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Messages - tylor

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46
Discussion / Mini-guide to enemies
« on: February 17, 2013, 11:17 »
From my (however insignificant) experience, by danger level, from highest to lowest

=Late game dangers=

1. Mancubi
Danger:Very high-damaging attacks, that go in 3 volleys by 3, damaging you and destroying your cover, opening you to further attack by itself and it's friends, exploding barrels around you and hurling you into lava.
Strategy:First and foremost,  FIRE RESISTANCE. Good fire resistant armor can block most of their direct damage and damage from exploding barrels. Fireproof red armor can be made very early. Fireshield and cerberus armor are good options later. Using onyx armor as a base for assembly, or onyx mod on completed assembly is recommended.
Ideally, Do NOT let mancubi fire at all. They are slow, so it is usually possible to take cover or get away out of fire range.
Avoid fighting with them if you have not full health. If you are cornered by one, it is often better to hug it and let it attack you in melee (which is not weak either).
If it starts firing, or you see you can't avoid it firing at you, SERIOUSLY consider IMMEDIATELY using phasing device, big medpack and/or strongest armor you have in inventory.

2. Former commando.
Danger:Very high burst damage, that ignores half of armor. Especially dangerous on AoMC. Thankfully, not very common, and relatively easy to kill.
Strategy: Somewhat low hp, so if you have decent attack, just kill him on sight. Taking cover is recommended early in game, but only if it is very close by. Cerberus armor provides good plasma resistance. Also, switches to (very weak) melee at point blank, making him harmless. In this case DON'T USE SHOTGUNS, unles you sure hat you will oneshot him. Because otherwise you will kick him out of melee range.

3. Arachnotrons
Commandos-light. Even weaker at melee, take double melee damage. No shotguns at melee range!

4. Archviles. Not too damaging themselves, but they can revive others, draining your ammunition and provoking you to attack recklessly. "Kill healer first", but not before commandos, mancubi and arachnos that can shoot at you. Use rocket launchers to clear up corpses and damage Viles together with their entourage. Try to lure some of his cronies away from him for private intercourse.
Also, fun fact, if you are fast enough, you can run away from it's attacks (move at least two cells away after his "raises hands" message).

=Early game dangers=

5. Barons and knights of hell
Only really dangerous early in game, when you can't one/twoshot them. Best strategy:cornershoot with double shotgun. Kickback is big enough (usually two cells) to let you reload at your leisure.
Failing that, shotgun with any possible speedup (T mods, finess, reloader) works.

6. Pain elemental & lost souls
Only problematic if gets out of hand. Souls are resistant to bullet and fire damage. Also, rocket launchers often just disperse them instead of killing, making them attack from all sides.
Also, Arena Master staff deals very low damage to them.
Strategy: shotguns. Normal or tactical works. If there is REALLY lot of them attacking from all sides (City of Skulls) BFG works wonders. Also, couls can't open doors.

7. Demons
Fast, has lots of hp, hit HARD in melee.
Strategy: doors. Close door at his nose and it will not be able to do you anything. Reload shotgun, open door, fire, close door. Running lets you make distance, so you can reach nearest door. Common shotgun or chaingun is usually enough to kill before it can reach you.

8. Revenants
Surprisingly weak for something with "non-dodgeable" attack. With just 30 hp they die easily. But they have 120% speed, so can be hard to escape early in game, and can get free shots at you. Also, they have 50% resistance to bullet damage, making you have switch to plasma rifle or shotgun.

=Rarely a danger=
They can chew you up, but rarely end your game.

9. Cacodemons
Pretty non-descript, but has plasma attacks and ignores lava/acid
Strategy: doors.

10. Former captains
Strong damage, especially on higher difficulty (because of accuracy bonus). Your bestest friends, because each one has 140 bullets (as drop and in chaingun).

11. Former sergeants
Sometimes attack from out of your line of sight. Attacks knockback, never miss. Strategy: just any weapon. Shotguns kill them at mid range easily.

12. Former humans
Only dangerous in numbers, but then, one shotgun blast can kill a whole group.

==Bonus:Bossess==

In order of appearance.

