedral. Spear/scythe shouldn't be *that* important in nonAo100 melee game, or UC should be really difficult for melee players. Someone ever considered not going there?

5) Make bonus for YAAM doomguys. Something like +5/10% experience from cleared levels. It will add more interest to risk on those tricky placed demon packs.

I have some more less important thoughts (like about ridiculous random reward in AoHu arena (really, 66% probability of worthless crap, 33% of best armor ingame) or poor normal cacos in lvl100 UV vaults), but that's all for now. Maybe I will add more later.

49
Discussion / Re: Shotgun thread
« on: February 20, 2013, 02:08 »
I suggest MAD as the technicians mastery.
Btw, this might be a completely stupid idea, especially since I think I played MAD only once, on a 23 minutes run. But my main reason is that I don't understand why MAD denies WK. I'm pretty sure this is a collateral damage, and the finess block was just here to block... finess (and maybe juggler, which seems to be an insane skill).
This is also why I never use this mastery.
So, to stay in topic... what do you think of moving MAD to the techies ?
I think that MAD is about simple, blunt, slow but very powerful doomguy, not about some wimpy finesse or tricks. That is why it sucks on UV/N! where you cannot just tank demons and shoot them to death. But on lower difficuties its pretty good.
Also looking on tech's other mastertraits I suppose that shotgun mastery should be really different from normal shotgun priorities. Maybe even something without Shottyman.

50
Congrats, UV/AoMC/YAAM is my favourite mode in doomrl.
Int2 is not necessary (but not useless, of cause) when you have Cateye,
Oh, and important thing about Mortuary - if you play Cateye, demolish that middle room. Last time I got to Mortuary I was surprise-killed by commando from behind said walls. If you are melee, walls are your best friend, but if you are Cateye, they are your worst enemies. I'd demolish all walls on all levels after getting nano launcher, but I did not want to lose loot. But I often preferred making wide holes to big rooms instead of using doors.
That's why you need Int2 with Cateye - it allows you to see through walls. Removes problem with surprises in locked rooms.
Also the best defence is avoidance, so speed and player's skill is much preferable than protection on later difficulties.

51
Discussion / Re: Demolition ammo are useless?
« on: February 13, 2013, 10:02 »
To be honest i think that most of assemblies are quite useless, especially in normal games. In my player info they can be divided into three groups: tac boots & hyperblaster (which I assebled 162 and 83 times respectively), userful tools like elephant gun, antigrav boot or cerberus set for Ao100 (20-40 times, ~20% assemblies) and junk that i made just for tech badge. Current mod system is definetly better than previous "stick-all-your-mods-in-luckly-yellow-plasma", but there is still room for improvements.

52
But 2d4 is actually one more damage on average than 1d7 (5 vs 4)
Yes, 2d4 is 2-8 and 1d7+1 is 2-8 too, but latter has uniform distribution while previous is closer to normal distribution. In practise you have only 0.25^2=6.25% chance to do 2 or 8 damage, 12.5% for 3 and 7, 18.75% for 4 and 6 and 25% for 5 damage per shot with hyperblaster. 1d7+1 gives you equal probability (12.5%) to do 2-8 points of damage. You certainly don't want to do low damage, but high is uncomfortable too because of knockback that may move your enemy out of fire range.

53
Can I blaster-mod nuclear plasma, btw?
Unfortunately not. No laser hyperblaster for you too.
Compared to ATT plasma, Hyperblaster has -0.1 fire time, +1 damage per shot and +1 accuracy, but half burst size (3 vs 6)
AAT plasma has 0.7 firetime while hyperblaster has 0.5. 2d4 isn't just 1d7+1, there are different probability distributions.

54
Cateye'd scout. Early Int2 for easy shotgunning through first episode, cateye by the wall, WK2 and almost guaranreed hyperblaster in armory. The rest of the game is cakewalk.

55
Releases / Re: The Inferno Module
« on: January 25, 2013, 12:28 »
Although I must say, it seems like there is no reason to NOT choose the melee loadout.  2 large health kits and a blue armor, and all I have to do is rush the imp when entering hellkeep then I get a shotgun right away with plenty of shells? Sure, why not?!
On the UV you will have to kill 3 imps and caco with knife only. It's difficult even with brute and definetly not worth it without.
I also think that this mod is awesome and hope that it will be merged with main game or at least developed futher.

