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Messages - Aki

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106
Century Lounge / Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 30, 2013, 08:00 »
... at the cost of magazine size down to 200 * 0.65 * 0.65 * 0.65 = 55.
Hmmm ... Not exactly a bad tradeoff, I'd happily take that one.

Wouldn't even be relevant on an ammochain game.

On a non ammochain game you'd even kill a red-armored Baron on average with 3 bursts (6 armour vs 1d12*8 + some misses). Yeah, that's worth it.

107
Century Lounge / Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 30, 2013, 07:38 »
Aki, almost all traits are situational, so I've no idea what you are talking about.

Sorry if my explanation was unclear, i'll rephrase it - it makes it unnecessarily worse when it's already highly reliant on the RNG for non Ao100/Ao666 games.

Quote
The history of the additional mod on assemblies when completing an assembly with 2xWK comes from the first time the assemblies were implemented.  It was possible to assemble a high-powered high-powered high-powered minigun; I'll stop for a while for that to sink in.

Woah, that's kinda scary. That'd be what, 1d12x8? Gee.

Quote
The bug was fixed, but it was decided that the ability to add an additional mod gave a little more flavour to the assemblies, and can be seen in a way as rewarding late-game for reaching 2xWK, kind of like how you can add more points to basic traits once you are past a certain cLev.

I don't really see how it's rewarding you late game for reaching 2xWK. I don't also really understand your analogy, because that adds a bit more diversity and strength to a high level character - whereas the reward for Whizkid should be to add the mod to any assembly - again, considering that Whizkid is reliant heavily on the RNG. I would think of it like this:

Base trait (Gain benefits) - Obtain high clevel from killing more mobs - Reward is more benefits from base traits.
Whizkid 1 (Gain benefits) - Obtain Whizkid 2 by spending the trait point where it could be spent elsewhere - Reward is more benefits to assemblies.

I don't see how it would be gamebreaking and it's contrary to the description - there's a few times where I wouldn't have taken that second level of whizkid had I known that, so it's also kind of misleading.

108
Century Lounge / Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 30, 2013, 04:43 »
...That seems quite redundant, is that an intended feature or...?

It makes WK even more situational. x.x

109
Discussion / Re: A stack of questions.
« on: September 30, 2013, 04:42 »
I would think that N! AoMr would be completable with MGK and MBD, though I haven't managed N! AoMr myself. MSs is probably the best of the pistol traits (at the cost of a difficult early game), but I can't see why MGK wouldn't be viable, especially given that respawning formers and imps become free reloads. I've got no experience with MBD, but it'd certainly deal with tanky enemies if they're a problem for you (holy shit, can you empty an entire GCB clip in one burst with extra shots coming from both Triggerhappy and MBD?)

The Anomoly requires lucky phasing or enough movespeed that you can get to safety before making your shots. As for Halls of Carnage, I think your best bet is a shotgun; I wouldn't be going there in N! AoMr (that's not to say it's impossible, just that it's meant to be difficult).

I guess it's just my inexperience with Nightmare, then. x.x

As for the Anomoly and HoC, I meant even on standard Nightmare. It just seems so unrealistic, I don't even know how you could complete it.

110
Century Lounge / Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 30, 2013, 02:02 »
LOL, I love the love-hate relationship between me and thelaptop. He hates my guts and I love his sense of humor. C:

That said, why can't a Nanofibre Armor, Hyperblaster, or Burst Rifle be modded even with WK 2? I tried to P mod a Nanofibre armor on my previous game (with WK 2) and it wouldn't let me, and in my Ao100 run that I did a while ago I couldn't mod neither the hyperblaster nor the burst plasma rifle - and as you can see from the mortem, I had an agility pack in my inventory and WK 2.

111
Post Mortem / Re: [UV|AoMr|100%|YAAM] drunk runs yo + marksman plat
« on: September 30, 2013, 00:57 »
That's a great idea - Admittedly I didn't think of it, and unless the RNG shone kindly on you you'd still encounter lots of revs before assembling it, but something i'll keep in mind for the future.