1. Bruiser brothers
Rocket/missile launcher

2. Shambler
Shotgun cornershoot

4. Agony elemental
Tactical shotgun. No rockets!

5. Cyberdemon
Dodgemaster lets you dodge rockets perfectly, but I don't like taking dodgemaster. So, I just unload both BFGs I have by that time at it, which either kills it (at lower difficulty) or takes most of hps. Then I just unleash best damage I have on him. Fire resistances help.
Meleeing him is also possible, as long as you have Berserk trait.

6. Mastermind
Nuke. Really, I have crippling fear of anything with plasma burst attack, so it is easier for me to nuke him and then take down JC.

7. JC
Same as Cyberdemon. By the time you meet him, you have usually enough firepower to kill him and his summons without much problem. Also, BFG.

47
Discussion / Re: Quick questions thread!
« on: February 17, 2013, 04:51 »
Question 1: is armor damage calculated before or after resistances applied? For example, if I have 95% fire resistance and hit for 20 fire damage, will armor be damaged as it is 20 damage, or 1?

Question 2: is dodge chance from HR and tactical boots/armor working for all shots in burst of commandos etc?

48
Discussion / Re: Quick questions thread!
« on: February 16, 2013, 18:08 »
Melee is quite possible in normal play, because you have  guaranteed chainsaw and LS/AS/DS on special levels, but very problematic in Ao100, because there is next to zero melee weapons found. Except plain combat knives, of cause.

49
Discussion / Re: Demolition ammo and other useless(?) assemblies
« on: February 15, 2013, 07:34 »
+1 to gatling. It eats bullets very fast, but bullets are usually plenty. And if you have SoB5 it does not matter much what you fire, but how fast (and how accurate, which can be a problem)

50
Found onyx armor yearly and cerberised it. Rest of the game was easy. Nothing could deal serious damage to me.
Actually, early game was easy too, considering I effortlessly survived for 8 char levels without damage-improving skills. HNTR is so easy...

Scavenger trait was nearly completely useless. It works only with ranged weapons, so no use of lots of armors and butcher knife I found. And I found lots of mods lying around anyway...
At least it does not block too many good traits, like other masteries do.

Most of work done with hyperblaster. Gatling, missile launcher and shotguns helped conserving plasma. I wanted to make nanomachic missile launcher, but misclicked A mod instead of B on it :(
Plasmatic supershotgun is mixed blessing - it have the kick, but it destroys my own cover when I cornershoot. Just spamming P mod on it would do more good.

--------------------------------------------------------------
 DoomRL (v.0.9.9.6) roguelike post-mortem character dump
--------------------------------------------------------------

 Flying Rat, level 21 Hell Baron 2nd Lieutenant Technician,
 completed 100 levels of torture on level 100 of Hell.
 He survived 374961 turns and scored 695591 points.
 He played for 6 hours, 11 minutes and 11 seconds.
 He didn't like it too rough.

 He killed 1763 out of 1790 hellspawn. (98%)
 He held his right to remain violent.
 He was an Angel of 100!

 He saved himself once.

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

  Levels generated : 0
  Levels visited   : 0
  Levels completed : 0

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

  UAC Star (bronze cluster)
  Experience Medal
  Heroic Silver Badge
  Centurial Silver Badge
  Centurial Gold Badge

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

  ###########################################################
  #..........................................................
  #...==.............................................=.......
  #...====..........................................=.=......
  #...==...........................................=...==....
  #...====..............................................==...
  #...X...............===.................................===
  #................=..====..........................=......==
  #...............======.=........................=.=........
  #...............=..======......................===.........
  #....==..=.........======......................===.........
  #...====.=.........======.......................=.=........
  #....==.=........................................=.........
  #....==..........................................==........
  #....=.....................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  ###########################################################

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

  Health 86/40   Experience 439444/21
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +5  ToDmg Melee +5

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

  Class : Technician

    Finesse          (Level 3)
    Hellrunner       (Level 2)
    Tough as nails   (Level 3)
    Son of a bitch   (Level 5)
    Eagle Eye        (Level 2)
    Juggler          (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Scavenger        (Level 1)

  EE->EE->Int->Int->Fin->WK->WK->MSc->SoB->Fin->Jug->Fin->SoB->SoB->SoB->SoB->HR->HR->TaN->TaN->TaN->

