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Messages - Midnight

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16
That's a relief.

The crash ocurred in the middle of the lava pits, when I have already used up all my envirosuits. So no Lava pits for me, then. It also screwed up my killcount (hence %99). This took away at least 5 badges.

17
Discussion / Re: DoomRL Mini-Competition #2!
« on: September 03, 2011, 15:54 »
Everything was going absolutely perfect, so of course RNG had some nasty fate for me in store. Like a game crash. Yeah, that did the trick. Now my attempt may be disqualified, but I'll post it anyway.

http://forum.chaosforge.org/index.php/topic,4623.0.html

I was going to write some witty comment about how new AI archviles are absolute, ultimate despair for a melee character, but I won't. Instead I'll go meditate on the transience of things. Perhaps I'll feel better.

18
--------------------------------------------------------------
 DoomRL (v.0.9.9.4) roguelike post-mortem character dump
--------------------------------------------------------------

 KAne Lincoln, level 13 Human Private Scout,
 defeated the Cyberdemon on level 25 of the Phobos base.
 He survived 114047 turns and scored 200403 points.
 He played for 2 hours, 14 minutes and 1 second.
 He wasn't afraid to be hurt plenty.

 He killed 924 out of 928 hellspawn. (99%)
 He was a real killing machine...

 The world crashed on him once.
 He saved himself once.

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

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

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

  Hell Armorer Badge
  UAC Star (silver cluster)
  Grim Reaper's Badge
  Explorer Badge
  Cyberdemon's Head
  Hell Arena Key
  Hell Champion Medal
  Reaper Gold Badge
  UAC Silver Badge
  Gatekeeper Bronze Badge
  Gatekeeper Silver Badge
  Longinus Gold Badge
  Technician Bronze Badge
  UAC Bronze Badge
  Armorer Bronze Badge
  Reaper Silver Badge
  Arachno Bronze Badge
  Skull Bronze Badge
  Reaper Bronze Badge
  Arena Bronze Badge

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

  ###########################################################
  #..........................................................
  #..........................................................
  #......................................................###.
  #.....................##...............................###.
  #....................###..###..........................###.
  #........###.........###..###..............................
  #........###..............###..............................
  #........#.............................................#...
  #..............................................###....##...
  #........................................#.....###....##...
  #.......##...............................#.....###.........
  #.......#............X.....................................
  #...........|..............................................
  #..........................................................
  #...................................###..................##
  #...................................###..................#>
  #...................................###..................##
  #..........................................................
  ###########################################################

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

  Health 60/60   Experience 76196/13
  ToHit Ranged +0  ToHit Melee +8  ToDmg Ranged +0  ToDmg Melee +12

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

  Class : Scout

    Ironman          (Level 1)
    Hellrunner       (Level 3)
    Brute            (Level 4)
    Berserker        (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Blademaster      (Level 1)

  HR->HR->DM->Bru->Bru->Ber->Bru->MBm->Int->Int->Iro->HR->Bru->

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

    [a] [ Armor      ]   Angelic Armor [7/7] (100%)
    [b] [ Weapon     ]   modified BFG 9000 (11d8) [20/100] (P1)
    [c] [ Boots      ]   phaseshift boots [4/4] (100%)
    [d] [ Prepared   ]   Azrael's Scythe (9d9)

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

    [a]   tactical shotgun (8d3) [6/6]
    [b]   modified rocket launcher (6d7) [1/1] (P1)
    [c]   shotgun shell (x5)
    [d]   rocket (x10)
    [e]   rocket (x10)
    [f]   rocket
    [i]   power cell (x25)
    [j]   small med-pack
    [k]   large med-pack
    [l]   large med-pack
    [m]   large med-pack
    [n]   large med-pack
    [o]   large med-pack
    [p]   homing phase device
    [q]   homing phase device
    [r]   blood skull
    [s]   Arena Master's Staff
    [t]   power battery (x40)