Guess it does have a use after all.

112
Discussion / Re: Quick questions thread!
« on: September 30, 2013, 00:56 »
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.

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. ;_;

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]
V.....@...#

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

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]
V....*X*@.#

Hope this helps!
[/quote]

So it is actually a speed issue. Okay, thanks, I must have been imagining it.

113
Century Lounge / Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 30, 2013, 00:54 »
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.

Cybernano armor is better in practice against everything that's not a/an (nightmare) arch-vile or a cyberdemon/JC. Nothing else has the dakka to make percentage based resistance better then the 4 protection.

That said, I agree with your assessment and believe that the Cybernano armor should have a buff, or at least a change.

Quote
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.

The assembly for Nanoskin is PPN, meaning that you can't put another P mod onto the armor after it's been completed.

114
Century Lounge / Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 29, 2013, 21:19 »
The only thing more amazing then a Nanoskin armor is the Cybernano armor.

That said, the Cybernano doesn't gain any extra resistances, but that is offset by the +4 protection...might need a buff.

Great run! I wouldn't have the balls to do Ao100 + anything, so you're better then me :3

115
Discussion / Re: Quick questions thread!
« on: September 29, 2013, 19:26 »
Does the Lava Elemental's attack work like a Revenant's attack in that it hits the square it aims for rather then flies by like a projectile? If so, how are you supposed to beat it without damage (or a BFG), since it's 2 radius?

On certain runs and certain games I can sidestep the attack of an Archvile - in other words, I move more then one square away from where it was aiming and the attack passes harmlessly. On certain other games that doesn't work - the attack "tracks" me (Yes, even with the same movespeed). For example: if the screen looked like this:

Code: [Select]
V....@....#
And it targeted me with an attack, and I took 2 steps backwards on one game, the attack would go like this:

Code: [Select]
V...*.*@..#
And I would be safe. However, on the other games, if I tried to do the same thing, this would happen:

Code: [Select]
V....@....#
"The Archvile raises his arms!"

Code: [Select]
V.....@...#
Code: [Select]
V....*x@..#
With the explosion occuring at the small X - and my player character getting hit.

I was thinking that it had to do with either Dodgemaster or MGk, but I could be wrong.

Yes, I know it's a long post but the questions are relatively quick to answer if you know the answers.

Any help would be much appreciated.

116
Discussion / Re: A stack of questions.
« on: September 29, 2013, 19:19 »
A lot of challenges tie you to a trait, and if they don't, there's generally still a small number of options which are clearly better than the rest. Angel of Shotgunnery, while probably quite doable without Reloader, is going to be substantially harder (sure, you can take SoB3 for guaranteed knockback, and Finesse to offset your reload time, but this simply does not come close to the ability to move-reload).

Angel of Marksmanship ties you to SoG, because when you can only use pistols, SoG becomes Finesse and SoB rolled into the one trait; it is two traits for the price of one. All three pistol masteries seem too good to ignore, but I suppose that if you went the Dualgunner route, you could exclusively buy SoG, SoB, and Fin for masterless.

Hm, okay. Let me explain what I mean now that i'm thinking a little clearer.

By "not being tied into one build" what I was really saying was "tied into one master trait". For example, you can do AoB with MVm, MMB, or MBm all with around the same amount of success. Likewise, you can do AoSh with MSh, MAD, and MFa all with around the same amount of success. By relying on MSs to stack corpses and get the advantage early-game I feel like it'd be an unnecessary crutch and would make playing on N! with other builds more difficult, then anything.

What I was referring to about the SoG/DG thing was whether it was worth taking SoGx3 then DG -> HRx2 -> DM -> MGk (as an example) for the advantage earlier on, and in retrospect it's probably not worth it.

