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Messages - Evilpotatoe

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46
Just an idea, but thinking again about what I was writing about assemblies / exotic / uniques :
Quote
In DoomRL, you don't make your choices gradually, depending on the stuff you find / enemies you face / kind of area you explore

An interesting example is the "sectors" you explore in FTL.  You can choose between this civilian one, pretty calm, or that rock sector, filled with agressive brutes in an hostile environnement.  Or between this peaceful engi sector, or the Mantis hive... or a dark slug nebula.
There is two interesting points here.
  • First, you can choose what suits the best your current situation ("my ship is crippled, I'll choose the peaceful route" VS "I'm ready to farm, send me the bad guys !")
  • Second, when you start the game (and everytime you enter a new sector), you see the global map, which gives you a (very basic, yet existing) overview of the whole map, with green / red / purple sectors (roughly like peaceful / agressive / treacherous places).

I can imagine putting this into DoomRL or JH. Here are a few crude examples which, in term of gameplay, seem relevant to me
  • Putting several stairs types in some / most / all levels.  This wouldn't even need to create new level types, this could just give you some hints about what you may find : melee pits, arachnotron cave, few rooms lost in the middle of lava, maze...
    If you put this (let's say, in current DoomRL version), it will make the game easier, since it will give the player more control over what it will have to face (e.g. : I choose an alarm level rather than an arachnotron cave, or I prefer a level with a nuke to a maze).
    Btw, the cool part is not making the game easier. It's that once the player got this new advantage, it can be offset with new difficulties !  More dangerous levels, even more deadly caves, or mazes, or time-limited levels (nukes are fine, but IIRC, lava/acid ones aren't dangerous at all, except for the new Halls of carnage --remember how pityful were the old ones ? Sluggish lava, free supercharges... errrk!-- :)

    The idea here is not to tell the player that some stairs leads to a cave with 13 demons, 48 acid titles and 19 covers, of course, but rather choosing between some "kind of levels".  time limited, fire blasted, more calm but unrewarding...
    concrete example : a chance to get both paired levels stairs could be a start.  Problem is, when the pair is "the wall" vs "Containment Area", I wonder what would make me choose the Area
     
  • Giving the player information like FTL's global map.  In DoomRL, for example, I always hope I'll get Hell's armory, since Shambler's head is usually harder to get in DL.
    Knowing whether you'll get Spider's lair or Halls of carnage could make a difference.  It currently wouldn't make a big one, since most paired levels don't have much difference.  But what would it be if you knew, when starting the game, what exotic you'll find in Hell's armory, what unique will be in the vaults ? What decisive items may be found ?  Suppose the list of all uniques and exotics generated is displayed when you start the game.  It would change your way of playing, wouldn't it ?  Now, if some items (lets say melee weapons), have more chances to appear in melee caves, or if better exotics appear more often in dangerous places (alarm level, maze, etc.), you might try to explore thoses places to find this NecroArmour, or nuclear laser rifle advertised a few levels earlier.

Without getting into complete information (Of course, giving full items list would be too much, and lose a lot of the thrill produced by random levels generation and its exploration), I think it would be interesting to know some informations at the start of the game, or of the episode.
Examples could be knowing which rare mod lurks in HA, or the kind of armory it is (Slaughterhouse, with lots of demons and N! demons, and good melee weapons, gunshop, guarded by a horde of formers, but with 2 exotic pistols and 2 ammo boxes, Explosives area, with a missile launcher and shockwave packs ?, etc.).
Depending on the number of parameters, and the control / information the player has over it, some may even be chosen at start, like the class/traits.  In Civilization, you can choose the age / land masses and other parameters of your world.  In doomRl, you could choose which area of the complex you are gonna explore.  It's what you do in AlienRL, IIRC (I did only sacrifice a few chars to it, since I can't play ascii, but I loved the idea of different towers, with more ammo / medkits / whatever).

I'm throwing it as-is, because I'm more interested in the game-design aspect than "requesting something precise for next doomRL version, or JH".
Thinking about it, I think it's really a good game mechanic, which deserves some reflexion, and would need only some polishing to make it into the game.

