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Messages - Aki

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91
Post Mortem / [UV|AoI|99%|16|YASD] asdf
« on: October 02, 2013, 18:08 »
--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Aki, level 9 Hell Baron Lt. Colonel Scout,
 was splattered by a Cyberdemon at the Tower of Babel.
 He survived 98297 turns and scored 114181 points.
 He played for 1 hour, 38 minutes and 11 seconds.
 He was a man of Ultra-Violence!

 He killed 536 out of 537 hellspawn. (99%)
 He was a real killing machine...
 He was an Angel of Impatience!

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

  Levels generated : 11
  Levels visited   : 2
  Levels completed : 2

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

  UAC Star (bronze cluster)
  Chessmaster's Token
  Hell Champion Medal
  Eagerness Bronze Badge

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

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #................................###.......................
  #.............###................###.......................
  #.....................###..###...###................###....
  #.....................###..###.........###..........###....
  #.....................###..###.........###..........###....
  #................................###...###.................
  #................................###.........###...........
  #..............##C...............###.........###...........
  #...............#.....X......................###...........
  #...............#..........................................
  #..........................#.#.............................
  #..........................###.............................
  #..........................###.............................
  #..........................................................
  #..........................................................
  ###########################################################

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

  Health 0/50   Experience 39272/9
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Finesse          (Level 1)
    Hellrunner       (Level 1)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Intuition        (Level 2)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  Int->Int->Rel->Rel->SM->HR->Fin->Jug->MSh->

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

    [a] [ Armor      ]   red armor [6/6] (73%) (P)
    [b] [ Weapon     ]   combat shotgun (8d3) [5/5] (P1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x100)

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

    [a] shotgun (9d3) [1/1] (P1)
    [b] double shotgun (9d3)x2 [2/2]
    [c] rocket launcher (6d6) [1/1] (A1)
    [d] blue armor [2/2] (141%) (B)
    [e] red armor [3/6] (49%) (P)
    [f] red armor [4/4] (200%) (B)
    [g] shotgun shell (x50)
    [h] shotgun shell (x50)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] shotgun shell (x23)
    [l] rocket (x10)
    [m] rocket
    [n] rocket (x10)
    [o] rocket (x10)
    [p] rocket (x10)
    [q] power cell (x50)
    [r] shell box (x100)
    [s] rocket box (x20)
    [t] power battery (x120)

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

    Fire       - internal 0%    torso 25%   feet 0%   

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

    88 former humans
    50 former sergeants
    18 former captains
    121 imps
    77 demons
    84 lost souls
    16 cacodemons
    23 hell knights
    12 barons of hell
    2 arachnotrons
    5 former commandos
    6 pain elementals
    9 revenants
    4 arch-viles
    7 elite former humans
    5 elite former sergeants
    5 elite former captains
    2 elite former commandos
    2 bruiser brothers

-- 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 7 he marched into the Military Base.
  On level 7 he assembled a tactical boots!
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he ran for his life from acid!
  On level 16 he found the Tower of Babel!
  On level 16 he finally was splattered by a Cyberdemon.

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

 Fire -- Choose target...
 You see : a Cyberdemon (wounded) | floor | [ m ]ore
 Targeting canceled.
 Fire -- Choose target...
 You see : a Cyberdemon (wounded) | floor | [ m ]ore
 Targeting canceled.
 You dodge! Boom!
 You dodge!
 You are hit!
 The Cyberdemon reloads his rocket launcher.
 You dodge! Boom!
 The Cyberdemon reloads his rocket launcher.
 You dodge! Boom!
 You dodge! Boom!
 The Cyberdemon reloads his rocket launcher.
 You dodge! Boom! You die!... Press <Enter>...

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

 204 brave souls have ventured into Phobos:
 175 of those were killed.
 1 of those was killed by something unknown.
 3 didn't read the thermonuclear bomb manual.
 And 13 couldn't handle the stress and committed a stupid suicide.

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

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

This is harder then I thought. At this stage, without any method to tank cybie - unless you get lucky enough to make a fireproof armor after the anomaly, which is difficult because you can't hoard modpacks, and even then - I'm kinda stuck here. This is like the umpteenth time i've died at Cybie attempting this and I can't seem to get the build right. I mean, i could probably get everything if I entered every level and got 100% kill rate which would be enough to get me Dodgemaster, but failing that i'd have to give up something else again.