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

    [a] [ Armor      ]   cerberus onyx armor [2] (P)
    [b] [ Weapon     ]   Trigun (3d6) [6/6]
    [c] [ Boots      ]   phaseshift boots [8/8] (100%) (AP)
    [d] [ Prepared   ]   missile launcher (6d8) [5/6] (A1B2P2)

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

    [a] gatling gun (1d7)x6 [60/60] (T1)
    [b] plasma rifle (1d7)x6 [68/68] (B2N1)
    [c] hyperblaster (2d5)x3 [40/40] (P1)
    [d] plasmatic super shotgun (9d4)x2 [2/2] (P1)
    [e] 10mm ammo (x100)
    [f] shotgun shell (x32)
    [g] rocket (x7)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] power cell (x15)
    [k] power cell (x50)
    [l] power cell (x50)
    [m] large med-pack
    [n] large med-pack
    [o] homing phase device
    [p] envirosuit pack
    [q] thermonuclear bomb
    [r] firestorm weapon pack
    [s] power battery (x120)
    [t] power battery (x120)

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

    Acid       - internal 0%    torso 70%   feet 0%   
    Fire       - internal 0%    torso 70%   feet 0%   
    Plasma     - internal 0%    torso 50%   feet 0%   

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

    133 former humans
    143 former sergeants
    208 former captains
    66 imps
    16 demons
    190 lost souls
    17 cacodemons
    43 hell knights
    193 barons of hell
    115 arachnotrons
    3 former commandos
    15 pain elementals
    139 revenants
    149 mancubi
    172 arch-viles
    16 nightmare imps
    46 nightmare cacodemons
    48 nightmare demons
    19 nightmare arachnotrons
    1 nightmare arch-vile
    19 bruiser brothers
    7 shamblers
    2 lava elemental
    2 agony elementals
    1 Cyberdemon

-- History ---------------------------------------------------

  On level 17 he ran for his life from acid!
  On level 19 he encountered an armed nuke!
  On level 19 he assembled a gatling gun!
  On level 22 he assembled a tactical boots!
  On level 23 he assembled a tactical shotgun!
  On level 23 he assembled a cerberus armor!
  On level 29 he assembled a hyperblaster!
  On level 33 he found the Shielded Armor!
  He left level 35 as soon as possible.
  On level 38 he stumbled into complex full of arch-viles!
  On level 46 he ran for his life from acid!
  Level 48 was a hard nut to crack!
  On level 53 he found the Butcher's Cleaver!
  On level 56 he assembled a plasmatic shrapnel!
  He nuked level 62!
  On level 65 he stumbled into a nightmare arachnotron cave!
  He nuked level 65!
  He nuked level 68!
  On level 70 he stumbled into complex full of arch-viles!
  Level 72 blasted him with unholy atmosphere!
  On level 73 he encountered an armed nuke!
  On level 74 he stumbled into a nightmare cacodemon cave!
  On level 76 he stumbled into a nightmare cacodemon cave!
  On level 80 he found the Trigun!
  He nuked level 81!
  On level 83 he stumbled into a nightmare demon cave!
  On level 84 he stumbled into a nightmare cacodemon cave!
  He sounded the alarm on level 86!
  On level 87 he ran for his life from acid!
  On level 88 he stumbled into a nightmare demon cave!
  Level 89 was a hard nut to crack!
  Level 93 blasted him with unholy atmosphere!
  On level 94, hell froze over!
  He nuked level 94!
  He activated the Angel Arm on level 99!
  He left level 99 as soon as possible.
  He activated the Angel Arm on level 100!
  He left level 100 as soon as possible.
  On level 100 he finally completed 100 levels of torture.

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

 There are stairs leading downward here.
 Just one more! Just one more! Will you die here? Press <Enter>...
 You enter Hell, level 100.
 Do you want to use the dangerous Angel Arm?? [y/n]
 You activate the Angel Arm! Your life is drained! You feel relatively safe
 now.
 You use a homing phase device. You feel yanked in an non-existing direction!
 There are stairs leading downward here.
 There are stairs leading downward here.
 You did it! You completed 100 levels of DoomRL! You're the champion! Press
 <Enter>...
 You open the door.