47
Discussion / Re: Balancing Assemblies
« on: April 03, 2016, 03:55 »
I wonder if my post matches your expectations, but here is my point of view about current assemblies.  Subjective point of view, btw, but I remain quite experienced, and think many of my points are undenyable.
I craft really few assemblies.  To be honest, outside of my Tac RL, Tac boots, and ideally nanomacheat plasma or laser rifle, I rarely see any use in crafting assemblies.
The main reasons are :
  • Most assemblies are not as powerful as correctly modded weapons (e.g. 11d3 regular shotty with P3T2 vs Elephant gun, or any non-(A+P) armor).
  • I think it's good to have assemblies with drawbacks, but they need a more significant buff to go beyond thoses drawbacks.  Protecting boots should *really* protect you.  Maybe speed boots should make you more vulnerable (like the Tac armor does), and so on.
  • Many assemblies are situationnal, and would be useless most of the time.  It's a roguelike => You have to manage your inventory => Items which are too specific are useless (I don't even pick plasma shields or Jackhammer anymore.  Ignore Jackhammer ! Sad, isn't it ?).  Wasting mods or other resources to get them doesn't help either, of course.
  • The game relies too much on cornershooting.  Unless you're going melee, you can't rush into monsters (which makes shottyman / HR a fail, from my pov, since they don't reach the initial goal.  Gunrunner doesn't seem like a usable alternative to me, for a lot of reasons).  This means, as long as you can kill an approching monster (or group of monsters) with a weapon, you don't need any improvement.  Regular shotty and plasma gun are enough for that, so... I don't need anything else.
  • I probably would say the same about most of the game's exotics / uniques (save armors.  Many can be useful)
note : Ao100 probably makes many of those items more useful (melee ones, both cerberus...).  but while having assemblies dedicated to a playstyle seems fine, I don't think having ones relevant only in one game mod is a good thing.
Also, I know you can play without WK, which makes several basic assemblies more valuable (like Tac shotty), but the fact that many Advanced/Master assemblies have no real use will still remain.


Basic
Assembly            Base                Mods     Personnal opinion
--------            ----                ----     -----------------
chainsword          combat knife        PB       Melee assembly : Good on paper, but useless after CC => useless outside of Ao100...
piercing blade      any melee weapon    AP       Melee assembly : Good on paper, but useless after CC.  I used to create piercing chainsaws, but honestly... who needs that ?
speedloader         pistol    pistol    AT       THE pistol assembly.  Cheap and useful.  Helps against THE weakness of pistol builds : reloading time.
elephant gun        shotgun             PP       Not useless.  Power is insane.  I don't craft it because reloading time is too high, which makes it dangerous. (and imo, cornershooting >>> "shottyman"), but it looks decent to me.  It's the assembly which made me stop using 7d3 shotguns, since I fell in love with this ridiculous knockback.  Maybe reduce reloading time anyway, since 10d3 with 1sec reload time and 3 assembly slots seems way more powerful than 12d3 with 2.5 rel time and 0/1 assembly slot.
gatling gun         chaingun            BB       Maybe useful.  I save my B mods for a tac RL, and ideally a nanomachic plasma rifle, but this assembly clearly works well, and is usable early.  The two weaknesses I find are that it "wastes" my precious B, and that bullets are weaker/harder to find than plasma in late.
micro launcher      rocket launcher     TT       Useless.  I love the whole concept, but it sucks at destroying walls, which is one of the main use of RL.  Too bad, because it would give a use to my T mods, which I never really know where to spend. It may have the same issue with gibbing.  Also, IIRC, it consumes a lot of rockets for medium DPS, which creates ammo problems.  I think damages really should be buffed.  Maybe to 6d6, maybe a little less, but the minimum for me is to be able to shoot walls/corpses efficiently.
tactical armor      green armor         AA       Good.  I don't craft it anymore since it makes you very vulnerable to stupid mistakes, but it's an interresting and accessible assembly.  Gives good speed, and the dodge bonus combines well with it.  Sort of "Phasecheap armor" :p
tactical boots      steel boots         AA       Must have.  This has already been discussed, but no other boots are useful, except for some uniques and --in rare cases--, cerberus.  I don't think they should be nerfed more, but they point out the lack of useful boots items/assemblies.
nanofiber armor     any armor           BP       Looks decent.  I never craft any, and consider reducing a red armor from 6 to 2 is a crime (plus, you divide the resistance), but now that it doesn't cripple movespeed, I think it has uses, especially for vampire builds, which love getting hit.
high power weapon   any non-sg, >5ammo  PB       Useless.  I see it a a pistol-only assembly.  To me, the only use is to give knockback to a pistol in early game, pre-whizkid.  I doubt I'd use it outside of AoMr, since shottys are better at knocking back and pistols lack magazine size  (seriously... 4 bullets ? xD).  The damage buff seems to suck hard compared to the magazine drawback for most weapons. The P already gives one extra side, so keeping a normal buffed weapon seems better.  Even a MAC marine, which wouldn't suffer too much of the magazine drawback... wouldn't profit of the assembly either.
power armor         any common armor    PN       Great.  Having a (4+1)+2 red with 50% fire res and regeneration is insane :D  Making it indestructible could be cool... but it's powerful enough already, and it doesn't even need WK. 
tactical shotgun    combat shotgun      PT       Good.  I don't craft it anymore either... but it doesn't need WK, got nice damages, and doesn't need pumping.
tower shield        red armor           PO       -50% ms, not repairable (nor moddable), and require an Onyx ?  Looks useless to me :|  Bah, I would call it situationnal, but I think it definitly needs to be repairable.  At least, it seems to do its job well... its just too bad no one can afford to make and/or carry it.
fireproof armor     any armor           BT       Probably good against Cybie.  For any other use, I doubt an armor with +30% melee vulnerability is a very good choice.  I had completely forgotten it exists.  Way too specific from my pov.  I'd advocate removing the melee vulnerability.
fireproof boots     any boots           BT       I guess they coud (in theory) have some use, but in the real game ?  One suit is enough for the whole game (for Lava pits/Erebus), and non 100% resistance boots are not enough to make lava walking comfortable.  I think the problem of stuff like this, like fireproof armor (or even tower shield) is that you DON'T have an inventory slot to waste with such a situationnal item (and Tac boots will 99% of the time be more useful than fireproof ones, which don't even protect you against acid).  Maybe you should think of acid-proof (100%) boots with some speed bonus (or anything useful... but what else ?), and real fireproof (read 100%) which would still suck vs acid, but would, at least, have a real use for hell.
ballistic armor     any armor           AT       Same as fireproof armor, except there is no need of protection against bullets.  Melee buff looks cool for UC, but I wouldn't venture into any other hell level with an armor giving fire vulnerability.  At least, I think this armor should have ms and/or knockback boosts.
plasmatic shrapnel  any shotgun         PS       Probably useful, and very fun for the mortuary.  I don't use plasma shotguns anymore since they ruin your covers, but it is very powerful, and gibbing with shotguns can be priceless.  Looks too much situationnal, but like grappling boots, it's good at what it does, so I'd keep it as-is.  Maybe it should be more accessible, though, since you will rarely have the needed S mod when you'll need this one.
grappling boots     any boots           TT       Probably decent.  I don't have the use for this, but I think it can be good for a melee char which doesn't have a nano.  I'm still afraid Tac will be way better, but those ones, at least, give some protection, and look good vs knockback.  If they still suck, remove the movespeed penality.
lava boots          any boots           TO       Useless to me.  Except for some MAD marine which can't pick WK, who has an Onyx to waste for non-acid protective boots ?






