Chaosforge Forum
DoomRL => Mortem Archives => Post Mortem => 0.9.9.6 => Topic started by: eharper256 on April 28, 2012, 17:22
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DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
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Casronn, level 9 Imp Corporal Marine,
was bruised by a baron of hell on level 1 of Hell.
He survived 83272 turns and scored 24713 points.
He played for 1 hour, 21 minutes and 52 seconds.
He was too young to die!
He killed 270 out of 282 hellspawn. (95%)
He held his right to remain violent.
-- Special levels --------------------------------------------
Levels generated : 7
Levels visited : 6
Levels completed : 5
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Hell Champion Medal
Arachno Bronze Badge
-- Graveyard -------------------------------------------------
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#..#................%................#...0.........=.......
#".#.....=.........................../.............==......
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#..#....===......%.^.#............O..#.............====.[..
#.0#.....=........%../.#############.##########+####====###
#..#.B%..........0...#.#.O..+......#.#.............;.......
#..#.=....X..........#.#.|.|.|.....#.#.............^.......
#../===..............#.#...V.......#.#.....................
#..#..====...........#.######/######.####+##==#==#####.....
#..#..===............/...............#......=.===.......%..
#..#####/#############################......=====..........
#..#.................................#.......===...........
#..###################+###############..........##.........
#..#....."...............".........0.#.##..##...#..........
#..##########==#######+###############.##..##.........===..
#..#.....+..=..=.........[.........0.#..................==.
#..#...=====....=....................#...............=====.
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-- Statistics ------------------------------------------------
Health 0/60 Experience 30104/9
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Class : Marine
Son of a bitch (Level 2)
Reloader (Level 2)
Badass (Level 2)
Triggerhappy (Level 2)
Ammochain (Level 1)
SoB->SoB->TH->TH->Rel->Rel->MAc->Bad->Bad->
-- Equipment -------------------------------------------------
[a] [ Armor ] nanofiber red armor [2]
[b] [ Weapon ] minigun (1d6)x8 [195/200] (A1)
[c] [ Boots ] plasteel boots [2/2] (100%)
[d] [ Prepared ] plasma rifle (1d7)x6 [40/40] (A1)
-- Inventory -------------------------------------------------
[a] chaingun (1d6)x4 [39/40] (A1)
[b] missile launcher (6d6) [2/4]
[c] nuclear plasma rifle (1d7)x6 [24/24]
[d] BFG 9000 (10d8) [100/100]
[e] 10mm ammo (x140)
[f] 10mm ammo (x104)
[g] rocket (x14)
[h] power cell (x70)
[i] power cell (x14)
[j] small med-pack
[k] small med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] phase device
[p] envirosuit pack
[q] thermonuclear bomb
[r] bulk mod pack
[s] shockwave pack
[t] Arena Master's Staff
-- Resistances -----------------------------------------------
Acid - internal 0% torso 0% feet 50%
Fire - internal 0% torso 13% feet 25%
-- Kills -----------------------------------------------------
50 former humans
26 former sergeants
9 former captains
35 imps
18 demons
78 lost souls
13 cacodemons
19 hell knights
3 barons of hell
8 arachnotrons
3 former commandos
2 pain elementals
2 revenants
2 bruiser brothers
1 Cyberdemon
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 witnessed the Wall.
He massacred the evil behind the Wall!
On level 8 he encountered the Phobos Anomaly.
On level 12 he ventured into the Halls of Carnage.
On level 13 he assembled a nanofiber armor!
On level 13 he found the City of Skulls.
He wiped out the City of Skulls.
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
On level 17 he finally was bruised by a baron of hell.
-- Messages --------------------------------------------------
The missile hits the baron of hell. Boom! Boom! The missile hits the baron of
hell. Boom! The missile hits the baron of hell. Boom! The missile hits the
baron of hell. Boom! The missile hits the baron of hell. The baron of hell
uses a small med-pack. The baron of hell looks healthier!
You are hit!
You see : a baron of hell (almost unhurt) | imp corpse | [ m ]ore
Boom! Boom! Boom! The missile hits the baron of hell. The missile hits the
baron of hell. Boom! The missile hits the baron of hell. The missile hits the
baron of hell. The missile hits the baron of hell. Boom! You are hit!
You see : a baron of hell (lightly wounded) | imp corpse | [ m ]ore
The missile hits the baron of hell. The missile hits the baron of hell. The
missile hits the baron of hell. Boom! The missile hits the baron of hell. The
missile hits the baron of hell. Boom! Boom! The missile hits the baron of
hell. The missile hits the baron of hell. You are hit! You die!... Press
<Enter>...
The missile hits the cacodemon. The missile hits the cacodemon. The missile
-- General ---------------------------------------------------
22 brave souls have ventured into Phobos:
21 of those were killed.
1 didn't read the thermonuclear bomb manual.
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Derp, watching the health percentage is a good idea when two-teamed by a Baron and Cacodemon. I kinda got absorbed in my Minigun barrage and the last time I looked I was on like 60%. That dissapeared much quicker than I realised!
Real shame, as I had a good thing going on with Casronn. Nevertheless, he'll be remembered for several firsts!
First time I've got the Backpack~ clearing the Wall using the peak and creep and cornershooting rather than spazzing rockets as I did the very first time I cleared it (and yes, I nuked the rewards that first time- was like 'all that and I just get 3 rockets!? WTF!').
First time I figured out the correct strategy to take out the Arena Master on Unchained Court~ grab berserk, chainsaw, and ignore the Formers entirely to just straight charge at him and rip him to shreds. This really works (I just did it successfully on HNTR difficulty too just now- then died at the Anomoly but oh well). Since the Formers only barely chip you, its fine and dandy to this. It just takes balls (and 1 medikit), I guess.