And this is my latest mortem with some bugs inside. I dropped Ruby Heart in Ptolomea, used envirosuit for 25% res, activated event and after few bfg blasts found myself with this shitty lava blast instead of my bfg and unable to swap weapons. And yes, it drained durability from every armor i wielded. Sad story.
--------------------------------------------------------------
 DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
 Module : Inferno (0.15.1)
--------------------------------------------------------------

 Aleks996, level 16 Scout,
 let an arachnotron get him in Ptolomea.
 He survived 134576 turns.
 He played for 2 hours, 35 minutes and 15 seconds.
 He was a man of Ultra-Violence!

 He killed 1800 out of 1846 hellspawn. (97%)

-- Special levels --------------------------------------------

  Name               Result       Kills   Turns      Time
  Hell Keep          Complete   38/  38    4698     2m49s
  The Spawning Pits  Complete   99/  99    4365     4m48s
  Erebus             Complete   31/  31    5231     4m04s
  Singularity        Complete   64/  64    3555     5m06s
  The Acheron        Complete  214/ 214   12657    14m04s
  Infernal Sanctuary Complete  166/ 166    3636     5m19s
  Ptolomea           Death      20/  66    1276     3m41s

  Carnival of Death  Complete   21/  21     519     1m44s

-- Awards ----------------------------------------------------

  Massacre Medal
  -- Killed eight monsters in fifty turns

  Massacre Cross
  -- Killed fifteen monsters in fifty turns

  Bloodbath Medal
  -- Killed 25 monsters in fifty turns

  Sniper Medal
  -- Killed 100 monsters that are more than 8 tiles away

  Sniper Cross
  -- Killed 500 monsters that are more than 8 tiles away

  Siege Token
  -- Cleared the Hell Keep on UV

  Shadow Medal
  -- Defeated the shadow demon

  Ruby Heart
  -- Defeated the lava witch

-- Graveyard -------------------------------------------------

  ###########################################################
  ###########################################################
  ###############..A...A..|.|........R.......|...........V.##
  ###############....A...A........B..........M|........|M..##
  ###############.|A...A.|.............|V..B..........B....##
  ###############....A...A..^.....||.........|..........M..##
  ################################..###...###|.#......B....##
  ####################..>..#######.............#..|R.U....M.|
  ####################.....#######.....A.|...|..A|..........|
  ####################...........#.|............|.|.....M...|
  ####################.....#######...B.........R............|
  ####################..>..#######.............#..A..U....M.|
  ################################..###...###A|#....|.B....##
  ###############.A..A...A.....|........B.....MV........M..##
  ###############......A......||..|.....|.............B....##
  ###############......A.......|........................M..##
  ###############...A|AA......X.|.....|.%|.|........||..|V.##
  ###########################################################
  ###########################################################
  ###########################################################

-- Statistics ------------------------------------------------

  Health 0/50    Experience 135682/16
  ToHit Ranged +2  ToDmg Ranged +2
  ToHit Melee  +0  ToDmg Melee  +0

  Envirosuit

-- Traits ----------------------------------------------------

  Class : Scout

    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Son of a bitch   (Level 2)
    Eagle Eye        (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Triggerhappy     (Level 1)
    Cateye           (Level 1)

  Int->Int->SoB->SoB->TH->MCe->Fin->Fin->WK->WK->HR->HR->DM->EE->Fin->HR->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   Lava Blast (7d2) [5/5]
    [c] [ Boots      ]   steel boots [1/1] (100%) (A)
    [d] [ Prepared   ]   BFG 9000 (10d8) [130/130] (B1T1)

-- Inventory -------------------------------------------------

    [a] cerberus red armor [2/2] (67%) (P)
    [b] stealth armor [1/3] (42%) (P)
    [c] power cell (x30)
    [d] power cell (x50)
    [e] power cell (x50)
    [f] power cell (x50)
    [g] power cell (x50)
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] phase device
    [o] homing phase device
    [p] envirosuit pack
    [q] Hellwave Pack
    [r] Aegis

-- Resistances -----------------------------------------------

    Acid       - internal 25%   torso 25%   feet 25% 
    Fire       - internal 25%   torso 25%   feet 25% 

-- Kills -----------------------------------------------------

    141 former humans
    182 former sergeants
    74 former captains
    298 imps
    37 demons
    320 lost souls
    72 cacodemons
    38 hell knights
    67 barons of hell
    47 arachnotrons
    38 former commandos
    20 pain elementals
    36 revenants
    47 mancubi
    19 arch-viles
    1 lava witch
    78 spectres
    1 shadow demon
    109 hydras
    63 hydra queens
    70 achlyses
    29 cinders
    13 asuras