Advanced
Assembly            Base                Mods     Personnal opinion
--------            ----                ----     -----------------
double chainsaw                   chainsaw            PPB Melee assembly : Good on paper, but useless after UC.
tactical rocket launcher          rocket launcher     BBB Good.  I love it, and always try to craft one. Reasons ? Normal damages, low collateral damages thanks to radius 2, no reloading problems with 5 rockets magazine, which also extends your global stock significantly (weapon + 1 slot = 15 rockets, vs 11 with a normal RL), and having a good RL early helps getting the shambler's head.  The (free) missile launcher is a serious competitor, which saves 3 bulks and has a better precision, but its reloading time can make it insufficient, and I don't like that it's missing the rocket jump alternate fire (which is a GOOD thing, since it needs you to make a choice !).
storm bolter pistol               any pistol          TBB Pistol assembly : I doubt getting more attack speed is really useful when you have SoG (and pistols are useless in other cases).  On the other hand, losing 2 accuracy and wasting ammo / increasing frequency of reloads can be a serious drawback.
assault rifle                     any rapid fire      AAA I think I crafted one, once.  Doesn't look like wasting 3 A mods is worth it.  (alias, no significant gain, at a significant cost).  The only real difference is +2 accuracy, and... well, 3 a-mods already give a +3 if not assembled.
energy pistol                     any pistol          PPT Pistol assembly : Very useful for AoMr, may be of use for a SoG... and useless for anyone else.  Plasma damages are cool, but a RL is way better at digging walls, and so is a plasma rifle at shooting monsters.  The main use is that it gives you less ammo dependency, but this is probably enough to make this assembly a useful one, since it has a real purpose.
burst cannon                      any rapid fire      PBB Same as assault rifle : doesn't seem worth wasting mods.  One pseudo-trades shooting speed for accuracy, this one is the opposite... I doubt any is worth wasting any mod.  If I got two B to put on a rapid fire, I'll either B2 mod my plasma rifle, or make a gatling.
VBFG9000                          any BFG 9000        PPP I don't quite get the point of this one.  Basic BFG does 35 average dmg.  VBFG does 45, which I don't see as a significant boost, as the cost of 50% MORE AMMO !?!?!  Ok, it has 2 more radius, but BFG already have enough, don't they ?  A P3 modded normal BFG consumes less ammo... and does 43.5 average damages, which is roughly the same as the VBFG, but still has 2 slots for mods :|
enviromental boots                any boots           PBT I crafted a few, a long time ago, but honestly : one rarely need to walk in fluids. Losing HP (and boots %) everytime you do makes it uncomfortable, even with 90% resists, and you lack speed boost, btw.  The fact that you shouldn't add the B mod last is another little annoyance (dunno if adding the P last changes anything, with 90% resist).
fireshield                        red armor           BTO I doubt -20%ms is worth wasting an onyx.  Not very different from tower shield : less ms cripple, but worse vs plasma, need WK1... and same terrible shield drawbacks.  Useless for me.
nanofiber skin armor              any armor           PPN I tried it a few times, but don't think I got any satisfaction with it.  It prevents you from using inquisitor or phaseshift set (or any situational armor, like a duelist or plasma shield).  Even if that one is quite efficient, I doubt wasting a nano for a cursed armor is a good idea. Also, if you manage to get your armor lowered, 1% regen on cursed stuff may become lethal very quickly.
antigrav boots                    any boots           AAN Great !  I crafted 2 or 3 pairs only, since I prefer my nano plasma, but it's always delightful.  Tested and approved in my recent apostle run.  May need a nerf, but nerfing the nano mod (how ? :|  cripple it ?) would be the only sensible approach.
nano-shrapnel                     any shotgun         PPN Useless.  I think I crafted 2. The first was a plasma shotty in Ao100, "to try it".  The poor weapon went down from 9d3 to a 4d3 unusable junk, not even capable of knocking back a simple former.  Wasting a nano to ruin a shotgun is one of the most expensive available assembly mistakes in the game : this sucks.  Of course, it works well on a super shotty, but I can't imagine any other use, and you don't have a nano to waste for this if you're not in Ao666.  For shotty assemblies, I would look for something better.  E.g., "automatic shotgun", not giving free ammo, but just free reload as long as your inventory has shells. (it would not need a precious N, just something like TBB.  Maybe limited to combat shotty to nerf damages ? Bah, for me, assembling is already a big nerf)
hyperblaster                      plasma rifle        ATT Great.  It used to be part of the items I craft on every run.  Now, I go for B3 plasma instead (and rarely waste a slot for a 2nd plasma gun), but that one remains excellent. On the contrary of other average assemblies, this one has no drawbacks, and serious improvements. (accuracy, shooting time, multi-targetting flexibility, and ammo saving) Using the game's "best weapon" as a basis helps.  Great.
focused double shotgun            double shotgun      PAT Dunno well... Technically, it makes double shotty usable, and damages are good.  On the other hand, I wonder what's the extra value compared to a regular shotgun.  Maybe it lets you "shoot at twice the speed", but you don't need that when cornershooting (which is, from what I know, the only UV/N! way to go).  Looks useless to me, despite nice stats.  Also, a double shotty is quite unusable before beeing assembled






