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Messages - Thexare

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181
Discussion / Re: Assemblies thoughts
« on: February 18, 2011, 14:59 »
I'm curious as to what others are thinking about the Assemblies so far.

First: Speedloader Pistols are really, really good. They solve the major problem of a Marksman build, and thanks to the Chained Court change and the starting AoM mod (reset for Technical), they're very easy to assemble. I think the Speedloader is better than any other Pistol Assembly, Exotic, or Unique, with the singular exception of the Blaster (which does the same thing, just better); its speed advantage is just too much for the others to supplant. (Though I'll never say no to the Jackal, because the ability to break walls with a pistol is godly. The Blaster and Energy Pistol do that too though, I think...) It's good enough that I'd consider going for two even if you needed Whizkid, since I don't run MGK.

Eh. I like the GCB too much - if I'm correct, SoG applies to each bullet, and the extra power makes up for the extra reload. Just have to keep it in the Prepared slot so it dualreloads properly.

As for the elephant gun, it should be really good with Shottyman, particularly until you get MAD, since it has very good damage with a longer range and without armor cutting it as badly. I haven't had a chance to try it, though... not for lack of effort, mind you. With MAD, its advantage over the Double Shotgun is reduced, but it's still got good power at longer range than the Double.


And I think High Power's high power probably makes up for the reduced accuracy in MAc. <- Based on inaccurate info please no shooty me. Also if it can be put on the Laser Rifle, well, that's pretty self-explanatory. Very unlikely to happen in most games, but...

182
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 17, 2011, 21:00 »
PLEASE give us this one:
(maybe unlocked with the Arch-Vile Rank or later)

Angle of 100 action hero
"You are fireangel AND army of the damned! You are ammochain and eagle eye!
You are a fucking bastard!"
Like  Angel of 100, but the traits do not block anything.
Name one current challenge that's nothing more than "X made easier".

Honestly, that was the biggest concern I had with my idea, but that's why it adds a new restriction to go along with the easier part


@Nameless:

Angel of Fate:
The Horde one would make a YAAM completely impossible. Perhaps Horde maps could instead consist of double the normal number of enemies, spawned as though it was on a slightly easier floor.

Angel of Escalation:
Cool idea. So if an enemy spawns with modded equipment, we can pick it up? Considering it'll keep happening, I don't forsee that really being much of an issue, but it could certainly bring the balance of mods and assemblies into question.

Oh god, Former Captains with an Assault Rifle.

183
Requests For Features / Re: New unique items
« on: February 17, 2011, 20:53 »
I... honestly don't see the advantage to that over even a Combat Knife. Maybe I'm missing something though.

184
Discussion / Re: (Lava Pit Spoilers for 9.9.2?)
« on: February 16, 2011, 21:14 »
I've never even seen Medical Armor work. I'm sure it's not bugged, it's just set to too low a benefit to be worth carting around. A possible way to rebalance it might be lower protection to 1, movement penalty to 10%, start it with 200% durability, and let it bring you up to 50% or so at a rate of a few points per second. Helpful on the earlier floors as-is, and with power or agility mods still useful later on - without upgrades, though, I don't think anyone here would wear green armor or an equivalent through the Hellgate. Tactical maybe. The heal seems to be set too low to be worth caring about on anything but AoHu.

But I"m really not a balance expert, so I could be completely wrong.

185
but I so like the quick indicator that I'm standing in something dangerous and not water without having to use the 'look' feature.
Yeah, I'm gonna go with this myself. I'd hate to wade through a sea of =s only to have my invuln run out and find out that oops - I'm in lava!

186
Discussion / Re: Favourite Master Traits?
« on: February 15, 2011, 22:14 »
Oldish post, and now that 0.9.9.2 has come out, a few things may have changed a bit........

1: Ammo-chain.
A bit off-topic, but I'm thinking the best way to balance that might be to just remove the "infinite ammo" bit. No need to reload, but you'll still have to provide ammo.


Much like MaiZure, I've lately stopped going for Master Traits most of the time unless I'm in a challenge game. But when I do, I prefer Dos Equis Army of the Dead, Ammochain, and Gun Kata. AotD with the Elephant Gun is something I've been meaning to try.

