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46
Discussion / Re: Screenshots: ASCII and Graphics
« on: March 12, 2010, 13:57 »
Yeah, that is pretty funny.
47
Announcements / Re: DoomRL 0.9.9.1 RELEASED!
« on: March 11, 2010, 17:15 »
Thank you very much Kornel. I'm taking it that the purples are exotics and the uniques are still lime green?
48
Discussion / Re: Screenshots: ASCII and Graphics
« on: March 11, 2010, 07:05 »
That's what you get for unbalancing the luck/karma disparitor matrix.
49
Requests For Features / Re: New unique items
« on: March 10, 2010, 14:55 »The Kill Gloves of Boxing
Exotic Weapon
Description: I am coming to beat your ass!
Damage: 5d6
Accuracy: +2
Fire Speed: 1.5
Range: Melee
After getting a kill with the KGBs, its attacks will always do double damage for five seconds. Every following kill will extend the timer. Goes nicely with Blademaster.
That's horrifically strong with Berserk. I say this since, as you probably already know, being in berserk status doubles the physical damage you do, so with this you're doing quadruple damage while berserking... You could probably take out Cybie in two hits flat in a Max Carnage run while berserking and the timer still going.
50
Requests For Features / Re: New Lever Effects
« on: March 09, 2010, 19:19 »
I do agree that levers need changing, because as it stands I never use them for any reason whatever.
To add:
Funny Lever
Effect: Does nothing, but tells a corny joke with each pull
Usage: 10 pulls
Secret Exit Lever
Effect: spawns another exit to the level somewhere
Usage: Once
Experience Lever
Pulling this lever gives you some experience
Usage: once
To add:
Funny Lever
Effect: Does nothing, but tells a corny joke with each pull
Usage: 10 pulls
Secret Exit Lever
Effect: spawns another exit to the level somewhere
Usage: Once
Experience Lever
Pulling this lever gives you some experience
Usage: once
51
0.9.9 / Re: [M|AoMr|97%|YAVP] AoMr first win, heavily armored
« on: March 09, 2010, 19:00 »
Woah there Raekuul, one step at a time. First is HMP, and THEN Ultraviolence.
Patience is a virtue.
Also:
Patience is a virtue.
Also:
Thirteen saves?
52
0.9.9 / Re: [M/72%/AoMr/YAVP] Whoops.
« on: March 07, 2010, 15:37 »
HA, that was a close call there, activated a thermie, then managed to kill Cybie before it went off, so you got both "killed the cyberdemon" and "Nuked level 25" in the same mortem.
53
Century Lounge / Re: [M|Ao100|100%|YAAM] Mr. Invincible
« on: March 07, 2010, 11:39 »
Wait, TWO bfg's spawned in a Ao100 run? I thought they only spawned on special levels, since on my Ao100 run, absolutely none spawned naturally.
54
Requests For Features / Re: New unique items
« on: March 05, 2010, 15:20 »
It's a gun that's slightly better than a combat knife in melee!
Anyway, I have another one:
Punisher (Resident Evil 4 reference)
Unique Pistol
Damage: 2d4
Accuracy: +4
Base firing time: 1.0
Base Reloading time: 1.1
Alternate Fire: Aimed shot
Special: While seemingly only like a slightly better regular pistol, the punisher, like the railgun, will shoot through enemies, and the bullet will continue travelling along it's path and hit any monsters behind them. It can do this for several monsters in a row.
Anyway, I have another one:
Punisher (Resident Evil 4 reference)
Unique Pistol
Damage: 2d4
Accuracy: +4
Base firing time: 1.0
Base Reloading time: 1.1
Alternate Fire: Aimed shot
Special: While seemingly only like a slightly better regular pistol, the punisher, like the railgun, will shoot through enemies, and the bullet will continue travelling along it's path and hit any monsters behind them. It can do this for several monsters in a row.
55
Requests For Features / Re: How to make agility mods useful for shotguns
« on: March 02, 2010, 18:38 »
Maybe, in some weird way that I can't really guess at the moment, that modding will actually be more useful than it is now? I can only guess what might be going on in Kornel's mind.
56
0.9.9 / Re: [M|AoMr|79%|YAVP] Hey guys, I found Vash!
« on: March 02, 2010, 14:19 »
Well, I'll believe it when I see it Grey.
57
0.9.9 / Re: [M|AoMr|79%|YAVP] Hey guys, I found Vash!
« on: March 01, 2010, 16:23 »
Why didn't you press tab to run? It would have extended the effect of the invincibility long enough to get to the stairs. If you didn't know, then now you do.
Also, why did you roll over and die with JC? You can't take him in close range, period. You should have just Angel Armed him and scored the kill.
Don't worry though, there'll always be a second time.
Also, why did you roll over and die with JC? You can't take him in close range, period. You should have just Angel Armed him and scored the kill.
Don't worry though, there'll always be a second time.
58
Requests For Features / Re: How to make agility mods useful for shotguns
« on: March 01, 2010, 16:16 »
Alright, who voted and didn't offer imput? I think option two would be preferable, as it would add more usefulness to the double shotty, because at this point in time I rarely use it due to the frustratingly short range.
Now, I'm not suggesting that a single agility mod make the double shotty into substitute Jackhammer, but adding one more tile of range won't hurt, and it makes advanced shottys more valuable.
Now, I'm not suggesting that a single agility mod make the double shotty into substitute Jackhammer, but adding one more tile of range won't hurt, and it makes advanced shottys more valuable.
59
Requests For Features / Re: A couple of knockback changes
« on: March 01, 2010, 16:10 »
Why push when you can punch? Being able to strategically knock enemies into lava sounds immensely useful.
60
Requests For Features / Re: A couple of knockback changes
« on: February 28, 2010, 11:11 »
Shotguns would be devastating in the correct situation:
Assuming you're using a combat shotty in this situation, you blast the baron for point blank damage, then he gets immediately knocked into the wall, dealing even more damage.
One question though, with this push skill, what would happen if you pushed an enemy into another enemy?
Code: [Select]
#######
...B...
...@...
Assuming you're using a combat shotty in this situation, you blast the baron for point blank damage, then he gets immediately knocked into the wall, dealing even more damage.
One question though, with this push skill, what would happen if you pushed an enemy into another enemy?