Master
Assembly            Base                Mods     Personnal opinion
--------            ----                ----     -----------------
nanomanufacture ammo              ranged non-sg/BFG   BBBN Sweeeeeet.  Maybe too much ? Bah, it doesn't make a big difference compared to a standard B3N weapon, which will usually have enough magazine for most situations.  Nano is OP by design, anyway.
demolition ammo                   any 10mm weapon     PTTF Sort of energy pistol, but whichs needs one more WK, doesn't have plasma damages, destroys stuff and barrels randomly, and require one F.  What the... ?  Btw, you can also prefer modding a minigun, but if you ever tried, I doubt you found any use in this.  Not even usable in melee...  too bad, because the concept was fun.  Maybe it shoud become a basic assembly, like "PF" ?
cybernano armor                   any armor           PPON Cursed again... and costs the game's two best mods :|  Well, it seems quite efficient, but who can afford that ?  Btw, denying the use of Malek, and having to choose between Phaseshift or Red (or other) suit remains dubious.  Quite innaccessible, and yet not as useful as nano gun or antigrav boots, at a higher cost.  Useless for me.
biggest fucking gun               any BFG 9000        BBFF So fun !!!  To bad no one can craft that.  Pretty efficient at doing its job, but who is unlucky enough to find two F mods in a non-Ao100 game ?  Maybe change this to BBPF ?  Bah, it might be impossible to craft, but at least, it's worth it.
ripper                            chainsaw            TPPB Melee AND Master assembly : useless after UC, and would need a chainsaw in Ao100.  Funny joke :)   I remember I tried to craft one once in a regular game.  Didn't found my 2nd P mod before... the mortuary :o))
cerberus boots                    any boots           PPTA Freaking drawback with -30ms while Tac boots usually give you +25, but at least, it's worth it.  Very expensive, though.  In a regular game, my lava-proof inventory slot is the single suit for the pits.  No needs for that, really.
cerberus armor                    any armor           PPTA Expensive and not that efficient.  Is it really worth it ?  The slow cripples you, and the 0 armor needs another P to get some real efficiency.  Maybe useful for an AoHu, but I'm not sure.  A tac suit might be less dangerous than the -30ms this one gives, and P-modded red or blue are way more accessible.  In theory, I used to think Cerberus gothic / phaseshift or onyx are cool.  In reality ?  In Ao100 only.