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

    None

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

    113 former humans
    98 former sergeants
    30 former captains
    100 imps
    110 demons
    243 lost souls
    45 cacodemons
    31 barons of hell
    1 Cyberdemon
    29 hell knights
    48 arachnotrons
    12 former commandos
    1 Angel of Death
    18 pain elementals
    13 arch-viles
    15 mancubi
    12 revenants
    2 bruiser brothers
    1 shambler
    1 agony elemental
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  He defeated the Hell Arena Master!
  On level 5 he found the Arena Master's Staff!
  On level 5 he assembled a tactical boots!
  On level 8 he assembled a ballistic armor!
  On level 10 he entered Hell's Armory.
  He destroyed the evil within and reaped the rewards!
  On level 11 he assembled a tactical shotgun!
  On level 13 he ventured into the Halls of Carnage.
  On level 15 he encountered the Phobos Hellgate.
  On level 16 he invaded the Unholy Cathedral!
  On level 16 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 17 he assembled a ballistic armor!
  On level 17 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 19 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  He overloaded a nuclear plasma rifle on level 21!
  On level 22 he was foolish enough to enter the Mortuary!
  On level 22 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  He overloaded a nuclear BFG 9000 on level 23!
  On level 23 he entered the Lava Pits.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 You dodge! You hear an explosion!
 Fire -- Choose target...
 You see : a Cyberdemon (severely wounded) [m]ore | pool of blood
 The missile hits the Cyberdemon. The Cyberdemon reloads his rocket launcher.
 You dodge! You hear an explosion!
 You reload the BFG 9000 with power cell. The Cyberdemon reloads his rocket
 launcher.
 You dodge!
 Fire -- Choose target...
 You see : a Cyberdemon (mortally wounded) [m]ore | pool of blood
 The missile hits the Cyberdemon. The Cyberdemon reloads his rocket launcher.
 You dodge! You hear an explosion!
 Fire -- Choose target...
 You see : a Cyberdemon (almost dead) [m]ore | pool of blood
 The missile hits the Cyberdemon. The Cyberdemon dies. You feel relatively
 safe now. Congratulations! You defeated the Cyberdemon! Press <Enter>...

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

  He's the first brave soul to have ventured into Hell...

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

(please ignore the improper capitalization of the char's name)

Mission statement was simple - a HMP 100% conqueror with as many side achievements as possible, excluding any speedrun ones (not really my cup of tea). To this end, I chose a melee scout build - for an easier time in UC, as well as a chance at Hell arena medal and Cybie's head (due to Dodgemaster).

The run opened with an extremely suspicious show of RNG generosity - not one but two vaults (demon-filled) spawned on the
first floor. In general, normal floors didn't give me too much hassle due to free intuition traits + copious amount of shotgunning, 
so I'll only stop on special levels.

Arena: Scout with HR and DM can ace it without any problem, so it's practically 2 free badges from the get go. However, clearing arena brings trouble later, at the Chained Court.

CC: scouts and technicians will have trouble here, both because of the decreased powerup time and reduced health total. Plus new vile AI means getting into melee range is problematic, so the best bet is to grab two zerks, rush leftwards and apply rockets to viles until they are very, very dead. Thankfully, I had a nice set of dualist armor to help me with this fight, plus I stockpiled some resources, so eventually I was victorious.

Armory: pretty easy if you have full health (or a spare envirosuit to grab the megasphere), and a nice place to restock on ammo and armor. Getting shambler's head, on the other hand, is problematic due to former seargents lurking in doorways, plus killing shambler himself w/o taking damage is a job for a specialized build. No heads for me here, I'm afraid. On the brighter side, shambler hunting is easier for melee chars (he's less likely to teleport away and regenerate), so no problems here.

Halls of Carnage: nothing to write about - even with the lava flow this level is the easiest of them all.

Hellgate: again nothing special - I used some rockets to prevent the ambush, than wiped out bruisers with my shotgun.

UC: clearing UC is always fun, and this run was no exception - plus I grabbed a megasphere prior to entering so there was no chance to fail here. Kill AoD, take Scythe, place my chainsaw to rest on top of the ruins. On a side not, Scythe is apparently worse than the Spear, even with buffed damage - you get no Angelic set bonus, but oh well.