I will add in one question though about nightmare - How are you supposed to complete special levels and challenges like the Anomaly with the nightmare monsters added in? For example, the Anomoly - around 30 Nightmare imps, cacos, and demons that respawn and have extra movespeed is a tall ask at that stage of the game unless you get very lucky with the RNG. What would be the best method of doing this without relying on the RNG? Keeping in mind that doing the Arena isn't always practical - especially on challenge modes. There has to be some way that you can minimize the impact of the RNG. And the Halls of Carnage for example - One column per 2 seconds and 14 nightmare cacodemons instead of lost skulls? When I ran it on UV with pistols one-hitting them with like 0.3s firing time, the lava still nearly caught up to me. I don't get it.

117
Post Mortem / Re: [UV|AoMr|100%|YAAM] drunk runs yo + marksman plat
« on: September 29, 2013, 19:07 »
Don't chunder on the forums and you'll be fine.  I don't think anyone cares how drunk you are when playing.

>.>

<3 lappy

I might post some of those comments in the small questions thread though because I think everyone doesn't want to read the wall of text for a platinum badge, ha.

118
Post Mortem / Re: [UV|AoMr|100%|YAAM] drunk runs yo + marksman plat
« on: September 29, 2013, 17:00 »
NA? I'm Australian. Like Thomas, if my memory serves me correctly.

YADDG - Yet another drunk doomguy.

Still, I'm happy that I managed this. Time to shoot for another gold/platinum now.

119
Post Mortem / [UV|AoMr|100%|YAAM] drunk runs yo + marksman plat
« on: September 29, 2013, 08:11 »
--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Aki, level 14 Hell Baron Major Scout,
 defeated the Mastermind at the City of Dis.
 He survived 404215 turns and scored 313096 points.
 He played for 3 hours, 52 minutes and 28 seconds.
 He was a man of Ultra-Violence!

 He killed 839 out of 839 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Marksmanship!

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

  Levels generated : 11
  Levels visited   : 5
  Levels completed : 5

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

  Mastermind's Brain
  Medal of Prejudice
  UAC Star (bronze cluster)
  Hell Champion Medal
  Marksman Gold Badge
  Marksman Platinum Badge

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

  ###########################################################
  ####................................#####################>#
  ###...............####...............######################
  ##.......####.....####.....####.......#####################
  #........####.....####.....####........####################
  .........####.....####.....####.........###################
  .........####..............####..........##################
  ..................................X.......#################
  ..####............................####....#################
  .&####............................####....#################
  ..####..........................%.####....#################
  ..####............................####....#################
  ..........................................#################
  .........####..............####..........##################
  .........####.....####.....####.........###################
  #........####.....####.....####........####################
  ##.......####.....####.....####.......#####################
  ###...............####...............######################
  ####................................#####################>#
  ###########################################################

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

  Health 50/50   Experience 97241/14
  ToHit Ranged +2  ToHit Melee +2  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Son of a gun     (Level 4)
    Eagle Eye        (Level 1)
    Dualgunner       (Level 1)
    Dodgemaster      (Level 1)
    Whizkid          (Level 2)
    Gun Kata         (Level 1)

  SoG->SoG->DG->HR->HR->DM->MGK->SoG->EE->Fin->Fin->WK->WK->SoG->

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

    [a] [ Armor      ]   red armor [4/4] (176%) (B)
    [b] [ Weapon     ]   pistol (2d6) [6/6] (P2S1T1)
    [c] [ Boots      ]   phaseshift boots [4/4] (100%)
    [d] [ Prepared   ]   pistol (2d6) [6/6] (A1P2)