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

 112 brave souls have ventured into Phobos:
 104 of those were killed.

 8 souls destroyed the Mastermind...
 2 killed the bitch and survived.
 6 showed that it can outsmart hell itself.

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

51
No matter how fast your movement is, if YOU move into enemy's field of view, he has chance to fire before your next action. If your movement speed is small, this chance is smaller (proportionally), but it is never zero. Only way to make sure you are not getting shot is to make THEM move into your FOV (camping, gift dropping), or fire from outside of their FOV (corner shooting, radar shooting, Cateye/int2). And never, ever do actions that take 1s or more (i.e. reloading) where someone can walk on you. So, skill mostly involve making movement speed NOT matter.

As you can see by badges, I did several special levels with no damage, but I still do mistakes. During this run I was shot once by commando (when I was reloading) and once by mancubus (when I entered doorway). If not for my armor, it would kill me.

Int2 is indeed very useful with Cateye too. I would probably have better chances with it. But between cateye and listening to sounds, I had quite enough information to win.


52
0.9.9.6 / [U|AoMC|YAAM Conqueror] At last, thanks to BP Red Armor
« on: February 14, 2013, 03:44 »
Most dangerous things on AoMC are Commandos. They deal 6*7=42 damage, killing player in Tactical armor with 84% in one hit O_o (less than 84% if he is Marine or has Iro or TaN, of cause)
Red armor with Power mod reduces it to 24 (48%) damage, which is much more manageable. And Bulk lets this armor survive long enough to give full protection and be repaired with shards.
It also give huge protection vs Sergeants (24->12 damage), Captains (24->4), Revenants (15->6), Mancubi (24->12 per projectile), Arachnotrons (25->10), i.e. all most annoying AoMC enemies.

I had no int2 and no brute, but had Cateye. Int2 is not necessary (but not useless, of cause) when you have Cateye, so I replaced it with early Finesse.

And if you have Skull of Hatred, it's not hard to kill Angel without Brute. I killed demons, making a nice carpet of their corpses. Btw, unmodded Chainsaw deals 24 damage, and demons has 25hp+2armor. So, yes, I had to hit each twice and they chewed me up a bit. Then I activated skull and killed Angel. I retreated one step after each attack, so I think he have not hitted me once, even though I was in red armor. He has 150% speed, so you need to have move time and attack time below 0.66 to avoid his attacks. If you have sum of them below 0.66, you can just retreat once after each hit, if not, math is getting more complicated, you have to retreat several times before attacking.

Automatic weapons like chainguns and plasma are very good on AoMC, because you have near-perfect accuracy. Only bosses and archviles survived one plasma burst. And those knockbacked out of line of fire - it IS a problem in late AoMC. I used chaingun until Armory, and then Blaster and, later, Nuclear plasma to do the bulk of killage. And I nano-modded missile launcher, as Evilpotatoe suggested, and it rocked, even though I could make it into full nanomachic only after Mortuary.

Mortuary was easy, thanks to said nano-launcher and nuclear plasma. I just used them alternatively, without bothering about ammo. Probably I should have used sweep fire to kill more than one enemy per fire...

Oh, and important thing about Mortuary - if you play Cateye, demolish that middle room. Last time I got to Mortuary I was surprise-killed by commando from behind said walls. If you are melee, walls are your best friend, but if you are Cateye, they are your worst enemies. I'd demolish all walls on all levels after getting nano launcher, but I did not want to lose loot. But I often preferred making wide holes to big rooms instead of using doors.

This rocket madness makes me remember game Laser Squad that I played long ago on ZX. First level was clearing a house (top left map here ftp://ftp.worldofspectrum.org/pub/sinclair/games-maps/l/LaserSquad.png). I gave launchers to all my guys, and just leveled the building. Too bad I can't do the same with first level in DoomRL:)

--------------------------------------------------------------
 DoomRL (v.0.9.9.6) roguelike post-mortem character dump
--------------------------------------------------------------

 Sandy Peterson, level 15 Hell Baron Warrant Officer Scout,
 nuked the Mastermind on level 9 of Hell.
 He survived 171210 turns and scored 392045 points.
 He played for 2 hours, 16 minutes and 38 seconds.
 He was a man of Ultra-Violence!