Hard Chained court and Deimos labs is suicide as far as I can tell going for platinum without any kind of emergency healing for the shamblers/after the arena master, i've always had trouble with those things. With the arena master you could leg it back to the middle to get a zerk pack if you left one there but then you'd get the "bruised by a Baron" message. And the shamblers seem to be crazily accurate - If you can't take cybie, you can't take them.

So yeah. Temporarily ragequitting this challenge because it's not particularly hard and I still can't beat cybie. I might give it a go later though.

As for why I was using the combat shotty? Well, I was too close to use the rocket launcher and even with the A-mod, I kept missing. Do I have no idea how to do Cybie in 0.9.9.7? Yup, no idea.

92
Post Mortem / Re: [H|Ao100|99%|YAVP] The one that got away...
« on: October 02, 2013, 17:49 »
"RNG lovin"



That's totally crazy. Congratz on the win! I've yet to do Ao100 on anything but HNTR, so you certainly did better then me!

I wish you all the best on all your real life endeavours!

93
Discussion / Re: Whizkid, Modpack Rarity, and Assemblies
« on: October 02, 2013, 17:47 »
From the wiki:

Spoiler (click to show/hide)

Anyway, it still seems too RNG dependant. Was the 15 saves to try scumming on a reload to get the mods you wanted? I can't tell from the context of what you posted ;-;

And making the vaults/CC+/Deimos Labs a requirement for harder difficulties is suicide if you're not equipped well enough when they spawn.

94
Discussion / Re: Whizkid, Modpack Rarity, and Assemblies
« on: October 02, 2013, 08:04 »
Actually, that's something that I may as well address in this thread as well: Scavenger, and what do you think of it?

It does feel too RNG dependant and unless you get REALLY lucky with uniques and then disassembling them, you don't get much, if anything, out of it. It also blocks way too may things.

Although, it would be hard to balance - if it gave a modpack of your choosing on disassembling a ranged unique, things could get out of hand really fast on a lucky game.

The luck argument could be made for any master trait too, though. Nanoshrapnel SSG on shottyhead game or something ridiculous like that.

I'd like to see what people think of that, too.

95
Discussion / Re: Quick questions thread!
« on: October 02, 2013, 08:04 »
It's certainly possible to beat JC with pistols - I did so back in the day with Gun Kata, and I don't see why it'd be any less plausible now.

The key would be action speed and dodging for sure - JC has a maximum of 500 HP and 5 armor as well as a nasty +12 base accuracy. I believe that his summoned minions don't act for 4 seconds similar to arch-vile revives, in which case with a reasonable firing speed you'd be able to severely wound him, if not outright kill him before the minions start to move, taking into account JC has a speed of 100%. I believe he also teleports around to follow you now if you move out of his LOS (Not sure if he always did that?), so you can run from the enemies. Getting a low movespeed and firing speed is crucial, but it's certainly doable.

Doesn't make me any less scared to face him, though.

96
Discussion / Re: Whizkid, Modpack Rarity, and Assemblies
« on: October 01, 2013, 22:05 »
Damnit Aki, more PEW PEW, less QQ.  Don't tell me that you are so uningenious that you can't figure out a cool strat for a given Master Trait?

At times like this, I honestly can't tell if you're insulting me or it's your sense of humor. I'm not good with this stuff ;_;

As for more Pew pew, i'm playing AoMC atm. Does that count?

97
Discussion / Re: Whizkid, Modpack Rarity, and Assemblies
« on: October 01, 2013, 21:33 »
Yeah, I understand that scavenger has a powerful ability in making the RNG favor you modpack wise by way of throwing shittons of mods at you, and I understand there needs to be a trade off.

But holy shit we get to do -nothing-. o_O

Yeah. You're basically locked into shotguns (Unless you want to do Melee without Berserker/MMB, Pistols without Dualgunner/MSs, or Rapidfires without Triggerhappy/MAC) - and even then, shotguns don't have a powerful assembly apart from nanoshrapnel which isn't as good as some of the advanced assemblies, and you lose out on the benefits of armor assemblies because shotguns, especially nanoshrapnel, favor cornershooting. I mean, a Nanoshrapnel SSG would be awesome, but how lucky would you have to be with the RNG for that to happen? And that's the best case scenario.