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

    [a] blue armor [2/2] (200%) (B)
    [b] red armor [2/4] (37%)
    [c] nanofiber red armor [2]
    [d] 10mm ammo (x13)
    [e] 10mm ammo (x100)
    [f] 10mm ammo (x100)
    [g] 10mm ammo (x100)
    [h] 10mm ammo (x100)
    [i] 10mm ammo (x100)
    [j] 10mm ammo (x100)
    [k] 10mm ammo (x100)
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] envirosuit pack
    [p] envirosuit pack
    [q] thermonuclear bomb
    [r] shockwave pack
    [s] hatred skull

-- Resistances -----------------------------------------------

    Fire       - internal 0%    torso 25%   feet 0%   

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

    122 former humans
    106 former sergeants
    63 former captains
    149 imps
    88 demons
    63 lost souls
    32 cacodemons
    32 hell knights
    58 barons of hell
    13 arachnotrons
    8 former commandos
    4 pain elementals
    40 revenants
    9 mancubi
    28 arch-viles
    7 elite former humans
    5 elite former sergeants
    5 elite former captains
    2 elite former commandos
    2 bruiser brothers
    1 Cyberdemon
    1 Spider Mastermind
    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 7 he assembled a speedloader pistol!
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 14 he ventured into the Halls of Carnage.
  On level 16 he found the Tower of Babel!
  On level 17 he assembled a nanofiber armor!
  On level 19 he ran for his life from lava!
  On level 19 he entered the Vaults.
  He cracked the Vaults and cleared them out!
  On level 20 he stumbled into a complex full of revenants!
  He sounded the alarm on level 23!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 missile hits the Spider Mastermind. The Spider Mastermind flinched!
 Fire -- Choose target...
 You see : a Spider Mastermind (mortally wounded) | blood | [ m ]ore
 The missile hits the Spider Mastermind. The missile hits the Spider
 Mastermind.
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | blood | [ m ]ore
 The missile hits the Spider Mastermind. The Spider Mastermind flinched! The
 missile hits the Spider Mastermind. The Spider Mastermind flinched!
 You dualreload your guns! You are hit! You are hit! You are hit! You are hit!
 You are hit!
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | pool of blood | [ m ]ore
 The missile hits the Spider Mastermind. The Spider Mastermind dies.
 Congratulations! You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now. Boom! You dualreload your guns!

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

 188 brave souls have ventured into Phobos:
 162 of those were killed.
 1 of those was killed by something unknown.
 3 didn't read the thermonuclear bomb manual.
 And 12 couldn't handle the stress and committed a stupid suicide.

 10 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 8 killed the bitch and survived.
 1 showed that it can outsmart Hell itself.

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

Okay well i lied, i'm not drunk, i just sculled like 6 standard drinks worth of wine earlier at once because (big long scenario you don't care about). I also dont hold my liquor, sue me.

This run was pretty cool, I managed the arena pretty well, took only this one try once i started trying to do the arena going for this badge. after the arena hell knights were a joke because I came out with dualgunner and was like heyo. saw the chained courts and was like is it really worth the price? then I paid it gladly because I killed them all with great prejudice. Well, except the barons. Running straight at the arena master with pistols worked quite well because I was like PEWPEWPEW and he died. Then my zerk ran out and I was like NUOOOOO. I got beat up badly by the barons but it wasnt anything a small + large medipack couldn't fix. i do feel stupid though. Millitary base was a joke and everything died really quick. The anomoly I feel really stupid. I was gonna get that thingy that's like beat the anomoly w/o damage but i did't have a phase so i had to run for the door and i was like nuooooo and got hit by splash so i was like SKDJlajsldkjaskdja and then shot them all. I ran towards the bruiser brothers and AS IT TURNS OUT run does not stop for them and I had to quickly press up to dodge and do a barrel roll because I did't stop for them and got socked in the face for like infinity million damage and nearly died and my armor melted so I had to go run back and pray i didn't get hit. Dodgemaster helped and eventually I beat them up.