 He killed 1158 out of 1158 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Max Carnage!

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

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

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

  Medal of Prejudice
  UAC Star (gold cluster)
  Aurora Medallion
  Conqueror Badge
  Angelic Badge
  Hell Arena Key
  Shambler's Head
  Veteran Silver Badge
  Veteran Gold Badge
  Veteran Platinum Badge
  Destroyer Bronze Badge
  Destroyer Silver Badge

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

  ###########################################################
  ...............................................|.|........#
  .................................................|........#
  ................................................|.||......#
  ................................................|||.......#
  ...............................................||.|..||...#
  .................................................||...|..%#
  ..........................................................#
  ..........................................................#
  .......................................X..................#
  ..........................................................#
  .....................................................%....#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ...................................%......................#
  ..........................................................#
  ..........................................................#
  .........................................................%#
  ###########################################################

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

  Health 28/60   Experience 117536/15
  ToHit Ranged +12  ToHit Melee +12  ToDmg Ranged +3  ToDmg Melee +3

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

  Class : Scout

    Ironman          (Level 1)
    Finesse          (Level 3)
    Hellrunner       (Level 2)
    Son of a bitch   (Level 3)
    Juggler          (Level 1)
    Intuition        (Level 1)
    Whizkid          (Level 2)
    Triggerhappy     (Level 1)
    Cateye           (Level 1)

  Fin->SoB->SoB->TH->Int->MCe->Fin->WK->WK->Jug->HR->Fin->SoB->HR->Iro->

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

    [a] [ Armor      ]   red armor [6/6] (124%) (BP)
    [b] [ Weapon     ]   nanomachic missile launcher (6d6)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   nuclear plasma rifle (1d10)x6 [17/24] (P3)

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

    [a] hyperblaster (2d5)x3 [40/40] (P1)
    [b] nuclear BFG 9000 (8d8) [40/40]
    [c] nuclear BFG 9000 (8d8) [40/40]
    [d] BFG 9000 (10d8) [100/100]
    [e] BFG 9000 (11d8) [130/130] (B1P1)
    [f] Jackhammer (8d3)x3 [9/9]
    [g] tactical armor [0/0] (100%)
    [h] red armor [6/6] (100%) (PT)
    [i] Angelic Armor [7/7] (100%)
    [j] Azrael's Scythe (9d9)
    [k] shotgun shell (x70)
    [l] shotgun shell (x70)
    [m] power cell (x70)
    [n] power cell (x62)
    [o] large med-pack
    [p] large med-pack
    [q] phase device
    [r] power battery (x120)

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

    Fire       - internal 0%    torso 25%   feet 0%   

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

    71 former humans
    95 former sergeants
    43 former captains
    117 imps
    87 demons
    321 lost souls
    52 cacodemons
    35 hell knights
    75 barons of hell
    52 arachnotrons
    24 former commandos
    39 pain elementals
    93 revenants
    14 mancubi
    30 arch-viles
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    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 4 he stormed the Chained Court.
  He defeated the Hell Arena Master!
  On level 4 he found the Arena Master's Staff!
  On level 4 he assembled a tactical boots!
  On level 7 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 8 he encountered the Phobos Anomaly.
  On level 10 he entered Hell's Armory.
  On level 10 he found the Jackhammer!
  He destroyed the evil within and reaped the rewards!
  On level 11 he ventured into the Halls of Carnage.
  On level 13 he assembled a hyperblaster!
  On level 13 he assembled a tactical 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 invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 18 he stumbled into complex full of revenants!
  On level 19 he entered the Vaults.
  On level 19 he found the Railgun!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he assembled a nanomanufacture ammo!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  He nuked level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in hell itself, he killed the final EVIL.

