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121
Pre-0.9.9 / [M|AoDD|83%|11|YAFW] This was a weird, wonderful game...
« on: April 28, 2009, 11:59 »
So I beat HMP earlier today, and after a failed AoP run i decided to put Major on hold for the moment and tried some AoDD. A couple of failed runs later and I get this:
For me, this run was extraordinary at least in the fact that I got a full win, which I'd never managed before. The thing which will stick out for other people, though, is the bit where it says I entered the Wall twice.
It's because I did.
Basically, I got to the Wall, slaughtered everything there with the Assault Shotgun and lots of rockets, then after I picked up the BackPack I dropped everything in my inventory to sort out my ammo slots, which had gone a bit strange from the new maximum ammo stack. At which point I get the empty inventory crash.
So, after a few tries (which is why the mortem reports 5 crashes), I decide to just get on with it, clearing out the level again and getting the backpack again (didn't do anything D:)
So, after beating the Wall AGAIN on a single health pack and minimal ammo, I then proceed to get my first full win, after getting my inventory reset on Phobos Base 10. Not too shabby, eh?
Ilya Bely, level 11 Demon Captain, nuked the Cyberdemon.
on level 26 of the Phobos base.
He survived 141029 turns and scored 116706 points.
He didn't like it too rough.
He killed 551 out of 662 hellspawn. (83%)
He was an Angel of D&D!
The world crashed on him 5 times.
He saved himself 5 times.
-- Statistics ------------------------------------------------
Health 41/100 Experience 53150/11
ToHit +5 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Tough as nails (Level 3)
TaN->TaN->TaN->
-- Equipment -------------------------------------------------
[a] [ Armor ] nothing
[b] [ Weapon ] modified BFG 9000 (11d8) [20/100] (D1)
[c] [ Boots ] protective boots [1/2] (47%)
[d] [ Prepared ] Revenant's Launcher (6d6) [1/1]
-- Kills -----------------------------------------------------
88 former humans
58 former sergeants
21 former captains
99 imps
55 demons
41 lost souls
25 cacodemons
19 barons of hell
1 Cyberdemon
27 hell knights
10 arachnotrons
1 John Carmack
6 former commandos
5 pain elementals
6 arch-viles
10 mancubi
12 revenants
-- 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 7 he found the Assault Shotgun!
On level 10 he witnessed the Wall.
On level 10 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 11 he ventured into the Halls of Carnage.
On level 17 he found the Baron Armor!
On level 19 he found the Nuclear Plasma Rifle!
On level 21 he found the Revenant's Launcher!
Then at last he found Phobos Arena!
He nuked level 25!
He defeated the Cyberdemon and found the TRUE EVIL!
Then finally in hell itself, he killed the final EVIL.
For me, this run was extraordinary at least in the fact that I got a full win, which I'd never managed before. The thing which will stick out for other people, though, is the bit where it says I entered the Wall twice.
It's because I did.
Basically, I got to the Wall, slaughtered everything there with the Assault Shotgun and lots of rockets, then after I picked up the BackPack I dropped everything in my inventory to sort out my ammo slots, which had gone a bit strange from the new maximum ammo stack. At which point I get the empty inventory crash.
So, after a few tries (which is why the mortem reports 5 crashes), I decide to just get on with it, clearing out the level again and getting the backpack again (didn't do anything D:)
So, after beating the Wall AGAIN on a single health pack and minimal ammo, I then proceed to get my first full win, after getting my inventory reset on Phobos Base 10. Not too shabby, eh?
122
Requests For Features / Re: New unique items
« on: April 27, 2009, 03:54 »
I didn't know it'd been suggested before, sorry! :x
123
Requests For Features / Re: New unique items
« on: April 26, 2009, 09:56 »
What about the Soul Cube from Doom 3? I know 3 was pretty bad as far as the Doom legacy's concerned, but it could shape up to be an interesting unique weapon, and could even be the reward for a unique level.
It could be a usable inventory like the Hell Staff, and function similiarly: when you use it, it causes damage to a single enemy, the same amount of which is given to you as health, although not over their (or even your, as in 100%) maximum. If it had a damage rating of, say, 5d5, it could potentially kill or at least injure most enemies up to the late-game, and potentially heal you a full half of your maximum health, making it good for sketchy situations. And like the Hell Staff, it makes you Tired on use, to prevent abuse.
It could be a usable inventory like the Hell Staff, and function similiarly: when you use it, it causes damage to a single enemy, the same amount of which is given to you as health, although not over their (or even your, as in 100%) maximum. If it had a damage rating of, say, 5d5, it could potentially kill or at least injure most enemies up to the late-game, and potentially heal you a full half of your maximum health, making it good for sketchy situations. And like the Hell Staff, it makes you Tired on use, to prevent abuse.
124
Requests For Features / Re: Map memory
« on: April 26, 2009, 09:16 »
The first level of Intuition could just give you the ability to perceive those events outside of your sight range.
