Chaosforge Forum

DoomRL => Discussion => Topic started by: Faintly on May 29, 2017, 11:45

Title: AoHumanity strategy/builds
Post by: Faintly on May 29, 2017, 11:45
Ballistic armor

Is it a good idea to go technician and make powered ballistic armor to avoid death by shotgun?

On the one hand, the sergeant is by far the the deadliest early game enemy, capable of doing 8 to 24 damage, which means 'up to 24 damage'.

On the other hand, you can get a ballistic vest in the arena, and with some levels in TaN, and 6 protection I you can get out of oneshot range without help from ballistic armor. (24-8*2=8). So considering the availability of fire and acid enemies to oneshot you as well, is it a waste of mods to construct that armor? (particularly for someone who doesn't want to minimise early game risk)

Then intuition is probably particularly good in this challenge, so that suggests scout rather than technician. As is extra maxHP when it's so low already. (do marines only get +2hp from ironman like everyone else?)

berserker

Is this a necessity to survive in lategame? -removes the possibility to get oneshot by a single enemy right?

_

Anyway, more generally how do you think an AoHumanity build should go?

(Does something like this sound good? Technician: TaN, TaN, bad, WK, WK, iro, brute, brute, berserker)

Title: Re: AoHumanity strategy/builds
Post by: papilio on June 07, 2017, 21:47
HR is always better than TaN in this game.

My advice:

WK-WK-HR-HR-DM-TaN-TaN-Fin-Fin-SoB-SoB-HR-Fin-TaN

item build:

ballistic red armor (P) ->
hyperblaster (T) (if you want to kill fucking shamblers) ->
cerberus ballistic vest (P) (you must savescum in hell arena) ->
fireproof red armor (P) ->
cerberus boots (A)