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Messages - SageAcrin

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16
I think it took me a grand total of two Dragonslayers and ten minutes of mucking to pick it up.

I just haven't actually gotten a chance to use it for a full run.

In fairness, I might have never gotten it picked up were it not for a friend going "If I got it, I plan on trying X" and I tried that.

...Then again I haven't gotten it again, so I don't know if that was important. Probably, though.

17
9's a little high. Solidly good luck but nothing ridiculous.

Also, I keep not finding Dragonslayer, despite now knowing how to pick it up, in Ao100. Sadness. Good on you to find it. :)

18
Considering that stacks are essentially ways to interpret raw shot quantities, anyways, I don't get your objection there precisely.

Just because you can wing it easily doesn't mean it's actually inferior to display it as a raw number. I've heard people say that the raw numbers game can be misleading in Roguelikes and that you should go with your gut-and there's some validity to that, I feel-but that's taking it to a rather rough extreme. Stacks represent X shots and you're just doing rough mental math really fast(Or kneejerking based on past experience that you have enough shots...same difference.) to get the actual values-you can just as easily gutcheck a totaled value the same way.

The real reason I can see to support this, though, is that I'm constantly having to go into my inventory for no more reason than to check my ammo. Why should I? That's like having to Shift+2 to see my HP. It's a vital statistic. Even if some clarity is lost-which I very much disagree that any is-it's worth it for the convenience value.

Personally, I think just displaying the ammo remaining on your primary weapon would fix the clutter issues. It's not quite as Doom-like but it strikes a nice compromise between HUD clutter(DoomRL has to display more info than Doom, after all) and useful, relevant information.

Oh, and "You shouldn't be having ammo problems anyways" is a better argument for removing ammo than lowering the amount of information given. After all, you shouldn't be having ammo problems anyways, therefore it's not a useful statistic. (I do not agree with this, either, naturally.)

19
Post Mortem / Re: [M|AoCn|88%|18|YAVP(YASD)] How do I YAFW?
« on: April 26, 2013, 11:04 »
I would have stuck with the Rev Launcher-it works best from out of LoS, given the nature of it is basically always-hit, and that's basically the only thing your build has going for it, out of LoS damage. Try to stay as far away from him as possible given the nature of the area, and pelt him after teleports.

The problem is that it's basically entirely luck. As other people said, your damage potential is really, really low, and high power BFG wrecks the use of the BFG in cases like this. (I consider the high power/biggest assemblies for BFGs to only be actually good on N! or for Nuclear BFGs. Though currently Biggest Fucking Gun is the only Assembly I'm missing, so it might be better without N! ammo farming than I think.)

Incidentally that setup would have pureed the Mastermind without nukes; Rev Launcher with Intuition to figure out where to corner shoot it against him is very, very good in that fight. Probably would have been better off not going for Full.

Quote
but the shotgun for example is not good enough imo without a few sob levels.

Really? Unless you're firing it at full screen a lot, I barely notice a difference. (I think the bonus SoB damage must come in after the falloff is calculated, I can't explain that well otherwise.)

Lots of guns, yes; Rapid, pistols, everything but shotguns, and even double shotguns, I notice some real impact from SoB from. But normal shotguns?

20
It doesn't seem too awfully hard to have rivers have a chance to generate a switch that makes a bridge across them.

Since switches are often as dangerous as crossing the damage tiles would be, it would mostly be neat.

You could probably do something similar with those rooms that seem to just generate full of acid/lava-add a switch somewhere on the level that drains them and lets you pass. They're awfully pointless in general(since past F8 or so you probably have a way to punch through walls and go around, and before that they do way too much damage to just ford.).

Anything more complicated than that seems like it won't really happen outside of a preset level though.

21
Discussion / Re: Babel on AoPc?
« on: April 25, 2013, 09:26 »
...do note that it's only there on AoPc, though.

22
I just wanted a nice little game, I think.

Shottyman Angelic, what's the odds that I can get that anyways, I think. You get almost no shotgun shells in Hell even if you get a good run, so you have to get very lucky.