City of Skulls: getting it to spawn was a stroke of luck. Clearing it was no problem either - although I didn't risk it and just used rockets to deal with the first wave 1 at a time. Second wave gave me no trouble, and I received two hatred and one blood skull as a reward."Ho ho ho" I thought, "Mort will be FUN".

Spider Lair: As I learned from past experience, RIP AND TEAR tactic does not fly here - even with numerous TAN and Iro levels a marine would be torn to shreds by a constant plasma stream. But I was playing a scout, and scouts are sneaky. Int2 + shotgun and an instakill melee attack made this place surprisingly easy. Hide behind the walls, lure arachs out of LOS to your general position, wait till they go around the corner than greet them with a scythe to the face. Rinse, repeat. (Side note - do spiders have asses to kick?) 

Mort: Before entering Mort I found ANOTHER Blood Skull, so you can imagine what my chances of failure were. I also entered with 'bout 10 turns of invincibility. Viles cried tears of blood, but it did stray my hand - I never even used my BFG.

Lava Pits: Here comes the pain. Up to this point, I had a 100% killrate. I also had 3 envirosuits ready to tackle the Pits. So when I arrived I took my time, using a combination of BFG fire and clairvoyant shotgun cheapness to mop up R's and M's and generally having a good time when it came.

CRASH. Yup, that's what happened. Normally it wouldn't be such a catastrophic loss - the game is nice enough save your char and deposit him on the same Dlvl you were on. In this context though, I lost several badges - I used up all my envirosuits, so I could not attempt Lava Pits again (No Lava bronze and Conqueror), and those monsters that remained in the Pits counted against my killrate (no Prejudice and Veteran badges).

So after reloading a took my frustration out on some viles that happened to spawn nearby and pressed on. I also got lucky - level 9 of Phobos hell turned out to be an arach cave, which gave me enough cells to kill Cybie in ranged combat without taking damage - so at least I grabbed another badge.

All in all, it was a rather enjoyable run, and it was a success - at least in morale terms.   

   

19
Discussion / Re: Request for Help : Competition ideas!
« on: June 05, 2011, 14:32 »
Have anyone completed the Ao100 on N! before? If not, than we can have a "who can climb deeper" competition. Possibly with an added restriction of no Ammochain.

20
Monsters in your vicinity attack immediately on Ao100 startup, rather than waiting like they do when you arrive on a new level. This allows lost souls to take a few bites even before you start to move. Especially noticeable on N!, since you usually start in a monster occupied room.

21
Requests For Features / Re: Ironman needs more love
« on: March 04, 2011, 14:09 »
Some possible ideas for ironman adv. trait:

1) Makes small medkits work like large;
2) Makes large meds capable of giving you a boost beyond 100%;
3) Allows large ones to give you a small berserk boost.


22
Requests For Features / Re: Trophies Class of Medals
« on: March 03, 2011, 09:11 »
I'm pretty ambivalent about the whole idea, but AoMC is a poor choice - since it's probably the easiest challenge mode, and pretty susceptible to brute force play too. 

23
Requests For Features / Re: Ironman needs more love
« on: February 28, 2011, 10:12 »
Well, Juggler is kind of useless.

24
Requests For Features / Re: Light amp visor
« on: February 28, 2011, 06:30 »
It will probably work better as powerup instead of a pickup item. This will keep things simple, not to mention it will bring some variety to powerups (currently only one of them is not a variation on "Makes you harder to kill" theme). 

25
Requests For Features / Light amp visor
« on: February 27, 2011, 02:19 »
A really quick suggestion. I know headgear idea was discussed before, but that conversation came to nothing conclusive, mainly because people did not want an entire inventory slot dedicated to something minor. So my idea is simple - introduce the amp visor either as a powerup (like berserk packs) or as a pickup item, like environment suits.
It would give you a 1+ LOS radius (like Cat Eye does), but for a limited number of turns (the number of turns given should be dictated by balance, of course). This would give a small tactical advantage that the player may use to clear levels more efficiently. Visor's also should probably stop working in Hell (since it's kind of illuminated already).
As for coloration, light or dark gray will do.   