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

 The missile hits the revenant.
 Unknown command. Press "?" for help.
 You see : a revenant (almost dead) | floor | [ m ]ore
 The missile hits the revenant. The revenant dies. You hear the scream of a
 freed soul!
 You swap your weapons instantly!
 You see : a revenant (unhurt) | revenant corpse | [ m ]ore
 The missile hits the revenant. The missile hits the revenant. The missile
 hits the revenant. The revenant dies. You hear the scream of a freed soul!
 You swap your weapons instantly!
 You see : a revenant (almost dead) | floor | [ m ]ore
 The missile hits the revenant. You hear the scream of a freed soul! You hear
 the scream of a freed soul! Congratulations! You defeated John Carmack! Press
 <Enter>...
 You feel relatively safe now.
 There is a nuclear BFG 9000 (8d8) [40/40] lying here.

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

 111 brave souls have ventured into Phobos:
 104 of those were killed.

 7 souls destroyed the Mastermind...
 1 killed the bitch and survived.
 6 showed that it can outsmart hell itself.

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


53
Discussion / Re: Demolition ammo are useless?
« on: February 13, 2013, 16:40 »
[Must have]
  Tactical boots (usually, A-modded)

[Usually assembled]
  Hyperblaster Saves time and ammo. just awesome...
  Tactical armor (usually, A-modded too, btw)
  Nanomachic missile launcher Without any doubts my favourite for nano mods ! I'm sure boots are great, but I already have tacs, and may always hope for phaseshift, anyway)
  Cerberus armor Preferably, on a gothic/duelist armor or ballistic vest.   assembled doens't implies worn

Thank you soooo much, I at last won AoMC/UV thanks to Hyperblaster and NM Missile Launcher. NMML is hilariously effective. Too bad I was one A shy of making Cerberus armor...
And I make tactical boots and armor every game too. Though I am torn between making them as soon as possible, or waiting for WK2.

54
Discussion / Demolition ammo and other useless(?) assemblies
« on: February 12, 2013, 15:34 »
Just found Firestorm in armory and made demolition ammo chaingun. And it does very little damage, 3d2x4. There are explosions, but they are too small to make any difference, except damaging myself when I fire point blank. Is there something I am missing?

55
Discussion / Re: Shotgun thread
« on: February 12, 2013, 12:56 »
Technically, Assault shotgun is guarantied in Mortuary. But it is probably a little too late.

56
Discussion / Re: Shotgun thread
« on: February 12, 2013, 10:34 »
Assault shotgun allows 5 mods (as it is exotic), so it's definitely better. I think only unique is Jackhammer, which has huge DPS, but eats through ammo too fast.

57
Requests For Features / Coffee-break mode
« on: February 12, 2013, 07:55 »
25+11 levels take 2-3 hours. It would be great to have some shorter game modes. May be even just single level.
It can go like that:
1. Select difficulty and mutators (special rules, like "Angel of " something)
2. Select stage - one of special stages, or random stage with level, type and subtype (ex. level 15 cacodemon cave).
3. Get gear - one of presets, or room with random drops, or point buy.
4. Choose class and traits, depending on stage level.
And then jump into action.

Setup can be exported to a string (with or without random seed for level and gear, if applicable) and shared with other players as a "challenge" or "challenge pack" (i.e. several presets to play consequentially). Game can have some challenge (packs) "pre-installed", with rewards for completing them in form of badges and new stages, mutators etc. unlocked.

58
But it is a burst, so it is actually 6d4 vs 6d7 (sans traits). Distribution is not that different to normal in both cases.  Traits, on the other hand, make a lot of difference. EE and SoB (and especially MAc) contribute more to plasma, Triggerhappy - to blaster. Power mod give more to blaster, but you can use one at best. Etc, etc.

As for knockback, And you need 12 damage per non-shotgun shot for it, AFAIK. 5 SoB and/or Power Mod for 1d7. I'm not even sure you can have more than one Power Mod on plasma. So it's rarely  problem.

59
AAT plasma has 0.7 firetime while hyperblaster has 0.5. 2d4 isn't just 1d7+1, there are different probability distributions.
Oh, right, I was thinking T is -0.2, not -0.15. But 2d4 is actually one more damage on average than 1d7 (5 vs 4)

60
Compared to ATT plasma, Hyperblaster has -0.1 fire time, +1 damage per shot and +1 accuracy, but half burst size (3 vs 6)
I'd say, with Ammochain plasma is better, otherwise, especially with triggerhappy, blaster is.
Can I blaster-mod nuclear plasma, btw?

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