Most of the time, though, I've been beelining for Whizkid, then working on other general-use skills based on what I've found - SoB if I'm using a Chaingun, SoG if I have a good pistol, or Reloader or defensive stuff for other weapons.

187
I'd say it should use a Combat Knife, specifically to make it reasonable to get in Ao100 - it's already calling for a Unique mod and three others (or two unique mods in the original idea), no point in also requiring an Exotic unless it ends up being the strongest weapon in the game or something close to - it'd have to compare favorably to the Longinus Spear and the Dragonslayer to justify that level of rarity, in my opinion.

188
Discussion / Re: How to change colors in the last version ??
« on: February 14, 2011, 16:52 »
I'm looking at colors.lua, I see this line.

Code: [Select]
-- In case of cells, there are two overrides - [id]_light and [id]_dark
And at the end of the file? An example.

Code: [Select]
Colors = {
-- floor_dark  = GREEN,
-- floor_light = BLUE,
-- former = BLUE,
-- demon  = GREEN,
}

That rather clearly demonstrates the difference between cells and entities to me, and not only am I not an experienced coder, I"m not a coder at all; I haven't touched programming since the Commodore 64 I played around with fifteen years ago.

In short, quit being an ass.

189
lightsaber - chainsaw (or knife?) + TTFN.  plasma damage.  not sure how much.
Disclaimer: This is all based on my incomplete understanding. I could be wrong.

Melee weapons can't take more than one mod of a single type and can't take Firestorm or Nano packs. While one of these can be overruled by the assembly, as seen on Tactical Armor and Boots, you have three problems. I would say TPAF if we're using four mods. This also has the added benefit of the first three mods still doing something; Firestorm and Nano on a knife would have no effect until the assembly was completed.


Defensive Shield: Large weapon (Chaingun, Rocket Launcher, BFG, etc) + AB: Adds either 1 point of armor or 10% dodge chance* as long as the weapon is equipped. Maybe base it on which mod is used first. Name has "w/shield" at the end - Chaingun w/shield, etc.

* Yes, it'd be more awkward to handle, but the dodge chance would be to simulate the shield absorbing some impacts instead of you being directly hit.

190
Requests For Features / Re: New unique items
« on: February 14, 2011, 14:19 »
Can accuracy go negative on a weapon?

Blaster Rifle
In-game Description: "Only Imperial Stormtroopers are so precise."
Damage: (2d6)x5/10-60
Damage Type: Plasma
Accuracy: -2
Base Fire Time: 0.8 seconds
Base reload time: 1.5 seconds
Clip Size: 30
Ammunition: Power Cells
Special Attribute: Some shots will go off to the side, like a Mancubus's missiles but less extreme.
Alternate Fire: Single Shot - normal damage, accuracy +3, no spread.
Quote on pickup: I dunno.
Reference To: Star Wars


If negative accuracy can't be done, the entire point of the weapon's pretty much lost, but it could be changed to +0 accuracy (Plasma Rifle and Chaingun are both +2) with damage changed to maybe 1d10.

There's your non-anime gun.

191
0.9.9.2 / Re: [E|98%|YAFW] Nice start for 0.9.9.2.
« on: February 14, 2011, 13:51 »
I've noticed it too, especially on ITYTD but also on HNTR.

I think grommile's just had some remarkably bad luck.

192
Honestly, I wasn't missing much. That, and before the Minigun was fully modded, I was also using an A2P2 Chaingun, which is why I went with SoaB.

I wasn't kidding about "a shitload of mods".

193
--------------------------------------------------------------
 DoomRL (v.0.9.9.2) roguelike post-mortem character dump
--------------------------------------------------------------

 Sam Elridge, level 9 Cacodemon Sergeant Major, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 74341 turns and scored 42838 points.
 He played for 1 hour, 17 minutes and 32 seconds.
 He was too young to die!