Well. I didn't get very lucky. So clearly I was wrong.

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

 E, level 8 Arch-Vile Br. General Marine,
 defeated the Mastermind at the City of Dis.
 He survived 9640 turns and scored 163462 points.
 He played for 11 minutes and 34 seconds.
 He opposed the Nightmare!

 He killed 238 out of 420 hellspawn. (56%)
 He was an Angel of Shotgunnery!
 He was also an Angel of Overconfidence!

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

  Levels generated : 4
  Levels visited   : 2
  Levels completed : 0

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

  UAC Star (silver cluster)
  Shottyman Platinum Badge
  Shottyman Angelic Badge

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

  ###########################################################
  ###########...................X............################
  ##########...............####...............###############
  #########.......####.....####.....####.......##############
  ########........####.....####.....####........#############
  #######.........####.....####%....####.........############
  ######..........####..............####..........###########
  #####............................................##########
  #####....####............................####....##########
  #####....####............................####....##########
  #####....####............................####&...##########
  #####....####............................####....##########
  #####............................................##########
  ######..........####..............####..........###########
  #######.........####.....####.....####.........############
  ########........####.....####.....####........#############
  #########.......####.....####.....####.......##############
  ##########...............####...............###############
  ###########................................################
  ###########################################################

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

  Health 7/60   Experience 23526/8
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +1  ToDmg Melee +1

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

  Class : Marine

    Tough as nails   (Level 2)
    Son of a bitch   (Level 1)
    Reloader         (Level 2)
    Badass           (Level 1)
    Shottyman        (Level 1)
    Army of the Dead (Level 1)

  Rel->Rel->SM->Bad->TaN->MAD->TaN->SoB->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   assault shotgun (7d3) [4/6]
    [c] [ Boots      ]   nothing
    [d] [ Prepared   ]   shell box (x11)

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

    [a] double shotgun (9d3)x2 [2/2]
    [b] shotgun shell (x10)

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

    None

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

    4 former humans
    19 former sergeants
    11 former captains
    13 imps
    3 demons
    141 lost souls
    2 hell knights
    7 barons of hell
    4 arachnotrons
    1 former commando
    8 pain elementals
    2 revenants
    12 mancubi
    10 arch-viles
    1 Spider Mastermind

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

  On level 3 he entered the Vaults.
  He came, he saw, but he left.
  On level 6 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Dis!
  On level 8 he finally defeated the Mastermind.

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

 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 Your assault shotgun is already loaded.
 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 You quickly reload the assault shotgun.
 Boom! You are hit! You are hit! You are hit! Boom! You are hit!
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind! Press <Enter>...

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

 348 brave souls have ventured into Phobos:
 288 of those were killed.
 2 of those were killed by something unknown.
 5 didn't read the thermonuclear bomb manual.
 And 22 couldn't handle the stress and committed a stupid suicide.

 31 souls destroyed the Mastermind...
 3 sacrificed itself for the good of mankind.
 25 killed the bitch and survived.
 3 showed that it can outsmart Hell itself.

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

My nerves were utterly shot at the end of that Mastermind fight. Sure, I had an invul going in, but it lasted less than half his life. The rest was done with my two large medkits, my blue armor(both of which are missing) and a lot of attempted corner shots.

The final two shots were taken at 25% life. (17% after the first.) Thank you, TaN.

I did get three invulns at good spots(Edit: Or was it two? Eleven minutes can move really fast, and I forget for sure; I seem to recall getting that last Invulnerability on Hell:6...ah well.), and a lot of trigger happy Mancubi cleared out a surprising amount of that kill amount for me, but I wouldn't say it was ever easy.

I need to do something relaxing. That was...something. Just look at that beautiful inventory. So pretty.

23
Discussion / Re: Entrenchment - ammo problem
« on: April 24, 2013, 11:50 »
Entrenchment is pretty ammo hungry, yes.

Thinking on it, it's the only rapid oriented trait that requires you to constantly be using rapid fire weapons to utilize, yet doesn't give any mitigation for the cost. That's pretty rough in its own right.

