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Messages - Kristopher

Pages: [1] 2
1
Discussion / Re: Call for Uniques/Exotics
« on: August 29, 2016, 17:54 »
DOOM (2016) should have been the last, sad gasp of a dying series, but it turned out to be absolutely awesome (which I did not expect whatsoever). I don't know if you've played it yet, but I'd love to see the Gauss Cannon in DoomRL, that thing is my baby.

The Heavy Assault Rifle would be rad too.

On a somewhat unrelated note, since they aren't items, it would be neat to see quad damage and/or haste power-ups, too, but that's neither here nor there, and I have no idea how complicated they would be to implement anyways. Still, I'd feel remiss if I didn't throw that out there.

2
Considering that I typically only play standard games, and I've found the entire Inquisitor's Set only once or twice (and once not until after clearing the Vaults), this entire discussion strikes me as odd. I could understand if the set effect was on a single piece of armor that keeps popping up and causing ezmodo mortems, but what's wrong with having the RNG throw you a bone every rare once in a while?

I don't really like the idea of balancing things based on Ao100 and Ao666.

Edit: Speaking of which, I don't see the Inquisitor's set as anything resembling a free win either, but that might just be because I play only play on UV these days.  I've had armors *shredded* by packs of Barons almost instantly.

3
Angel of Death caves, plz.

4
Oh, speaking of which, that strategy with SoB(3) on a Scout works pretty beautifully in Phobos lab. If you're willing to use run or have some movespeed-boosting gear (not much, either), you can lead them without taking any hits. I ended up doing it with a power-modded combat shotgun (otherwise I can see why you might just suggest the normal shotgun for the knockback), and I didn't even have to move as long as they were in a spot where I could fully knock them back. Keep in mind, I was also using that build mentioned earlier, so it had some levels in Finesse as well by the time I got to the lab.

Sadly, within the next few levels I got a spawn in the middle of a -ton- of Barons and former commandos with no phase devices on hand. Still, that thing just kind of happens.


5
I found the map to be cool and interesting but not actually that hard as a Shottyman.  If you fire a few blasts across the first acid lake, the tagged demons come and say hello, which goes poorly for them.

FWIW, this was with Rel->Rel->SM->HR->Fin->Jug, combat, double, A-mod steel.

The ambushes are nice - not as brutal as Anomaly, but still a nasty surprise.

I don't see how firing a few blasts across the lake is supposed to tag & drag the nightmare demons that like to shove themselves into the furthest, most annoying little nooks and crannies in the upper right-hand corner of the map.

Unless what you're saying is that they spawn directly across the lake at first and then just make their way into said corners (which seems like really unusual behavior to repeat every single time I play it without fail, but it wouldn't surprise me terribly), and that I just haven't been exercising the option of 'immediately exit the room and fire across the lake before dealing with the formers'.

@Evipotatoe:

Yeah, Gunrunner is pretty awful. It was kind of funny, because I chose it just to be thematic and because I was tired of messing up with Gun Kata(I know that everybody always insists that SoG is borderline OP or OP, but I swear I am just flat-out terrible at Sharpshooter/pistol builds in general for some reason), and it really is just bad. Not to mention if you get a level full of barrels, then have fun activating it; nearly blew my face off with a few acid barrels before.

That being said, it was kind of entertaining solely because I had shottyman with it, and automatically blasting things out of the way with rockets while scooting along was pretty funny. Now that is a build that would especially benefit from as much extra XP as possible.

6
When you say you don't bother to visit special levels unless they benefit your build... I'm tempted to reply that all special levels benefit any build, for obvious XP purposes.

That's just the thing; on UV at least, I've come to notice that the XP is way high enough to skip some of the special levels and still level up at very good pace. In fact, if there's anything UV has taught me, it's that there's absolutely no reason to stretch out for XP (I'm sure this can depend on your build choice, since some master traits need more xp and are more important to get to early than others) if it seems like even a remotely poor idea.