 He killed 344 out of 432 hellspawn. (79%)


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

  Levels generated : 7
  Levels visited   : 6
  Levels completed : 5

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

  Hell Champion Medal
  Gatekeeper Bronze Badge
  Scavenger Gold Badge

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

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

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

  Health 50/50   Experience 39216/9
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +3  ToDmg Melee +3

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

    Finesse          (Level 2)
    Tough as nails   (Level 2)
    Son of a bitch   (Level 3)
    Whizkid          (Level 2)

  Fin->Fin->WK->WK->TaN->SoB->SoB->SoB->TaN->

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

    [a] [ Armor      ]   modified onyx armor [4] (P)
    [b] [ Weapon     ]   modified minigun (1d9)x10 [56/200] (A1F1P3)
    [c] [ Boots      ]   phaseshift boots [4/4] (98%)
    [d] [ Prepared   ]   nothing

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

    [a] modified assault shotgun (7d3) [0/6] (T1)
    [b] missile launcher (6d6) [4/4]
    [c] BFG 9000 (10d8) [20/100]
    [d] blue armor [2/2] (100%)
    [e] red armor [4/4] (100%)
    [f] rocket (x13)
    [g] power cell (x60)
    [h] thermonuclear bomb
    [i] modified protective boots [2/2] (100%) (A)

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

    82 former humans
    44 former sergeants
    9 former captains
    35 imps
    44 demons
    51 lost souls
    16 cacodemons
    12 barons of hell
    1 Cyberdemon
    18 hell knights
    17 arachnotrons
    2 former commandos
    4 pain elementals
    3 arch-viles
    3 mancubi
    2 bruiser brothers
    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.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 8 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 11 he ventured into the Halls of Carnage.
  On level 15 he encountered the Phobos Hellgate.
  He nuked level 21!
  On level 21 he entered the Vaults.
  He cracked the Vaults and cleared them out!
  On level 23 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The Cyberdemon fires! You are hit!
 You use a large med-pack. You feel fully healed.
 Fire -- Choose target...
 You see : a Cyberdemon (severely wounded) [m]ore | floor
 The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon.
 Fire -- Choose target...
 You see : a Cyberdemon (mortally wounded) [m]ore | floor
 The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon.
 Fire -- Choose target...
 You see : a Cyberdemon (almost dead) [m]ore | floor
 The missile hits the Cyberdemon. The Cyberdemon dies. You feel relatively
 safe now. Congratulations! You defeated the Cyberdemon! Press <Enter>...

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

 Before him 109 brave souls have ventured into Phobos:
 100 of those were killed.
 1 of those was killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 4 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 1 sacrificed itself for the good of mankind.
 1 killed the bastard and survived.

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

I got four freaking Assault Shotguns, wtf! Also Onyx Armor, Minigun, Missile Launcher, and BFG, but the last two were guaranteed.

And a shitload of mods, they're a lot more common now. Which I appreciate, as I've been trying to figure out the Assemblies. No luck there though.

Also, first gold woo!

194
Requests For Features / Re: Challenge modes ideas - old and new.
« on: February 11, 2011, 19:41 »
Angel of Choice
You have a favorite gun or blade you've mastered the use of, and you bring it with you on every mission. You can't stand to be seperated from it.

Effect: Choose any one specific weapon - even an exotic or a unique! (Dragonslayer and Artifacts obviously omitted, uniques/exotics limited to those you've already found, doesn't count toward collection records) You start with it and a full stack of ammunition, if applicable. However! You cannot use any other weapon, not even the same category - no Trigun/Beretta dualgunning, no switching to a Double Shotgun to clear a room of Lost Souls, and so on. Dual-wielding Blasters yet to be determined.

This gives you a considerable advantage over other specialized challenges in that you're guaranteed to start with a useful item, but deprives you of AoMr's dualgunning, AoSg's ability to switch shotguns as warranted, and AoB's chance at the Dragonslayer or Longinus Spear.


195
0.9.9.2 / Re: [E|94%|YAVP] Damn mancubi.
« on: February 11, 2011, 19:29 »
PROTIP: When the stairs are against the wall and you're running from Mancubi, go elsewhere!

Speaking from experience here. :P

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