-- History ---------------------------------------------------

  He selected the shotgun loadout.
  He began his journey by storming Hell Keep...
  He left no survivors!
  On level 6 he entered The Spawning Pits...
  There he discovered the Aegis.
  He slew the hydra queen!
  On level 10 he descended into Erebus...
  There he discovered the Staff of Souls.
  He banished the shadow demon!
  On level 12 he ran for his life from acid!
  On level 12 he assembled a hyperblaster!
  On level 13 he approached the Singularity...
  There he found the Duplication Pack.
  He closed all the portals!
  On level 14 he raided the Carnival of Death!
  He reached the banks of the Acheron.
  On level 17 he found the Hellwave Pack!
  On level 18, hell froze over!
  On level 18 he discovered The Infernal Sanctuary.
  There he claimed Ruby Heart.
  He defeated the lava witch!
  On level 20 he encountered an armed nuke!
  On level 20 he assembled a cerberus armor!
  Level 21 blasted him with unholy atmosphere!
  He nuked level 21!
  On level 21 he anwsered the call of Ptolomea...

-- Messages --------------------------------------------------

 The missile hits the mancubus. The mancubus dies.
 You see : a baron of hell (wounded) | pool of blood | [ m ]ore
 The missile hits the baron of hell.
 You see : a baron of hell (heavily wounded) | blood | [ m ]ore
 The missile hits the baron of hell. You are hit!
 You see : a baron of hell (severely wounded) | pool of blood | [ m ]ore
 The missile hits the baron of hell.
 You see : a baron of hell (heavily wounded) | pool of blood | [ m ]ore
 The missile hits the baron of hell.
 You see : an arachnotron (unhurt) | blood | [ m ]ore
 The missile hits the arachnotron. You are hit! Your red armor is completely
 destroyed! You are hit! You are hit! You are hit! You are hit! Boom! You are
 hit! You are hit! You are hit! Boom! You are hit! You are hit! You are hit!
 You are hit! You are hit! You are hit! Boom! Boom! You are hit! You are hit!
 You die!... Press <Enter>...
 You see : a lost soul (unhurt) | pool of blood | [ m ]ore

--------------------------------------------------------------


56
0.9.9.6 / Re: [H|AoMC|YASD] Juggler game + some bugs
« on: January 17, 2013, 03:23 »
Strange bug appears on Phobos Anomaly. As usual, I equip missile launcher before opening room with Bruiser Brothers. Shoot one (knockbacked), then shoot second, then reload and repeat until they dies. It is my standard tactics. But one of BB was IMMUNE for rockets! First was dead, but second still marked as (unhurt) despite of 4 or 5 rockets (he take a knockback, but not a damage). well, switching to chaingun helps, and I kill him.
They were knockbacked out of explosion range before damage was calculated. It happens fairly often with phaseshifted @ and saved my life few times in AoHu.

57
Discussion / Re: Is this some kind of forshadowing???
« on: January 16, 2013, 09:49 »
January '13 isn't over yet.
There was no public releases of .997 but as far as I know those guys with green\yellow names have access to beta, so one of them may wrote this.

58
Requests For Features / Re: DoomRL Russian translation
« on: January 12, 2013, 05:40 »
Еще вопросы? :3
Предварительных - никаких, как будете координироваться и устанавливать связь - зовите.

59
Requests For Features / Re: DoomRL Russian translation
« on: January 12, 2013, 04:56 »
Я всегда не против помочь с переводом, но у меня возникают вопросы:
Как к этому относится разработчик? В прошлом треде он покрутился, написал пост о том как всё сложно, помянул китайский и свалил по-тихому.
У нас есть собственно сам полный текст для перевода?
Какое там у нас состояние с техническими проблемами, с теми же падежами?
Что переводить будем, .996? Обещан как бы релиз .997, причём обещан "на новый (уж не 2014-й ли) год".

60
0.9.9.6 / Re: [U|AoMr|99%|YASD] dual reload killed me..
« on: January 08, 2013, 07:25 »
The point is that Dualreload sux - it is a bonus that has more drawbacks than advantages.
Well, it's like a shotgun's full reload - a trap for lazy/bored players.
i tried like 40 times  AoMr UV with a tech in order to take sharpshooper but i never lived long enough to have this master trait.
Yep, that's the point of most (working) tech's mastertraits. They are powerful, but give no  early bonus like berserking or dualgunning. I think it was intended.

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