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Messages - IronBeer

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Discussion / Re: Destroyer diamond
« on: December 23, 2013, 10:55 »
I don't suppose you've ever seen any mortems posted by a user known only as "2deviationsout". The guy was an absolute phenomenon- quite possibly the best DoomRL player I've ever seen. He did EVERYTHING, and did it in ridiculous times too. Go dig up some of his old mortems (you can do a member search and rifle through posts/threads there) and read some of the discussions surrounding them.

Post Mortem / Re: [U|96%|17|YASD] Doing No Damage Really Fast
« on: November 29, 2013, 12:41 »
Assuming finding no special guns or any half decent mod, humour me....
Ranks in SoG/SOB, Bulk Mods, potential Assembly pistols. Truth be told, there really isn't much you can do to make MGK work without good gear- it's an all-in trait. Whizkid could help, but that would pull trait points from other necessities like HR/potentially INT.

I dunno, LD. There's a reason I've never seriously tried MGK.

Post Mortem / Re: [U|96%|17|YASD] Doing No Damage Really Fast
« on: November 27, 2013, 18:36 »
Gun Kata needs at least one seriously badass pistol to work- the Trigun, GCB, and Anti-Freak Jackal have the statlines they have likely because they're designed to work with MGK. Of course, you can't count on getting any of those weapons with any regularity, so you'll need to get creative with what basic Pistols can become.

As you noted, the problem is in needing to kill an enemy in one clip. I shouldn't need to explicitly enumerate potential solutions to that.

Discussion / Re: Whizkid, Modpack Rarity, and Assemblies
« on: October 03, 2013, 16:44 »
Trouble figuring out what to build with Scavenger?

"Basic" (no Nano/Onyx mods, no exotic bases):
*"Enhanced Hyperblaster" (+ P/T)
*"Mauler Shotgun" (+ P/T)
*"Enhanced Tac Launcher" (+ P/B)
*"Phase Knife" (Piercing Combat Knife + P/B)
*"Enhanced Gatling Gun" (+ P/T/B or maybe A)
*"Hardened Nanofiber Armor" (NF Red + P)
*"Ghetto Inquisitor Armor" (Tac Armor + P)
*"Dash Boots" (Tac Boots + A)
*"Hellwalker Boots" (Cerb Boots + A)

Comments: Really, a full set of "Basic" weapons and your choice of armors should cover pretty much all your bases. The "Mauler Shotgun" will fall off after about Floor 25, but your more powerful weapons (read: Hyperblaster/Tac Launcher) should come online well before then."Hardened Nanofiber" is pretty much a requirement for an Ao100 run, and you can get creative with the base item. The "Enhanced Gatling Gun" doesn't really need an A mod, since you'll have 2xEE as part of your Scavenger pre-reqs.

"Advanced" (advanced mods available, exotic bases available)
Generally, shit gets nuts here. Your imagination is pretty much the limit, but here are some ideas to get you started.
*"Nuclear Cannon" (Burst Nuclear Plasma Rifle + P/B/T) -Nuclear Plasrifles are surprisingly common on Ao100, unfortunately Nuclear Hyperblasters aren't a thing
*"Hellfire Rocket Launcher" (Nanomac. Napalm Launcher + P/T/F) -Pair with Inquisitor Set or Lava Armor for maximum lulz
*"Apocalypse Cannon" (Nuclear Biggest F.G. + P/B/F) -Can sub for standard BFG or VBFG assembly. But why not go for the best?
*"Disintegration Rifle" (Nanomac. Plasma Rifle + P/F/T) -Most Scavengers strive for something like this
*"The Mother-in-Law" (Nanomac. Rocket Launcher + P/T/F) -A timeless classic!
*"Reaper Shotgun" (Nanoshrap. Super Shotgun + P) -Hey, you can be part of the army of the dead too!
*"Ultimate Antigrav Boots" (Phaseshift Antigrav Boots + A) -Pretty much the ultimate boots
*"Hellward Skin" (Nanoskin Energy-Shielded Vest + P, possibly A) -Makes you all but immune to "energy" attacks; still decent against "ballistic" attacks too
*"Cybertitan Suit" (Cybernano Gothic/Cybernetic Armor + P) -I'd say the previous assembly is better, but if you like having just a stupid number or armor points, this is for you
*And tons more!