26
Discussion / Re: Why does the corner trick work?
« on: January 27, 2010, 14:37 »
Allow me to disagree, again:

1. Shotguns will keep that knight at bay for only so long, and he only needs to make two moves to come into firing range. Shotguns, on the other hand, suffer damage reduction with range. Also, knockback is not that great on heavier targets, either.
As for barrels - their stacking can and usually will backfire in the worst possible way. Not to mention it's not at all viable.

2&3. While yes, lava/acid barrels are common, you are not always presented with a chance to use them in the intended way, and obviously, you can't deal with all encounters in such a manner (although I have to say that such tactics are one of my favourites in dealing with tougher enemies in mid to late game). 

Quote
It's a bug. If it's intentional behavior, then it should be documented in the game's help.

Not all features are documented in most programmes - DoomRL is no exception. Actually, most of it's features are not documented and have to be learnt by experience (although I haven't checked the help file lately, maybe it has been expanded) .

Quote
It should be quite clear by now why I disagree with this assertion. There are plenty of tactical options remaining to the player without exploiting a bug.

Tactical choices remain, yes. But doesn't more choices mean deeper and ultimately more rewarding gameplay experience?

Quote
A vote is only relevant if DoomRL is the community's property...As such, I think that he should be able to do whatever he wishes with his own creation, doubly so when it comes to fixing bugs.

Of course, only Kornel decides whether features get implemented or not. But DoomRL has a history of developing through players feedback, so why not discuss the corner trick?


In any case, I've decided to do some test runs and see if I can deal with HMP midgame without the corner trick. I'll post results later.

27
Discussion / Re: Why does the corner trick work?
« on: January 27, 2010, 12:46 »
Allow me to disagree, too. Corner trick represents, like Sylph said, the ability to shoot out of cover. Moreover, while removing it does not equal total removal of tactics from the game, it does remove a lions chunk of it. Let's analise your proposed tactical points:

1: Shooting enemies out of LOS, while a viable tactic, incurs accuracy penalty. Consider the folowing situation:

           B
@#####

The knight will come into view within one or two moves. If corner trick is removed, it will then proceed to fire immediately. This means that the player has only two shots at most, each with additional acc. penalties, to make before he starts to get damaged - and that's almost never enough. And, considering that all B's are telepathic monsters (they know where you are even if they don't see), the player will have no way of outmaneuvering the knight - so he WILL get damaged, no matter what he does.

2,3: Requires some RNG love, so it's not really a tactic per se.

4: A barrel blast is never enough to kill tougher enemies. So it's the same as 1.


Also, consider this points:
1. Removal of any tactical tricks the player has, will, ultimately, only make the gameplay poorer.

2. The corner trick is deeply ingrained into the mind of DoomRL players - suffice to say it is featured in both FAQ's I have read as primary advice for beginning players.

All in all, I think that if such a change is to be made, a vote is in order.   

28
Discussion / Re: Why does the corner trick work?
« on: January 27, 2010, 11:28 »
Yeah, I think so too. Corner trick is probably the only way of dealing with superior enemies early on (except the acid/lava fields usage, but that depends too much on level generation), and surely it's the only way to deal with knights/barons without losing health. A vote is in order, perhaps?

29
Discussion / Re: Angel of Berserk and Large Health Globes
« on: January 02, 2010, 04:13 »
I voted for restoring the berserk effect. In my experience, large globes are rarer than berserk packs, so their berserk effect will not be gamebreaking. 

30
0.9.9 / [H|AoH|92%|YAVP] Chekhov's boots
« on: January 02, 2010, 03:56 »
--------------------------------------------------------------
 DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Blazer11, level 7 Hell Baron 1st Lieutenant, defeated the Cyberdemon
 on level 12 of the Phobos base.
 He survived 64218 turns and scored 59066 points.
 He played for 1 hour, 12 minutes and 50 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 304 out of 328 hellspawn. (92%)
 He held his right to remain violent.
 He was an Angel of Haste!