While I have a few purposals, like nano-shrapnel or demo ammo, I think the biggest problem comes from the game mechanics themselves (a turn based doom is, by definition, either unplayable, or 2-devable)
I have no idea about what JH is going to be, but I'd love reading that it will be in real time.  Turns-based games are great, but doomRL leaves me with the impression that the concept reached its limits (again, see 2-dev, or the different challenges like AoP, AoI, AoHu...  the invariant between those is roughly : "go damageless or die" !).
The most interesting / replayable "roguelike" I've found so far is Binding of Isaac (FTL was great too, but not well balanced).  I think being real-time-based helps, since it needs the player to react fast, and adapt to different situations (While in DoomRL, I can play in a way different situations won't occur)

Well, I'm digressing again.  What d'you think of this ?

48
Discussion / Re: Call for Uniques/Exotics
« on: April 03, 2016, 03:51 »
We're still a few alive, and I guess many will awake, with some JH (or DoomRL) significant news.
(I must say I'm quite surprised to see this question on the DoomRL topic.  I thought JH was taking most, if not all, of your time)

Anyway,
I don't have a precise idea for a weapon right now, but before adding new stuff, I'd rather like to see the useless things improved.
Here are some of my biggest complaints about the current weapon set :

  • I'd like some more useful melee weapons in the game.  Currently, except in Ao100, only BC is useful, and melee assemblies are useless too since you basically get them roughly... when reaching UC.
    I was really happy about subtle knife and Mjollnir when 0.9.9.7 was released... I've just been disappointed to notice that both were, in the end, useless since you get better weapons on every run (which is, of course, the real problem).
    While I hate melee anyway because of red screen, I'm really sad about this free chainsaw at dlvl5.  Seriously, except for some specific challenges (purity anyone ? ^^), missing CC and the free zerk packs never looked like a consistent choice.  UC is even worse, since anyone (even non-melee) with sufficient speed can do it damageless.
    I don't want to digress into balance and other issues, but I think it's important not to reproduce this in JH (Inferno mod had a better approach : chainsaw is in a real melee challenge level, and pointless if you don't go melee).  One suggestion about DoomRL would be to improve Mjollnir and Subtle knife so that they become comparable to BC in term of potential (I'd also advocate chainsaw removal from CC but... few would follow me, I guess :)

  • I'd like some useful bullets weapons.  Maybe a snipe rifle ?  Hmm.. I'm afraid it would require a new sprite though.  Maybe a dummy-weapon object like "Night visions" then, which would give you +2/+4 sight range when used ? (Both graphisms and code should be easy to recycle from light amp/MCE)
  • In the same idea, more findable useful pistols would be good (as a comparison, you get 2 great melee weapons, 2 missile launchers and BFG, but NO combat pistol or blaster !).  I think the main problem here is that pistol build is not well balanced, with terribly weak weapons balanced by insane skills, but I'm going to speak balance again, so I won't developp.  In short, better (or more frequent) pistols, please !  (The assault shotty from mortuary could also be replaced with some ego pistol, since it's completely useless right now)
    A few ideas :
    • Magnum (yup, firing 10mm xD.  And why not with the "railgun" perk, like in Goldeneye64 ?  It's already in the code base, and would create a funny / different item.  That's "emerging", I love it.)
    • Any semi-auto with large clip. Might be close to combat pistol, but burst fire might be cool, and more pistols would imply more chances to drop them.
    • Peashooter : crappy damage, like 1d4, but unlimited shots without needing any reload.  I would see it as a "UAC experimental prototype for hardly supplyable zones, which was dropped out because of high costs and questionnable efficiency".
    • Overall, "dual reload" should be a Doomguy command (usable only with pistols), not a gun alternate fire.  This is another gun limit, which should ideally be removed (not taking in account the complexity).
    • Overall, I would increase ego pistols drop rate. Anyway, if you don't use them, they won't bother you, and else, it will make SoG runs more variated; less boring.  Another alternative could be to make SoG increase those items weight, but I doubt it's the best approach, and it continues in the direction of making that skill balance the whole build's weaknesses.
      Note : if you don't drop it in the first few levels, finding a combat pistol will never make you choose to go the pistol way.  Looks like it'd a really interresting aspect (which I find in some other games, like Isaac or FTL), but is missing in DoomRL : you start your game thinking "I'll play a <insert mastery name here>" build, or "I'll hunt <insert badge/medal name here>".  You don't make your choices gradually, depending on the stuff you find / enemies you face / kind of area you explore.
     