And that's assuming you get your modpacks from uniques and exotics - first, you have to take into account it's only ranged weapons, so all of those duelist armors and energy shields and phaseshift sets and stuff? Yeah, those don't count. Second, you have to realize that you can only get the "good" packs from uniques - Exotics only have a chance to give Sniper or Firestorm packs, not nano or onyx packs. Thirdly, you have to take into account that you have only a 1/3 chance at best of getting your desired pack - and 33% isn't exactly lucky odds. And all that's without taking into account the rarity of uniques and exotics - without getting really lucky, you'll probably only see 5-6 uniques on an Ao100 game - and assuming that about 1/3 of those are armours/boots (In reality, 11/26 uniques are able to be disassembled), you'll have 4 shots on average of getting your modpack - leading you to get about 1 nano pack per game from MSc - on Ao100, which you'll probably get a good modpack drop from anyway plus you'll get to keep your uniques and exotics.

Then in actually picking the trait path - you have to choose your poison. Go straight for the master trait and have no early game advantages? Go for Relx2+SM and put off the master trait for a few more levels, meaning you'll have to carry around those exotics and uniques and waste your inventory space? Either way, you're going to have to take EEx2, which is going to be pretty much useless to you. And if you're playing harder difficulties, without vast reserves of ammo and lucky knockbacks good luck to you clearing out those harder mobs on the first few floors, since either way you're not going to have (m)any traits to give you advantages compared to other builds.

It just doesn't seem to be worth it on paper, but I really like the idea - hence why I said if someone can prove me wrong and show it's a great master trait then i'd really appreciate it.

Scavenger standard run? Excuse me while I try it. I've never tried it outside of 100/666.

Doable but you'd be handicapping yourself unless you got REALLY lucky - in which case, you might as well have gotten an AFJ or GCB on a pistol run or something like that.

98
Discussion / Re: Whizkid, Modpack Rarity, and Assemblies
« on: October 01, 2013, 20:13 »
Third time i've tried to write this out. My internet hates me. ;_;

Actually, i'm neither trolling nor purposefully acting ignorant, nor being sarcastic or anything. I forgot that the notation for Scavenger was MSc, not MSs - That's why it appears out of nowhere when the previous discussion was about Scavenger, and not sharpshooter.

I know how awesome Sharpshooter can be and i'm actually planning on doing a run with it - Since pistols get 2 die and you always get max roll, every P mod you apply adds 2 to every hit. Combine that with requirementless whizkid from Tech and you can get some pretty near damage coming off SoG 5 + something like a P3T2 pistol, even factoring knockback into it (doesn't really affect cornershooting, could be annoying if you're not near cover though, but could also save your butt). It's also great on N!, allowing you to punt mobs around.

Let me amend my previous statement:

"I didn't say I didn't like it. I said that I can't see it as an (effective) option. If you can prove me otherwise, i'd be really happy, because I like the whole idea of MSc."

MSc seems too dependent on the RNG for too little benefit, giving you only a 1/3 chance at best of receiving the mod you want from an exotic or unique ranged weapon (Unless you get the trigun or something, of course) - then you actually have to get the exotic or unique to drop to disassemble it, and then you have to have a shot at getting what you want to get. It also blocks Berserker, Dualgunner and Triggerhappy - Locking you out of making the best of a melee, pistol, or rapidfire game, leaving you with a shotgun main and rocket backup - and if you're plaing Ao100, better hope you got that Nano pack from the unique you scavenged.

On the few runs I tried MSc it was really lackluster - that's why i'm asking.

Sorry for the confusion.

99
Discussion / Re: Whizkid, Modpack Rarity, and Assemblies
« on: October 01, 2013, 19:01 »
I didn't say I didn't like it. I said that I can't see it as an (effective) option. If you can prove me otherwise, i'd be really happy, because I like the whole idea of MSs.

100
Discussion / Re: Whizkid, Modpack Rarity, and Assemblies
« on: October 01, 2013, 18:28 »
MSs is also a bad choice to pick on something like Ao100 where you could pick ammochain or a melee master. It also doesn't work on the chainsaw, which would give you an advantage early-game when you need it. I really don't see it as an option here.

I don't have an opinion on most assemblies. The only assemblies I really care about on most runs are: Tactical boots, fireproof boots, fireproof armor and depending on if I'm in a weapon-restricting challenge: elephant gun or speedloader pistol. Sometimes I make a powered red/blue armor if I get a N-mod from Armory/D-Lab, but it's not that big of a deal if I don't get it. Same with the O-mod, but I've found that outside Armory/D-Lab a few times.

Funnily enough, all of those assemblies I listed are basic assemblies.
I don't need WK to make any of those. I just need the RNG to do what it does best and gift me a mod pack every now and again. Doesn't happen all that often but you know what? Procedural generation. Make the best out of your current situation while dealing with the crap the RNG shoots at you.

It's for that reason that I want to discuss the other assemblies - there should be some get up and go to get those advanced and master assemblies, yeah?