First time clearing the Spider Lair. By going toe to toe with the swines, at that! This was because there was an Invincibility globe close to the stairs to the Lair, though, made it a bit of cakewalk.
First time using Ammochain. I really like it, despite the 'AND HOW?' connotations of firing 7 shots from 1 bullet. I found a Minigun lying around and that was pretty rocking in conjunction with the Plasma Rifle. What's best about it is having a Chaingun that can fire 40 times for (6d6 + 12) before reloading. And a Minigun fires 1600 rounds per reload... 0_o'
Finally, figuring out the best way to dodge the cyberdemon: actually looking and watching for him to reload his missile gun~ first time I defeated him I had Dodgemaster but got hit alot more (wasting medpacks) because I didn't really pay attention and fired during all the wrong gaps.
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Good stuff! Especially finding strategies to deal with the various special levels is a huge blessing for your gameplay. At first, I'd normally play Hell's Arena and then skip the Chained Court (unless I needed the Chainsaw, in which case I'd skip the Arena); until I found a tactic that's really quite similar to yours, that is (although I save one of the zerk packs to heal myself when the Arena Master is dead).
In respect to your death: I can't say I could have done better, but as far as I've been informed the trick isn't to get hit and survive, but not to get hit at all. I still keep making this mistake, but once you see an enemy which you're not (likely) going to be able to kill in one shot, or if you see multiple enemies as in your case, the first priority will always be taking cover. Once you get a feel for enemy movement patterns, or if you look closely at the enemy (in the graphics version at least), you'll know where they're going and can take them out by cornershooting.
Give em Hell!
Oh wait, they've already got one.
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First time I figured out the correct strategy to take out the Arena Master on Unchained Court~ grab berserk, chainsaw, and ignore the Formers entirely to just straight charge at him and rip him to shreds. This really works (I just did it successfully on HNTR difficulty too just now- then died at the Anomoly but oh well). Since the Formers only barely chip you, its fine and dandy to this. It just takes balls (and 1 medikit), I guess.
Unfortunately, in my experience, this strategy hurts a bit more on HMP, and it doesn't really carry over well at all in UV. On HMP there's former sergeants that can knock you back very often, but that's not a deal-breaker. Then on UV, there's former captains which can actually do a lot of damage when ignored. I haven't found any good strategy there :/
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I haven't found any good strategy there :/
Have you tried rocket jumping?
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I haven't found any good strategy there :/
Personally, I start by sneaking out the back door and luring as much as possible to the right area - in my experience the Master tends to stay on the left-hand side. I especially make sure that the cacos are done for and out of reach of any resurrection schemes. Haven't played HMP/UV yet, but if it's all formers, then gift-dropping could be a lot of help. And if you're able to store enough rockets to ensure completion of the Wall, you can get some tactical gibbing in as well, of course.
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Have you tried rocket jumping?
Nope, that's something I always forget to try.
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A homing phase can bypass the formers and get you close to the arena master, if you have it of course. I haven't really used that since I was playing HNTR so I don't know how useful it is.
Also, minigun with ammochain is kinda overkill. I once found TWO miniguns on an ammochain run. "What do you mean they don't work with dualgunner?!"
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Thanks for the replies.
Since I doubt I'll ever do UV/N! difficulty (I'm not hardcore enough for that; but might eventually graduate to HMP, though), I guess this unchained court strategy will stay with me for the rest of my plays.
I'm aware my death was very stupid this time around; its purely down to negligence and overconfidence (which I was still riding after defeating Cybie).
"What do you mean they don't work with dualgunner?!"
This made me laugh; because, as one of my players demonstrated to me yesterday, Miniguns do work with dual-wielding in my Anime RPG, Aniventure. Just have 70 Prowess, take Pistol Melee ('dual wield handguns') and Purveyor of Overkill ('treat any gun as if it were a handgun') and you're sorted. :D
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Since I doubt I'll ever do UV/N! difficulty (I'm not hardcore enough for that; but might eventually graduate to HMP, though), I guess this unchained court strategy will stay with me for the rest of my plays.
Oh, I thought as much few months back. Now I'm playing mostly UV and have my eye on N!, though it will take some time before I get there.
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For Unchained Court, the two Agility mods are quite useful in building the simplest (but IMO the most useful) assembly -- tactical boots, so if you have done Hell's Arena, it's probably still good to do Unchained Court.
My standard approach to Unchained Court is to pick up the chainsaw for a 'zerk, switch back to whatever primary weapon I was using, grab one more 'zerk globe, exit to the right and kill my way to the left. I like to think of 'zerk as additional armour as opposed to improving my melee capabilities since most of the time I am not playing a melee build, which means that "charging at enemies with chainsaw" ends up with me taking more damage than if I had just switched to my primary weapons to take 'em out.
I leave one 'zerk globe behind just in case I need healing/more armour. So far, this strategy works consistently for non-weapon restricted games for me.
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I'm aware my death was very stupid this time around; its purely down to negligence and overconfidence (which I was still riding after defeating Cybie).
This made me laugh; because, as one of my players demonstrated to me yesterday, Miniguns do work with dual-wielding in my Anime RPG, Aniventure. Just have 70 Prowess, take Pistol Melee ('dual wield handguns') and Purveyor of Overkill ('treat any gun as if it were a handgun') and you're sorted. :D
I want this.
No. I need this.
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I want this.
No. I need this.
Buy it here:
http://www.lulu.com/shop/search.ep?type=&keyWords=aniventure&x=0&y=0&sitesearch=lulu.com&q=
Info page on my blog:
http://detarame.wordpress.com/aniventure/
[/shameless plug] :D