Addressing the trait at large, I think it's generally best for long-haul games, but it's plenty viable for normal games too. IMO, smartest thing to do is push for an extra point on Int as a matter of course, and defer the master trait by 1 level. Once you have Int2, you'll need to rely on a Combat/Tactical Shotgun around corners, and a Gatling Gun in the open (2x EE subs for per-shot damage). Like most other Technician masters, Scavenger isn't very strong until you actually have the master, but it really shines over time.

Discussion / Re: Quick questions thread!
« on: September 30, 2013, 12:40 »
That's kinda stupid - Without MFa, how are you going to be dodging a homing attack with a *2* square radius? That's assuming that you can sidestep the blast from a revenant attack - I believe that the rocket explodes on the same turn it's fired, meaning that even with baseline movespeed you won't be able to "dodge" it.

I don't even know. ;_;
Revenants are difficult to fight in an open field unless you're a lot faster than them. They're fairly strong in melee as well, though a melee build that reaches a master trait (particularly Blademaster or MALICIOUS BLADES) shouldn't have a too much trouble.

One thing to remember about the Lava Elemental is that he's slow. Yes, the fireball attack will hurt, but if you really unload on him with plasma weapons (Ammochain) or really get in his grill with melee combat, he shouldn't be able to throw more than one or two fireballs.

Discussion / Re: Quick questions thread!
« on: September 30, 2013, 00:32 »
For your first question, I'm not sure. I *think* the Lava Elemental's attack behaves like a Revenant's attack. Generally speaking, blast attacks can be difficult to evade. That actually brings me to the second question.

In short: it's all about speed.
In a-bit-longer-but-actually-more-to-the-point: Arch-Viles (and Revenants, on a related note) are not technically affected by dodging. Yes, Fireangel will let you laugh off their attacks, but that's kind of a special case. (I'm working off of memory for this next bit not having played DoomRL for a bit, but I'm pretty sure I've got this right)- Arch-Viles will target a particular tile when they initiate their attack. They need about two turns their time to complete their attack, and having 130% speed, or about 4 actions for every 3 of yours, they are very good at firing their attack with you still in range. The only way to properly avoid an Arch-Vile's attack is to have a high enough movespeed to move two tiles from the targeted tile before the Arch-Vile can finish charging. I don't know what the exact minimum speed value is, but you need to be pretty quick to pull this off.

To crib from your own diagrams, this is sorta how it should look:

"The Archvile raises his arms!" The tile you are standing on is now targeted.
Code: [Select]

You move one tile to the right before the Arch-Vile can finish charging. He hasn't reacted yet.
Code: [Select]

You move one more tile to the right and just barely clear the blast area as the Arch-Vile gets his second move.
Code: [Select]

Hope this helps!

Century Lounge / Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 30, 2013, 00:05 »
That said, the Cybernano doesn't gain any extra resistances, but that is offset by the +4 protection...might need a buff.
Possibly. Nanoskin is probably the better all-around armor assembly on paper since the resistances are much more powerful than armor points, but Nanoskin armor will fall apart under heavy sustained fire. Cybernano's infinite durability is a significant plus, though I personally don't think the assembly really measures up to the needed modpacks.

Try then a Cybernetic Cybernano then. 11 protection and indestructible. Fun times.
Funny you should mention that. I would counter-propose that the OP try a Nanoskin Energy-Shielded Vest. That assembly, when P-modded after construction, will vastly outperform Cybernano Cybernetic against acid, plasma, and fire. 75% resist against those damages is RIDICULOUS, and the assembly will perform adequately against bullets, shrapnel, and melee too.