As a more extreme example, though I don't post my mortems, my last and by far most successful victories were:

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

  Levels generated : 11
  Levels visited   : 5
  Levels completed : 4
Ammochain - The non-completed level was The Vaults (when applicable, I don't see any reason not to enter it just to clear two vaults when I don't have the AM's staff on me, even if it takes away my YAAM). Got to the true evil, but ended up getting killed when he started randomly teleporting off-screen whenever I was shooting at him. First time that's ever happened to me. Was weird.

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

  Levels generated : 11
  Levels visited   : 5
  Levels completed : 4
Army of the Dead - Non-completed level was The Vaults; same reason as the one before it. Full win.

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

  Levels generated : 11
  Levels visited   : 2
  Levels completed : 2
Gunrunner - Would've been 3 levels visited, but Phobos Lab spawned. Nope. As soon as I got Gunrunner, I just started dashing down stairways. I could have explored looking for a nuke or nuclear weapon, but I kind of hate this master-trait(it was a themed run), so I just went straight down and finished it. Standard victory.

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

  Levels generated : 11
  Levels visited   : 2
  Levels completed : 2
Masterless Melee build - This one was actually the easiest run of them all (would've been 3, but, yeah, Phobos Lab spawned). Once again no nuke or nuclear weapon (I really hate how not only is the Spider's Lair paired, but it no longer has the nuclear plasma rifle), but no stress. Standard victory.


I know that these are just isolated examples, but it's funny just how successful and easy these runs were in comparison to ones where I attempted to visit a bunch of special levels. Admittedly, I got lucky and found a Super Shotgun in HA on my Army of the Dead build, but on every other one I actually had pretty eh luck and a decent batch of awful spawns.

So, while I understand why one would want to complete more special levels (otherwise I wouldn't have made this thread regarding a level that I genuinely can't see a decent tactical reason to visit without a homing phase), I don't see a reason to do a good share of the levels unless it, obviously with a few exceptions, directly benefits your build with more than just XP.

Note that I don't play on N!. Not yet, anyways.

7
That should actually be pretty helpful, thanks. I did have my best time in there on a Scout that rushed SoB(3) first (then went for Int(2)), but I had the same problem with UC(since why would I go to Phobos Lab anyways unless I had a homing phase and really wanted the mods at the end or if I'm going for conqueror?). When I do choose Scout, I tend to choose it for the master traits(specifically MCe or MBm), and I didn't think to just pump Brute through Berserk later on. It's a good idea.

I also favor A modded Tac boots, which are just not Tac yet, at this depth.

Do you just mean A-modded steel boots?

8
in UV and N! I recommend skipping phobos lab unless you're meelee orientated or have some serious firepower and resources to do it.
It's not really worthwhile to visit.

If you're trying to do conquer, just pray to rng for military base

Yeah, that's what I've been thinking for a while now, I was just hoping that somebody had figured out some magical way to handle the nightmare demons that I wasn't quite grasping. Getting that place instead of military base when you're going for conqueror is a real kick in the teeth.

Oh well, thanks anyways. =P

9
After a string of losses, I've recently started beating UV on a semi-regular basis(it would be more regular, but, well, I like trying out different builds even if some of them are gimmicky). Considering that, I decided that I might as well attempt to beat more special levels and the like (many of which I typically don't bother visiting unless it will actually benefit my build), but Phobos Lab just throws me for a loop.

Don't get me wrong, I can beat it, but not without one or more of these three things:

1) A build that achieves very fast movespeed by the Lab (either a build with early Hellrunner(2), or luck in getting some movespeed increasing armor or enough agility mods for both tactical boots and tactical armor, or both).
2) An early envirosuit so I can lead the nightmare demons around in the acid pool at the beginning of the level.
3) A willingness to waste a massive quantity of resources (envirosuits, large medpacks[typically including the ones I pick up], suits of armor, etcetera).

The main issue is those nightmare demons hiding in the corners near the beginning that you have to get ridiculously close to just to draw their attention since they idle otherwise. The real deal breaker though is just how bad the rewards are for a level that's as difficult as it is. Two random mods, some items that I probably have to use to get through it anyways, and a combat shotgun? If it weren't for the fact that I'm trying to beat more special levels than usual, I'd never bother visiting it at all.

