Chaosforge Forum
DoomRL => Discussion => Topic started by: Xtremekiwi on May 25, 2012, 10:27
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Because I haven't found a thread about it, I decided to start one up.
This is probably for me the 2'nd hardest special level, beaten out only by Mortuary. Basically, the level is a large room with a few walls on the far edges and some teleporters that take you to one or the other side. And there are plenty of Arachnotrons (you know, those bastards that deal far more damage than it's sane AND can hit if you sidestep because they fire multiple plasma blasts.) placed all over.
Any real way you tackle this level? I personally just run straight for a teleporter and then just hope for the best, either luring them in for a melee kill, or keeping them the hell away from me while I blast them from relative safety.
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For Burst builds, Pistol Builds and shottyhead + tactical shotgun it's easy. You must just run into a teleporter (i.e. the upper left), place yourself behind the blood stain and wait ("," ".") until an arach appears and chain fire it. Repeat this for all arachs. It's very rare to appear more than one arach.
In the process you may get hit, but at the end there is a supercharge, so, you must use medpacks only when you risk to lose.
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For melee it's really easy as well: take one of the teleporters, and when you step out of it, take one step diagonally both towards the center of the level and towards the nearest (top/bottom) wall. This position allows you to immediately clubber anything that comes out of the teleporter you took (Arachnos have very poor [=negative] melee resistance), and puts you close to one of the little walls which you can then use for cover against any other threats.
On general and shotgun builds, I find the shotgun/RL combination usually works pretty good.
I tried opening this level with a couple of BFG blasts in the center once. I was dead within 2 turns.
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This studip spiders always flies in wrong direction when Im firing my double shotgun and then open fire on me. Argh!
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Shotgun works best when you can take cover somewhere (although carrying a shellbox always helps, especially on a build that doesn't use SM). If you don't mind wasting some of the cells, the missile launcher works miracles.
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Missile Launcher for this job.
But fist you must clear The Wall. Or if haven't it - some cha cha or plasma cha =).
Shotgun or variations take it only one by one - swarm will kill you.
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Shotgun or variations take it only one by one - swarm will kill you.
Double shotgun can take care of any swarm in one or two shots.
Edit: No, sorry, disregard this post. I thought I was in the thread about City of Skulls =)
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Ow! Shotgun may be a serious argument for spiders too! But you must have some plasma resistent armor! Like Plama Shield for one use only.
And double shotgun very usefull - if spiders stand in packs.
I post some mortem soon - I break thru spiders with shotgun and Plasma Shield.
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it is complete possible to clear spider lair whit a shotgun and army of dead trait whit the plasma shield is easier but whidouht it is a lot of luck somethimes also a plasma rifle whit ammo chain trait make this level easy
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It's easy with any build capable of reliably killing spiders before they can react after teleporting. Shotguns are tricky, since they knock the spiders back, while you want them at melee range.
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Heh, my last Ao100 showed that arachno-caves are really for RL. 1 or 2 shots with RL and final strike (or two, who cares?) with shotgun works perfectly.
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I suggest Missile Launcher at the edge of FOV or chainfire weapon at point blank range.
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It's been awhile since I've played...are the teleport tiles still able to be destroyed?
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It's been awhile since I've played...are the teleport tiles still able to be destroyed?
I don't use enough explosive weapons to figure this out. Besides, it's kinda hard to actually aim an explosive weapon at the teleporter tile unless you have Revenant's Launcher.
Come to think of it, normal explosions triggered from barrels by dem former sergeants don't seem to blow up teleporters either, so I don't think that teleporter tiles are destroyable. But then again, this is a special level with specially wired teleporters...
/me cringes up in confusion
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I believe I've shot BFG 9000 in the initial position and that the teleporters remained intact. I'm not absolutely sure of that though.
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I think that the last time I entered Spider's Lair I was playing AoMC, and I started it off with some BFG shots. If that doesn't destroy a teleport tile (and it didn't), nothing will.
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I use the tele's and then kill em with shotguns.
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I use the tele's and then kill em with shotguns.
Really NOT good idea, given that shotguns will push them from point blank range to 1-2 tiles range, at which they will just melt you with plasma.
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Really NOT good idea, given that shotguns will push them from point blank range to 1-2 tiles range, at which they will just melt you with plasma.
On AoSh, I do the Lair every time. Trick is blue armor, preferably bulk modded, Tac Boots, and judicious use of running. Take the teleporters, hang out at the bottom of a wall and wait for one to go through the teleporter. You're in a perfect position to corner shoot them. If one comes from the center, ping it once with a combat shotty, then hide behind the wall close to the other end of it, then when you see it turn the corner you just left, hop onto the other edge and then corner shoot. This tactic will work until you have to deal with two of them at a time. Then you turn on running and try to get to another corner shooting position. Shottyhead helps to keep them towards the edge of FOV so they won't do as much damage.
If they stop coming, then you can venture out and radar shoot. If you pop one, don't wait for it and slug it out in the open, keep pinging it while retreating backwards towards the walls, then deal with it behind cover. Or just go in the tele and hop to the other end, if you're feeling froggy.