I was gonna go for the armory but I got deimos labs and I remember my last experience with them and since I got beat up by 2 bruisers at once I was like nuooooo and skipped it. totally do not know how to do that level on a decent difficulty.

halls of carnage was still pretty funny but as it turns out according to the wiki all the lost souls are replaced by 80 hp cacodemons on N!. like how are you supposed to do that wow i don't even. got lots of kills and was like yeah this isn't as hard as I thought it was.

i backed myself into the wall because of pillars and crap so I got hit by splash during cybie. no bueno.

first time doing vaults on UV and it's kinda a sod on AoMr because of all that rev bullet resistance. I didn't get zerg rushed as expected so I imagine it's not going to be that hard on another run. wouldn't want to try for scav platinum without some kind of crazyyyy build though. used a lot of medipacks because I decided that the 2 mobs left on my character screen were revs, YEAH NO THEYRE NOT REVS THEY'RE VS and i got hit from a blind spot a lot. also upset because the vaults contained nothing good, only blue armors and 1 ammo chain, no uniques, no exotics, no nothings, not even a mod or anything wow. I did pick up a blue armor for the mastermind because i have no idea why, i think it might be better then red armor if you have to tank but i've never had much trouble with the mastermind (aob zerking or cornershooting or invun. before stairs), so I have no idea.

was going to do limbo but wiki no map and didn't know what I was in for because when I did it on M it was a total joke and sung the trololol song the whole way through, on a challenge UV i'd prefer to have some more info but oh well, so i skipped that. Same with mt erebus and because the lava elemental has like 300 hp and 5 defence or something? and last time I tried doing lava pits on UV that thing kept hitting me, it's like it's a rev or something and the explosions hit the target tile? how you supposed to beat that thing without cover without using lots of medipacks wtf.

last level was hilarious because it was like 6 vs and 10 arachnotrons and they're all coming at me and i'm like well okay and try and take cover then this rev (wtf these things are HELL on aomr unless you get like a trigun or AFJ or something) and then these Vs keep ressing the rev because i cant stack anything on top of it because the arachnotrons are like i'll park my car right here and shoot at you.

as for the build/mods, i found my first ever sniper mod pack right before i levelled up to pick my first level of whizkid so i was like why not and stuck it on there. it would have been better had I not taken that level of eagle eye but hey, i had no idea it'd spawn. as for the A mod on the other pistol, it was because the second shot kept missing and i forgot i had a technical mod pack till like right after the vaults because it was yellow and next to the arena master staff so i thought it was the staff. i took the second level of whizkid because I FORGOT THAT you can't double mod armor so when i tried putting this P mod onto my nanofibre red armor i was like...huh? then i was like WOW I STOOPID. would have preferred to put that into SoG but hey what can you do.

uhh, biggest complaint that i have is small clip and not enough reload time, i mean for enemies with more then 1 armor you have to be something like this and have 2x2P pistols and SoG 4-5 to kill them in a single clip or else you just won't, and you don't always have fresh fodder meat to shoot to reload on. gun kata is defiantly OP on lower difficulties where the boss mobs have lower hp and tanky mobs don't appear until later giving you enough chance to get your damage/mod/whatever on, but on UV it seems pretty balanced if not a bit of a pain, i think it'd suffer on N! though because of the nightmare mobs and forced levels but HEY WHAT DO I KNOW. if you did MGk and got a blaster or AFJ or something you'd be laughing, i think it'd be just as bad as getting a dragonslayer on a MMB run or a nano-shrapnel SSG on a shottyhead run.

i was gonna say something else but i forgot, time to go pass out

120
Discussion / Re: A stack of questions.
« on: September 29, 2013, 05:00 »
Well, in AoMr you _are_ pretty much tied to SoG, and as I mentioned - this was a MSs point of view. MSs prevents DG, so that would be a moot point anyway.
Of course, there's little point in taking SoG3 if you're not a Tech, DG is way preferable for earlier master trait. But that's not a question of a char that just arrives to the Arena anyway.

Yeah but I was talking about other builds and other traits.

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