So that being said, how do you deal with the little blue bastards? I can handle the ones after that beginning part; even the ambush feels pretty well-balanced since you can guide them around and through the acid while firing on them (no reason not to since the level itself has given you envirosuits by then), but the ones at the start are just agonizingly annoying. The best I could come up with (bar having envirosuits already on hand) is changing my tactics to running, leading them out, then rocket-jumping across the acid and firing on them as they cross it. Rinse and repeat with the small medkits you're given at the start.

It doesn't work nearly as well as I wish it would.

10
Discussion / Re: Oh dragonslayer why do you taunt me
« on: May 10, 2013, 18:59 »
This was a mod - he fulfilled the UC generation conditions and forced it to spawn, I think. In any case, I've never found a Tourist suit in DoomRL ;)

If it helps, my only DS finds occurred on AAo666 games.

I saw the tourist suit, but somehow passed up on the UC part. Whoopsie.

And yeah, maybe I'll have to try that sometime, but AAo666 really does just sound like a complete and utter grind. I've done more than a few Ao100 games, but I haven't found it on them (surprisingly), and even those feel kinda grindy if I don't play Scout and start rushing to the stairs after a certain level.

11
Discussion / Re: Oh dragonslayer why do you taunt me
« on: May 10, 2013, 16:56 »
Man, at least everyone else can find the stupid thing. =P

12
I miss Plate Armor. 3:

13
Discussion / Re: Oh dragonslayer why do you taunt me
« on: May 02, 2013, 21:45 »
Didn't something vaguely similar happen in the story? ("Ouch! I've got nothing. Now I'm dead. Now I'm in hell. Now I'm pissed off. Now I've got a great big sword. Now I'm going to kick hell's arse." Very basic plot synopsis?)

Not really, no, but I was thinking about the same thing (dying on the tile) earlier; it's just that there's not an especially great number of ways to do that after you've already cleared a level (unless there's barrels you can push to it nearby). After all, using the rocket launcher to kill yourself can't be a requirement since people have done it on Angel of <weapon restricting> challenge.

Really, I must just be unlucky since I haven't seen it in...geeze, a few versions now, probably. That's despite playing a bunch of standard games and several Ao100 runs. I wish I knew how to pick it up, but even if I did, I'd probably never find it again. Just my kind of luck. =P

14
Entrenchment is probably all right, and it goes even better with basic Whizkid or a little drop luck. If, that is, 100% resistance means immunity.

It doesn't; I have had over 100% resistance to bullets and shrapnel due to entrenchment and armor before, and it seemed that enemies would still deal 1 damage (I don't think anything with those damage types dealt more than 1, though) to me with each attack.

15
0.9.9.4 / [M|88%|YAFW] I love this resistance system.
« on: September 04, 2011, 21:13 »
--------------------------------------------------------------
 DoomRL (v.0.9.9.4) roguelike post-mortem character dump
--------------------------------------------------------------

 Cheshire-kun, level 11 Imp Sergeant Technician,
 nuked the Cyberdemon. on level 26 of the Phobos base.
 He survived 179526 turns and scored 116983 points.
 He played for 2 hours, 59 minutes and 34 seconds.
 He didn't like it too rough.

 He killed 518 out of 586 hellspawn. (88%)

 He saved himself 2 times.

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

  Levels generated : 9
  Levels visited   : 8
  Levels completed : 3

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

  UAC Star (bronze cluster)

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

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  .......................................................=.=#
  ......................................................====#
  .....................................................=====#
  .....................................................=====#
  ..............................................ss.s...s====#
  ................................................ssss..====#
  .................................................ssss..===#
  ...................................................sss....#
  ..................................................ss.sX...#
  .......................................................s..#
  ..........................................................#
  ..........................................................#
  ###########################################################

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

  Health 35/60   Experience 53250/11
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Technician

    Ironman          (Level 1)
    Tough as nails   (Level 2)
    Eagle Eye        (Level 2)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Badass           (Level 1)
    Scavenger        (Level 1)

  EE->EE->Int->Int->WK->WK->MSc->TaN->TaN->Bad->Iro->

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

    [a] [ Armor      ]   modified cerberus gothic armor [2/2] (94%) (P)
    [b] [ Weapon     ]   tactical rocket launcher (6d6) [1/5]
    [c] [ Boots      ]   plasteel boots [2/2] (100%)
    [d] [ Prepared   ]   nothing