  • I got no idea for any acid weapon, but it could be another funny stuff.  Hard to find doomish explanation for that, though.  Buffing Acid spitter so that it becomes useful (e.g. improve magazine size) could be great.  Adding a lava equivalent might be nice too, since I doubt lava set would be better than Malek's anyway (btw, doesn't everyone think this one should be nerfed ?)
  • Or maybe some "grenade".  Oh yeah, stacks of grenades, like "Throwable bareels" !!  I love this idea, and they might be useful for angels of something.  What about this idea ? (Damnnnnnn... probably needs a sprite :'(  )
  • I'm afraid weapons like Charch's pointer, tristar blaster or combat translocator are all useless.  The first mandatory buff seems to reduce their ammo consumtion, but they may remain useless if they add nothing the doomguy can need.  Translocator could have potential, I guess.  Can AoPc even use them ?  They should !
  • In the same idea, I don't see any use to Revenant's launcher (1.4sec reload ?!), or even railgun (too specific).  I think such rare items should have more potential.  I don't want overpowered items (like a nuclear plasma rifle), but they should be worth using, at least
  • Mega buster could have a nice potential too... if you could switch mode manually.  Having it deal acid vs group of barons, or fire vs revenants, and so on makes it really questionnable.  Does anyone find a use to this ?

49
I remembered about "Tormuse medal", but had forgotten this was YASD on lvl 666.  That's so roguelike-ish !

I completed my apostle game recently, and got my insigna (and DS, at last xD).  Quite a pain, but having crushed my apostle felt like an achievement :happy: .
I still hate melee, but must admit that DS is quite efficient... even if I had antigrav boots, I didn't think clearing Limbo would be so easy without access to explosives.

=> Did you consider going for the DS the guaranteed way ?  Is just too hard, or maybe, you don't know how to guarantee it ?

50
Discussion / Re: Quick questions thread!
« on: March 10, 2016, 14:52 »
Yeah, sure about the conditions, but the question which remains is : how am I supposed to overload a nuclear weapon with a cursed blade in my hands ?

51
Discussion / Re: Quick questions thread!
« on: March 10, 2016, 05:58 »
Looking for an apostle right now, I'm wondering...
Do you need LUCK to get it in a regular game ?

I mean, from what I know, you need to <censored spoiler>, then get DS & BA, then nuke Spidey, but... what if you didn't find a nuke ?

I'm entering spider's lair with 2 invu globes right now, and got a nuke a few levels earlier, which I would gladly have spent here, but...  I just can't affort to waste it, can I ?  (my goal is that damn apostle, btw)
Getting zerk stuff is hard enough, adding a luck factor to allow getting the Apostle seems pretty unfair to me

52
Quote
The whole DS/BA thing was badly handled I feel.
You're not the only one :)

While I can understand the initial idea, I feel it just went too far.  With conditions changing (insignificantly, from what I guess) between several versions just to "revive the secret"... not, and this, to a quite ridiculous point now (initial "conditions" made sense, but what about the current ones ? ... seriously !)

Add to this that I barely ever found this crap : 2 or 3 times in my Ao666 game, and not more in some other. And thats ALL, over about 200 won games and 1000 failed ones !  This, contributes to make it a really frustrating item.


note : I know the conditions, but didn't have any opportunity to grab the thing in a serious game.  I also tried to create a few, but I suck at avoiding damages with a low level char vs recurring waves of monsters, and screwd my save of 2013 recently, so... I still don't have any badge/medal involving it.
I won't put too much efforts in getting a weapon which negates 2/3 of my screen colors channels anyway, but having it deny a part of the game remains annoying.


Oh, and btw, if you want to get some "howTo", well... I prefer playing fair with KK, even if I disagree with that choice, but you'd get all the informations you need with a few searches and deductions :)

53
Quote
I was reeeeeally tempted to see if I could kill myself by hitting myself with the Dragonslayer

You'd better try this with a marine :
you hit you
you die
yum, fresh blood !
you undie

... well, I guess it wouldn't work.

54
I'm surprised to see you carry 2 fire skulls (which is a pretty useless item imo.  Not sure I already really used one).  Why didn't you burn them in Limbo ?
Also, I guess you didn't have much inventory problems, but you can drop your chainsaw (or at least put it in prep slot) before picking LS or AS.  Berserkers's nostalgy, I guess ? ^^

Nanofibre armour no longer slows you down
Damn... I hesitated to craft one recently, but didn't of course.  It's good to learn that some items have been made somewhat useful ;)  Wiki updated ! 

55
Post Mortem / Re: [U/YaVP/YaCO/YaFW] Ammochain UV-Max (+Video)
« on: February 19, 2016, 06:17 »
"Done" ^^
Well... I'm quite sure it wouldn't count from your point of view, but I cleared the game 100% with BD, right ?