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

  UAC Star (bronze cluster)
  Runner Silver Badge

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

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #.........................###..............................
  #.........................#>#..............................
  #.........................###..............................
  #..........................................................
  #.............................X............................
  #........................}...................##............
  #.......##...................................##............
  #.......###..........###......................#.........#..
  #.......###..........###...................................
  #............###.....###...................................
  #............###...........................................
  #....###.....###...............###...###...................
  #....###.......................###...###...................
  #....###.......................###...###...................
  #..........................................................
  ###########################################################

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

  Health 36/50   Experience 17126/7
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

    Hellrunner       (Level 2)
    Son of a gun     (Level 2)
    Dualgunner       (Level 1)
    Dodgemaster      (Level 1)
    Gun Kata         (Level 1)

  SoG->SoG->DG->HR->HR->DM->MGK->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   modified pistol (2d4) [8/8] (B1)
    [c] [ Boots      ]   modified protective boots [2/2] (56%) (A)
    [d] [ Prepared   ]   modified pistol (2d4) [6/6] (T1)

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

    [a] double shotgun (8d3)x3 [0/2]
    [b] combat shotgun (7d3) [5/5]
    [c] rocket launcher (6d6) [1/1]
    [d] BFG 9000 (10d8) [100/100]
    [e] red armor [4/4] (100%)
    [f] modified red armor [4/4] (70%) (B)
    [g] 10mm ammo (x65)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] shotgun shell (x26)
    [l] rocket (x10)
    [m] rocket (x10)

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

    30 former humans
    54 former sergeants
    12 former captains
    57 imps
    13 demons
    84 lost souls
    23 cacodemons
    8 barons of hell
    1 Cyberdemon
    7 hell knights
    3 arachnotrons
    4 former commandos
    4 pain elementals
    1 arch-vile
    2 mancubi
    1 revenant

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

  On level 3 he stormed the Chained Court.
  On level 7 he ventured into the Halls of Carnage.
  Then at last he found Phobos Arena!
  On level 12 he finally defeated the Cyberdemon.

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

   The missile hits the Cyberdemon. The missile hits the Cyberdemon.
 Fire -- Choose target...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon.
 Fire -- Choose target...
   The missile hits the Cyberdemon.
 Fire -- Choose target...
   The missile hits the Cyberdemon.
 You dualreload your guns!
 Fire -- Choose target...
   The missile hits the Cyberdemon.
 Fire -- Choose target...
   The missile hits the Cyberdemon.
 Fire -- Choose target...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 Cyberdemon dies. You feel relatively safe now. Congratulations!

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

 Before him 154 brave souls have ventured into Phobos:
 128 of those were killed.
 2 of those were killed by something unknown.
 1 didn't read the thermonuclear bomb manual.
 And 13 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 10 souls claim to have killed him...
 9 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

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

This run began as a complete disaster: by level 3 a was at about 20% HP and out of medpacks. But I decided to carry on and see how deep I could venture. Turned out to be the right decision: my condition stabilized almost immediately afterwards (due to some lucky globes placement) and I confidently marched on towards the Phobos arena, having to run only from the level 11.

So, I arrived to the Phobos arena in a good shape: 5 large meds, 5 stacks of ammo for my pistols, 3 armors, and, most importantly, Dodge master trait. Cybie's supposed to be a pushover with this setup, right?

Apparently not. Halfway through the fight, he surprised me by not reloading his rocket launcher and instead making a beeline for me into melle range. Apparently, Cybie can now run out of rockets. I was not prepared for such a turn of events and lost all my meds trying to outrun him. In the end, the only way to defeat him was to remove my armour - this gave my the speed edge I needed. Without my boots, which I modded all the way back at levels 5-7 (can't remember which one), I would probably lose this run. 

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