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

    [a]   modified hyperblaster (2d5)x3 [0/40] (P1)
    [b]   modified BFG 9000 (10d8) [26/169] (B2)
    [c]   Acid Spitter (10d10) [0/10] {a}
    [d]   red armor [4/4] (100%)
    [e]   rocket (x10)
    [f]   large med-pack
    [g]   large med-pack
    [h]   large med-pack
    [i]   large med-pack
    [j]   large med-pack
    [k]   large med-pack
    [l]   homing phase device
    [m]   envirosuit pack
    [n]   envirosuit pack
    [o]   hatred skull

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

    Bullet     - internal 0%    torso 50%   feet 0%   
    Melee      - internal 0%    torso 50%   feet 0%   
    Shrapnel   - internal 0%    torso 50%   feet 0%   
    Acid       - internal 0%    torso 70%   feet 50% 
    Fire       - internal 0%    torso 70%   feet 25% 
    Plasma     - internal 0%    torso 50%   feet 0%   

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

    76 former humans
    44 former sergeants
    19 former captains
    70 imps
    54 demons
    125 lost souls
    24 cacodemons
    12 barons of hell
    1 Cyberdemon
    28 hell knights
    31 arachnotrons
    1 John Carmack
    2 former commandos
    5 pain elementals
    6 arch-viles
    8 mancubi
    9 revenants
    2 bruiser brothers
    1 lava elemental

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He cowardly fled the Arena.
  On level 5 he stormed the Chained Court.
  On level 9 he entered Hell's Armory.
  He fled being chased by a nightmare!
  On level 11 he assembled a ballistic armor!
  On level 11 he assembled a tactical rocket launcher!
  On level 13 he ventured into the Halls of Carnage.
  On level 14 he assembled a hyperblaster!
  On level 15 he encountered the Phobos Hellgate.
  On level 16 he invaded the Unholy Cathedral!
  He fled the Unholy Cathedral seeing no chance to win.
  On level 17 he stumbled into complex full of hell knights!
  On level 19 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 20 he assembled a cerberus armor!
  On level 21 he entered the Vaults.
  On level 21 he found the Acid Spitter!
  He managed to scavenge a part of the Vaults treasures.
  On level 23 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Phobos Arena!
  He overloaded a nuclear plasma rifle on level 25!
  He defeated the Cyberdemon and found the TRUE EVIL!
  Then finally in hell itself, he killed the final EVIL.

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

 hits you. The lost soul hits you. The lost soul hits you. You dodge! The
 missile hits the lost soul. The lost soul dies. The lost soul dies.
 The lost soul dies. The lost soul dies. The lost soul hits you. The lost
 soul hits you. The lost soul hits you. The lost soul hits you.
 Fire -- Choose target...
 You see : John Carmack (almost dead) [m]ore | acid
 The missile hits the lost soul. The lost soul dies. The lost soul dies. The
 lost soul hits you. John Carmack reloads his rocket launcher. The
 lost soul hits you. The lost soul hits you. The lost soul hits you. The
 lost soul hits you. The lost soul hits you.
 Fire -- Choose target...
 You see : John Carmack (almost dead) [m]ore | acid
 The missile hits John Carmack. The lost soul dies. You hear the scream of a
 freed soul! The lost soul dies. The lost soul dies. John Carmack
 dies. Congratulations! You defeated John Carmack! Press <Enter>... The lost
 soul dies. The lost soul dies.

-- General ---------------------------------------------------

 8 brave souls have ventured into Phobos:
 4 of those were killed.

 4 souls destroyed the Cyberdemon...
 4 killed the bastard and survived.

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


Nothing too interesting about most of this run; I spent the majority of it flailing about after getting Scavenger and hoping I would find something exotic or unique to disassemble--I didn't(minus the Acid Spitter, but I decided to tote it around for the heck of it end-game).

The main thing I have to note here is that Cerberus Gothic Armor is a hilariously entertaining assembly with those resists and abruptly dropped the difficulty by quite a bit. I only wish I had found Gothic Boots and taken Entrenchment instead of Scavenger.

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