Personally, I'm behind this idea. Having a static memory of the tiles you've seen is used a lot in other roguelikes, like Crawl, and it works pretty nicely.
Personally, I'm behind this idea. Having a static memory of the tiles you've seen is used a lot in other roguelikes, like Crawl, and it works pretty nicely.
125
Discussion / Re: Share your tales of RAGE
« on: April 23, 2009, 13:47 »
I was doing my second most successful HMP run to date when I stop to reload my Plasma Rifle and a Baron of Hell LITERALLY TELEPORTS INTO THE ROOM AND KILLS ME WHILE I'M RELOADING.
Most of my RAGE moments are due to me being an idiot, like getting to the Cyberdemon with an AoMr with the Beretta and switching it to full-auto, putting it into my off-hand then forgetting it takes like 3 turns to use up all the ammo in it, and dying when I tried to reload.
Most of my RAGE moments are due to me being an idiot, like getting to the Cyberdemon with an AoMr with the Beretta and switching it to full-auto, putting it into my off-hand then forgetting it takes like 3 turns to use up all the ammo in it, and dying when I tried to reload.
126
Discussion / Re: Trait Build Orders (General)
« on: April 23, 2009, 13:37 »hmm...what type of build would you use for AoI? Your standard weapons build (chaingun, anyone?) or one that captilizes on the health restrictions (Iro + Badass)?
EDIT: For anyone who wants to see how badly i play and even worse on AoI because i like my med-packs thankyouverymuch, there's a vid in the Chaosforge Dosrecorder Vids section.
I managed to beat it a couple weeks ago with this build:
EE->EE->Int->Int->Int->SoB->SoB->SoB->EE->
Basically I used the extra ammo space you get for firing wildly into the murk, although that became unneccessary once I got Int 3, then I just focused on raising my damage with my chaingun/plasma rifle and killing things before they got within sight range of me. For the Cyberdemon, I was lucky enough to find a thermonuke, but Int 3 would probably be fine for hitting it from a distance with rockets or BFG shots.
127
Discussion / Re: Trait Build Orders (General)
« on: April 17, 2009, 14:30 »
From personal experience, I won AoLT with a pistol Specialist. I find it's a trait build which is incredibly ammo efficient and by the late-game you can kill most any enemy without having to reload.
My trait path was:
SoG->SoG->DG->SoG->EE->Fin->Fin->Rel->EE
I kept slots for a rocket launcher, one slot of rocket ammo and a large health pack. Once I got through the Wall I dropped the rocket launcher and ammo, and picked up the BFG in the Halls of Carnage, to take care of the Cyberdemon. Luckily, I got a thermonuke, so it wasn't necessary in the end.
Anyway, I'm trying to beat AoI, but I keep dying right in the endgame, one time right at Cybie. I've been using a Finesse/SoB/EE/CE build, which gets me pretty far, but I've been thinking about trying a trait build focused on health and defense. What's the best trait path for a TaN/Badass/Ironman build?
My trait path was:
SoG->SoG->DG->SoG->EE->Fin->Fin->Rel->EE
I kept slots for a rocket launcher, one slot of rocket ammo and a large health pack. Once I got through the Wall I dropped the rocket launcher and ammo, and picked up the BFG in the Halls of Carnage, to take care of the Cyberdemon. Luckily, I got a thermonuke, so it wasn't necessary in the end.
Anyway, I'm trying to beat AoI, but I keep dying right in the endgame, one time right at Cybie. I've been using a Finesse/SoB/EE/CE build, which gets me pretty far, but I've been thinking about trying a trait build focused on health and defense. What's the best trait path for a TaN/Badass/Ironman build?
128
Requests For Features / Running
« on: April 11, 2009, 16:00 »
I'm not a great fan of the system around running at the moment. The fact that you stay Tired until you use a health pack/globe or go down a level means I never use it, in the grand old OCD tradition of "just in case".
Plus, it seems strange that you become Tired even if you only ran for one turn.
Would it be possible to implement a counter of sorts which would keep track of how many turns you spend running, and when you stop you're Tired for twice/equal to that number of turns? There'd need to be a limit on how many turns you can run for, of course, and there could be a movement/accuracy penalty for being tired, meaning choosing when to run and for how long would have to be very carefully considered.
Plus, it seems strange that you become Tired even if you only ran for one turn.
Would it be possible to implement a counter of sorts which would keep track of how many turns you spend running, and when you stop you're Tired for twice/equal to that number of turns? There'd need to be a limit on how many turns you can run for, of course, and there could be a movement/accuracy penalty for being tired, meaning choosing when to run and for how long would have to be very carefully considered.
129
Discussion / Re: Next development target
« on: April 11, 2009, 15:40 »
Personally, I'd really love to see some more Berserk! love (apart from Doom, obviously). Not that it isn't totally playable in its current form, of course...