Using my usual build (except I usually play scout, for the free ring of speed, and like to take a few levels in HR, EE or... Ber %#§@&!)

Core : SOB3->FIN2->WK2
then, 4 free picks among non-blocked stats.  I always go for Fin3 and SOB4, which leaves 2 picks unused : took juggler and TaN
Then, 5 (useless) mastery picks :o)) SoG2->DG; TH; MBD


Nothing exceptionnal for this run.
Good drops : laser rifle on floor 5, blaster in the vaults (for the roleplay part ? ^^)
Bad drops : only a few mods. Also got crap in Deimos lab (Firestorm which I didn't even grab and sniper... for my Tac RL which I couldn't assemble before the mortuary, since I didn't got B drops :( :( :(   )


Got my tac boots as quickly as usual, but I guess Phobos lab must contain the 2nd A mod for it.  Well, at least, I found another A before UC, so I had the +25%.

Played mostly with regular shotty, and laser rifle for hard targets (as usual).
The vault's unique was Charch's null pointer ~~  At least, left vault gave me a blaster.
The other good stuff were dropped very late (phaseshift @Hell 6, Nyarlathothings @Pits...)  I don't count my quite early Gothic as a useful drop, since I didn't get the mod to make it cerberus, and used it very sparesely (Green armors ftw !)

I had a Duelist armor for UC, but I think going armorless, or with a a-modded green one could have done the trick, no ?  I might be used to scouts too much... dunno :)




--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Adrian Carmack,
 level 16 Apostle Marshal Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 1808381 turns and scored 421685 points.
 He played for 3 hours, 17 minutes and 5 seconds.
 He was a man of Ultra-Violence!

 He killed 1380 out of 1380 hellspawn. (100%)
 This ass-kicking marine killed all of them!

 He saved himself once.

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

  Levels generated : 11
  Levels visited   : 11
  Levels completed : 11

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

  Medal of Prejudice
  UAC Star (silver cluster)
  Aurora Medallion
  Conqueror Badge
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal

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

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ......................................................%...#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  .................................................X........#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ....................................................|}|...#
  ....................................................|.....#
  ###########################################################

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

  Health 46/60   Experience 129099/16
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +4  ToDmg Melee +4

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

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 1)
    Son of a bitch   (Level 4)
    Son of a gun     (Level 2)
    Juggler          (Level 1)
    Dualgunner       (Level 1)
    Whizkid          (Level 2)
    Triggerhappy     (Level 1)
    Bullet Dance     (Level 1)

  SoB->SoB->SoB->Fin->Fin->WK->WK->Jug->TaN->SoG->SoG->Fin->SoB->DG->TH->MBD->

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

    [a] [ Armor      ]   gothic armor [8/8] (103%) (APT)
    [b] [ Weapon     ]   blaster (2d5) [2/10] (P1S1)
    [c] [ Boots      ]   Nyarlaptotep's Boots [6/6] (100%)
    [d] [ Prepared   ]   laser rifle (1d7)x5 [29/40] (T1)

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

    [a] shotgun (11d3) [1/1] (P3T2)
    [b] tactical rocket launcher (6d6) [5/5] (T1)
    [c] BFG 9000 (10d6) [60/100] (F1)
    [d] green armor [1/1] (89%)
    [e] phaseshift armor [2/2] (63%)
    [f] plasma shield [0/0] (48%)
    [g] Angelic Armor [0/7] (0%)
    [h] Azrael's Scythe (9d9)
    [i] shotgun shell (x70)
    [j] rocket (x14)
    [k] rocket (x3)
    [l] power cell (x42)
    [m] small med-pack
    [n] large med-pack
    [o] phase device
    [p] Enviroboots [0]
    [q] shell box (x100)
    [r] power battery (x120)

-- 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 0%    feet 30% 
    Fire       - internal 0%    torso 0%    feet 30% 

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

    103 former humans
    126 former sergeants
    80 former captains
    108 imps
    113 demons
    353 lost souls
    84 cacodemons
    65 hell knights
    66 barons of hell
    61 arachnotrons
    34 former commandos
    35 pain elementals
    36 revenants
    49 mancubi
    44 arch-viles
    12 nightmare demons
    2 bruiser brothers
    2 shamblers
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 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 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he assembled a tactical boots!
  On level 9 he entered Deimos Lab.
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  He sounded the alarm on level 15!
  On level 15 he found the Enviroboots!
  On level 16 he found the Tower of Babel!
  On level 17, hell froze over!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 19 he entered the Vaults.
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he assembled a tactical rocket launcher!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 22 he arrived at Mt. Erebus.
  On level 22 he found the Nyarlaptotep's Boots!
  He managed to raise Mt. Erebus completely!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 Targeting canceled.
 You swap your weapons instantly!
 Fire -- Choose target...
 You see : John Carmack (mortally wounded) | floor | [ m ]ore
 John Carmack reloads his rocket launcher.
 Fire -- Choose target...
 You see : John Carmack (mortally wounded) | floor | [ m ]ore
 The missile hits John Carmack. The missile hits John Carmack.
 Fire -- Choose target...
 You see : John Carmack (almost dead) | blood | [ m ]ore
 The missile hits John Carmack.
 Fire -- Choose target...
 You see : John Carmack (almost dead) | pool of blood | [ m ]ore
 The missile hits John Carmack. The missile hits John Carmack. John Carmack
 dies. Congratulations! You defeated John Carmack! Press <Enter>...
 You feel relatively safe now.