101
Discussion / Whizkid, Modpack Rarity, and Assemblies
« on: October 01, 2013, 06:52 »
Few things I wanted to gather some opinions on.

First is Whizkid 2 - As it currently stands, the effect of modding assemblies only applies to assemblies constructed after getting WK 2. I think this acts like more of an oversight then anything, and the modding an assembly effect should apply to any assembly that doesn't already have a modpack. Further discussion can be found here.

Second is the rarity of modpacks. This is something that I don't have an opinion on - I just wanted to know what people thought. Do they spawn too often? Not often enough? Should they spawn in more special levels? Should the unique modpacks be made more accessible considering the amount of assemblies they are used in? What do you think?

The third is assemblies in general. I think some of the assemblies need a few tweaks. An example that comes to my mind is the cybernano armor when compared to it's "lesser" cousin, the Nanoskin armor. For the addition of an onyx pack to PPN, meaning you need 2 unique modpacks, the effects are quite lackluster - especially on enemies that can really bring the pain, where the additional resistances of the Nanoskin give more benefit.

What are your thoughts? Where do you stand?

102
Century Lounge / Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 30, 2013, 19:00 »
Dunno, Aki. The way postmodding is implemented now makes me feel that assemblies created with WK2 are superior to those created with WK1 or WK0, even if the stats are the same - you're skilled enough to add another mod slot for those assembled items with WK2, whereas you can't make this happen before.
It also adds some tactical decisions - do I make that energy pistol to have a better weapon against the revs now, or can I wait to gain another level to be able to P-mod it afterwards? How many revs and lost souls will I run into before gaining that level?
IMHO, it's more interesting the current way, than if you would be able to slap an extra upon anything once you get WK2. Just my two Czech hellers :).

Okay, i'm kinda distracted at the moment so i'll quickly sum up my thoughts. Might be time to make another thread.

Seeing as assemblies by nature are a "fixed recipe" thing, it would make more sense for WK2 to simply allow you to put another mod onto it because you're skilled enough to do the wiring and stuff like that, or however mod packs work.

Think of it like making a computer - having no experience with making a computer doesn't mean that your computer isn't able to be upgraded further - it's just that once you have more experience, you'll be able to put in multiple drives and additional features and stuff.

The tactical decisions in that case are kinda silly because of the RNG. Let's look at the list of levels that give guaranteed modpacks:

CC, Military base/Phobos Labs, Armory/Labs, Mortuary/Limbo?.

Out of those, Phobos/Deimos labs and the Mortuary/limbo are suicide on higher difficulties unless you're already armed to the teeth (in which case you'll want the assemblies that you have to be made even better as the reward), and you won't even have WK 2 without sacrificing a master trait or something necessary by the time you get to the labs - and early game, you're going to want to make those assemblies to help you get through things.

Which leaves you either carrying around tons of modpacks/half-assembled weapons not as good as your primary one or going without and hoping the RNG will throw you a ball. That's kinda silly in my opinion.

If say, every level gave a guaranteed modpack of every kind somewhere on it, THEN it would make tactical sense - Because in one or two levels you could scavenge the modpacks you needed to make and upgrade your assembly, and that would then throw in your tactical analysis. But as it stands, you could go the whole game without seeing even 1 modpack - which would make the tactical decisions you're making totally at the mercy of the RNG. It's kinda like saying "Well, i'm not going to upgrade my armor because i'll eventually get Malek's armor to drop in addition to my Nyarlaptotep's boots." That's really silly - especially when you have to spend a trait point to activate it in the first place.

In a regular game, you won't have enough modpacks to get the full benefit out of WK 2's more mod slots for weapons ability - and on Ao100, imagine if you make a burst rifle on like floor 40 and get a firepower modpack on like floor 80. Yeah.

It's needlessly silly.

103
Discussion / Re: Quick questions thread!
« on: September 30, 2013, 18:24 »
I believe the name Malicious Blades is a forum reference, much like Malek's set.

104
Post Mortem / Re: [UV|AoMr|100%|YAAM] drunk runs yo + marksman plat
« on: September 30, 2013, 09:27 »
Could have been that, I pressed it at about the right time.

105
Century Lounge / Re: [H|Ao100+AoMC|83%|YAVP] Carnage Carnival
« on: September 30, 2013, 09:25 »
Behold the bug in question:
-snip-
It is, obviously, no longer possible to pull this off today.

1d14x8 woah. That's making me blush.

What are your thoughts on my post about WK 2? (Or should that be moved to another thread?)

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