Discussion / Re: Tiles or ASCII?
« on: July 22, 2013, 18:25 »
The DoomRL tile mode is very well done, both graphically and program-wise, but for RLs I've just never been a fan of tiles in general.
Also the fact that running under the tileset doesn't put the whole floor on the screen at once.

Huh. That does actually look pretty good. Consider me converted- I like this idea now.

Good to have you with us, Mader.

In the Trait Screen, Master Traits already do have color-coding for blocked traits. Adding a similar "blocks/enables" descriptor to basic/advanced traits does sound like a good idea, but it might make the description area a bit cluttered. At any rate, it isn't my choice, but I can see why people would support it.

I still don't think it's a good idea to have an item combo which, among other things, makes you impervious to cyberdemons...
How often has somebody gotten the full Inquisitor set before the Tower of Babel in a normal game? I seriously doubt it happens with ANY level of frequency.

That said, I know the debate is w.r.t. to Ao100 and Ao666 games. It's pretty much a given that somebody's going to get some nutty gear together in either of those runs. Lava Armor + Eviro/Cerb. Boots + Nanomac Rocket/Napalm Launcher, Cerberus Onyx Armor, Cybernano Cybernetic Armor, Nanoskin Energy-Shielded Vest.... I could go on, but the point is that any player who knows their stuff can put together some truly crazy crap given effectively infinite rolls on base gear and mods.

Hell, from a balance standpoint, I'd argue that uniques in of themselves aren't even the biggest concern! A P-modded Nanoskin Energy-Shielded Vest might be the best Ao100/666 "deep-dive" armor- 3 points of base protection, and 75% resist against plasma, fire, and acid. Run the numbers- it's superior to Cybernano Cybernetic against non-ballistic attacks, and the latter when P-modded offers an insane 13 points of armor, plus 50% ballistic resists.

Oh, also- your precious Inqusitor set won't last long if you get cornered by Bruisers or Nightmare Arachnotrons. Just saying.

On-topic, I do think the current durability system works fine. It's intuitive and fairly balanced. I don't think it's worth coming up with an entirely new system to be applied to a few high-end armors.

Discussion / Re: Side Stepping Attacks Question
« on: June 02, 2013, 20:50 »
To successfully side step do you have to literally side step, or can you move any direction. For instance if an enemy approached you from the north you would have to move either left or right to have a chance to evade the attack correct?
Yes, and it's worth remembering that a sidestep only applies to the first attack from a volley, and it's not a guaranteed dodge without the Dodgemaster trait.

Discussion / Re: Oh dragonslayer why do you taunt me
« on: May 26, 2013, 12:53 »
I think it's 1/3 of MaxHP before any resistances or armor are applied. TaN and the berserk status itself won't affect the injury-based procs, but Ironman will. Also, anytime you get hit and the message "That hurt!" pops up, it means that last hit had a chance at proccing Berserker.

Not a bug as far as I'm aware. Going back to even 0991 this was the way these things worked, albeit not considering nanomachic since assemblies didn't exist back then. This behavior is probably intentional, but I don't see the harm in having a little discussion of it.

Discussion / Re: Quick questions thread!
« on: May 21, 2013, 13:47 »
Is there some trick to doing an AoSh run and not running out of shells?  I'm engaging at close range more often than not, my shotguns have a load of power mods on them, but I keep running out of shells a level or two before the Mastermind.

Do I just need a nano pack?  Or would this all be more ammo-efficent with MAD and an elephant gun?
Not really, just carry a LOT of spare shells- going into Hell with 8 (non-backpacked) stacks and 3 shell boxes is not at all excessive. If you're playing on HNTR or HMP then ammo shouldn't generally be much of a problem.

Also, you don't always need to kill everything on a given floor. Generally you want to, but in a situation like what you described (low ammo a few floors before Spidey) it might be better to just bolt for the stairs and conserve what you have left.

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