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

 1362 brave souls have ventured into Phobos:
 1112 of those were killed.
 9 of those were killed by something unknown.
 40 didn't read the thermonuclear bomb manual.
 And 12 couldn't handle the stress and committed a stupid suicide.

 187 souls destroyed the Mastermind...
 12 sacrificed itself for the good of mankind.
 122 killed the bitch and survived.
 53 showed that it can outsmart Hell itself.

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

56
Post Mortem / Re: [U/YaVP/YaCO/YaFW] Ammochain UV-Max (+Video)
« on: February 16, 2016, 05:38 »
Also, I have a naive question about your challenges :
do you implicitly consider that you have to "rush" you mastery to get it at level 7 (or maybe 8, for SOG3 ?), and use the trait benefits, or would you consider the possibility of taking it later (say, after more useful picks), and ignore the trait (e.g.  taking BD, but playing shootgun all the game long).

I guess the point of your challenges is to stay "roleplay", but I've never been much of a roleplay addict, so I'm curious :)

57
Post Mortem / Re: [U/YaVP/YaCO/YaFW] Ammochain UV-Max (+Video)
« on: February 16, 2016, 05:08 »
Just checked with tourist mode : the wiki is right :(  My bad.
Maybe I read the request to grant kills somewhere, and mixed it up.


About the nano, in HA, I think I got exceptions, but empirically, I'd say I used to get one "most of the time".
It didn't seem to me like it just doubles the chances.  Maybe the second drop is better ?  Maybe I was just lucky.

Anyway, this remains an interresting challenge, and the reward is worth it

58
Post Mortem / Re: [U/YaVP/YaCO/YaFW] Ammochain UV-Max (+Video)
« on: February 15, 2016, 06:08 »
IIRC, you don't need the globe to nuke the level.
just enter, drop the nuke, say goodbye, ???, and profit :)

HA key is damageless Armory.  It gives you a 2nd rare mod, which IIRC, is always a nano (alias imbalanced cheat-like free ammochain which doesn't even block EE xD)
See demo here https://www.youtube.com/watch?v=LnbkqBaxVA4  It also demonstrates the efficiency of waiting :)


btw, I forgot how getting masteries can delay WK... one of the reasons why I don't get them anymore, I guess.
just find a nuke (or nuke weapon), or Malek's / phaseshift stuff then !

I'd gladly try the challenge myself but... something tells me i'll hate BD too much and get pissed off
adding TH to weapons which you already spend your time reloading looks like a "weird" buff to me ^^

59
Post Mortem / Re: [U/YaVP/YaCO/YaFW] Ammochain UV-Max (+Video)
« on: February 13, 2016, 18:15 »
Nice job.
2 hours is quite fast, even with unlimited ammo.


Quote
After a bunch of failed trials to Bullet Dance UV-Max, I concluded that there are some master traits
of which are impossible to get UV-max, as clearing Unholy Cathedral without Berserk requires HR2+ and Fin1+.

While Bullet dance looks terrible, nothing is impossible !
Aren't Tac boots (A) + some good (read "fast") armor enough for the cathedral ?  (else, nuking it is a good alternative :D)

Speaking of nukes, I wonder where you spent that early nuke you found in your MAc run.  (Didn't watch after Hell's armory, except for the a quick cathedral check)
Is it a question of "fair play" with monsters ?  Or did you want the scythe ?


@Hell's armory : Too bad you don't try to get the key :(  it's worth it !


also, looks like you don't use the wait command when waiting for an enemy to come  (run in direction '5')
Best used tweaking the config.lua file :
-- Defines the maximum repeat for the run command when waiting.
MaxWait          = 10000

it saves some time, so maybe you should consider using it.

60
Discussion / Re: New Doom 1 map by John Romero.
« on: January 24, 2016, 07:46 »
This looks kinda "WTF" at the first glance, but the map design looks really good.  It looks closer to Quake than Doom to me.

I Didn't complete it yet, since it's, indeed, pretty hard, but it's incredibly fun to lose doomguys on a new "official" doom map... in 2016.  I Wouldn't have thought such things could happen :)
Thanks for sharing !

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