24
Requests For Features / Re: Reloading with ammo on the ground
« on: April 23, 2013, 11:40 »
Yeah, there ought to be some way to reload off the ground.

I'd also like to see reload be able to reload from Ammochains/Shell Boxes/etc. in your inventory, if you don't have one equipped and have no normal shots of that kind around, without the fast reload time.

This is a (very small) gain to versatility, but in a way that's far more logical than having a large chunk of ammo in a well stored container and magically be completely unable to access it without readying it... but you can dig around in a pile of loose shells in your pockets just fine. It's just weird, you know?

25
Nightmare! / Re: [N!|YAAM|YAFW] First (and last ?) N! win
« on: April 21, 2013, 15:14 »
Quote
Actually, most of people here are lazy pussies, and they do not aim for YAAM.

Hey!

I'm only lazy. :(

26
Requests For Features / Re: Balance suggestions
« on: April 20, 2013, 22:46 »
Only if you nerf respawning.

Infinite respawns need infinite ammo to kill. :)

27
Nightmare! / Re: [N!|YAAM|YAFW] First (and last ?) N! win
« on: April 20, 2013, 18:41 »
Seriously crazy, seriously impressive.

Congratulations. :)

28
Bug Reports / Re: Impossible to reach the exit
« on: April 20, 2013, 10:18 »
Which makes it redundant with high protection/armor boots.

(Unless you're no damaging, I suppose. That's a pretty narrow niche, though.)

It is infinitely easier to make it a limited buff that, in passing, makes it good at crossing lava/acid with enemies around, than it is to try to force enough crossing of acid/lava(through RNG map generation of required crossings) so that Envirosuit carrying would be a good thing, without randomly creating unwinnable runs where you draw four large acid rivers early and die.

It's very low odds right now to get maps that require heavy damage from terrain crossing. That's a good thing; It's way too hard to balance without creating frustrating deaths("How was I supposed to survive that? I haven't even seen an Envirosuit yet/used them all up!"). But it does mean that people don't carry Envirosuits a lot.

And even if they did, why would you carry them over a pair of, say, Fireproof Plasteel, which will work for far more crossings? (Honestly, Plasteel's usually enough.)

Personally, I didn't think that was an issue; I've played Dungeon Crawl, and I'm used to all sorts of items having ridiculously narrow niches in order to water down the item generation system a bit.

But if people do, doing an overhaul of boots and terrain generation and item generation to make Envirosuits more useful seems harder than making them somewhat better at doing things besides terrain crossing.

29
It can be done without MAD...if you have a Double Shotgun(or the cache had a Super/Plasma) and a Shell Box and have good luck.

Poor luck means you eat far too much damage and waste resources, but it can work if you get them to stay in a close, corner-shootable position for a bit.

Basically, don't do that unless you're messing around on HNTR after completing UV, or something similar. :)

30
Bug Reports / Re: Impossible to reach the exit
« on: April 20, 2013, 08:55 »
*Checks*

Oh.

25%. I see.

So...not enough to keep you from still taking more damage crossing in that situation than you would playing safer.

Small wonder I never noticed.

I'm not asking for a portable Berserk here, but it really needs more than that to actually be usable for dangerous crossings. Since, for non-dangerous crossings, you can keep another pair of boots instead.

Edit:

To expand on this vaguely brushoff answer; It doesn't knock enough off Hell Baron's damage(about 3 points) to stop them from ripping armor to shreds/generally killing you in an open area. It will keep you from getting damaged notably by Mancubi/Archviles/Revanants, as long as you have fully intact Red Armor...but it won't keep them all from knocking you around like a pinball while you try to cross, or neutralize the damage to your armor.

And it doesn't resist enough to keep you from getting heavily damaged in any other situation(Damaged red armor, armor lower than red, armor without fire resistance).

Oh, I'm sure there's some exceptions. You can use it to drastically reduce the damage to...er...Gothic Armor, say. But they're very small niche exceptions. And if you're crossing the lava in a Gothic Armor you probably deserve your horrible death by repeated 1 damage anyways.

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