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1
Requests For Features / Re: New unique items
« on: January 23, 2010, 18:31 »
Yes, it is very silly that melee builds depend on visiting a pair of special levels because the combat knife is garbage and there's only one unique. It would be nice if there was more variety than "shotguns, then chainsaw, then LS".
2
Discussion / Re: Berserk revised, or Gargulec's bit crazy idea for spicing AoB up
« on: January 14, 2010, 20:24 »
AoB is very difficult already. There's no real need to add another point of vulnerability, especially one that only appears if you are progressing. If you worked hard to get a berserk timed well to help you defeat difficult enemies, it makes no sense to cripple you for that accomplishment and force you to use resources and/or give up on a pack of enemies because you were doing well against them.
3
Discussion / Re: Berserk revised, or Gargulec's bit crazy idea for spicing AoB up
« on: January 14, 2010, 18:48 »
Still don't like it. It's penalizing the player for playing the game right. Forcing him to stop killing when he hits a certain threshold is totally arbitrary. What if you need to tab out but you're in the middle of a crowd of viles and revenants? Out of luck, I guess.
4
0.9.9 / Re: [H|AoMC|YAAM] longinus, first hard/AoMC/100% win
« on: January 14, 2010, 12:19 »
Often I did. I just had that green on because of the invulnerability orb.
5
0.9.9 / [H|AoMC|YAAM] longinus, first hard/AoMC/100% win
« on: January 14, 2010, 00:51 »
After finally unlocking AoMC by finishing AoMr and AoSh, I decided to celebrate by doing my first AoMC, HMP, and 100% runs. At once. With a melee build. This one took 19 tries :(
About halfway though I decided to switch to the plasma rifle. I had a huge amount of cells, so ammo wouldn't be an issue. I didn't wind up using it much at all, because shortly afterward I got the LS, and then the game changed completely.
LS + AoMC means you are berserk at least 3/4 of the time. Almost every hit takes you into berserk. Combined with Vamp, that means you are sitting on 200% health and taking ~2% damage per turn from pretty much anything. Lava and acid became jokes. I would routinely clear out rooms of viles + revenants and come out with more health than I went in with. Pain elementals were free supercharges. But the flipside was the total rushdown strategy ruined all my armor. I was down to picking it off the ground and wearing it by level 18 or so. That meant I often had green or none. So whenever I was NOT berserking, I was vulnerable to instant death by way too many means (commando, spiderbot, mancubus, vile, revenant). It was a hugely suspenseful game to the end. I went down to 1% health on the last level twice. This was the most fun I've had with DoomRL yet. If I hadn't found an invulnerability orb near the down stairs I would've been toast. It was amazing going from a berserking supergod who couldn't be hurt and killed everything in one hit to a terrified marine about to die in the space of a few turns all through the game.
The moral of the story is, all melee games in AoMC need Vamp. And shotguns are overrated.
--------------------------------------------------------------
DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------
cobalt, level 11 Cacodemon Sergeant Major, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 112911 turns and scored 150956 points.
He played for 1 hour, 40 minutes and 35 seconds.
He wasn't afraid to be hurt plenty.
He killed 756 out of 756 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Max Carnage!
-- Awards ----------------------------------------------------
Medal of Prejudice
Hell Champion Medal
Veteran Bronze Badge
Veteran Silver Badge
Destroyer Silver Badge
-- Graveyard -------------------------------------------------
###########################################################
#..........................................................
#..........................................................
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#.....}X................###.......###.......###............
#......|..........................###.......###............
#......||.........................###......................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 83/80 Experience 50720/11
ToHit Ranged +12 ToHit Melee +18 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Ironman (Level 3)
Tough as nails (Level 2)
Brute (Level 3)
Berserker (Level 1)
Badass (Level 1)
Vampyre (Level 1)
TaN->TaN->Bad->Bru->Bru->Ber->MVm->Bru->Iro->Iro->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] green armor [1/1] (100%)
[b] [ Weapon ] Longinus Spear (8d8)
[c] [ Boots ] Phaseshift Boots [4/4] (89%)
[d] [ Prepared ] modified plasma rifle (1d8)x6 [34/40] (P1)
-- Inventory -------------------------------------------------
[a] rocket launcher (6d6) [1/1]
[b] BFG 9000 (10d8) [100/100]
[c] rocket (x10)
[d] power cell (x50)
[e] power cell (x50)
[f] power cell (x50)
[g] power cell (x50)
[h] power cell (x50)
[i] power cell (x50)
[j] power cell (x50)
[k] power cell (x13)
[l] large med-pack
[m] large med-pack
[n] Hell Staff
-- Kills -----------------------------------------------------
67 former humans
75 former sergeants
21 former captains
117 imps
64 demons
274 lost souls
27 cacodemons
22 barons of hell
1 Cyberdemon
19 hell knights
22 arachnotrons
8 former commandos
1 Angel of Death
6 pain elementals
7 arch-viles
14 mancubi
11 revenants
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 he entered Hell's Arena.
He left the Arena as a champion!
On level 6 he stormed the Chained Court.
On level 13 he ventured into the Halls of Carnage.
On level 16 he found the Hell Staff!
On level 16 he invaded the Unholy Cathedral!
On level 16 he found the Longinus Spear!
He then destroyed the Unholy Cathedral!
On level 21 he found the Phaseshift Boots!
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
footsteps...
You dodge! Boom!
The Cyberdemon reloads his rocket launcher.
The Cyberdemon fires! You are hit!
The Cyberdemon reloads his rocket launcher.
The Cyberdemon fires! You dodge! Boom!
The Cyberdemon reloads his rocket launcher.
The Cyberdemon fires! You are hit!
The Cyberdemon reloads his rocket launcher.
You hit the Cyberdemon.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you. The Cyberdemon hits you.
You hit the Cyberdemon. You feel like a killing machine! You're going
berserk! The Cyberdemon hits you. You need to taste blood!
You hit the Cyberdemon. The Cyberdemon dies. You feel relatively safe
-- General ---------------------------------------------------
Before him 133 brave souls have ventured into Phobos:
123 of those were killed.
1 of those was killed by something unknown.
And 5 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 4 souls claim to have killed him...
4 killed the bastard and survived.
--------------------------------------------------------------
Aside from the Phaseshift Boots and Staff I found no uniques, and I didn't use the staff. In fact I didn't use anything besides chaingun, chainsaw, plasma rifle, and LS. This was pretty hard. I knew from the beginning that it would be a melee build, but after several tries with Ammochain I decided to use rapids + melee instead of the shotty + rapids. The AoMC rules meant they were still very dangerous without any trait investment (nothing survived 2 turns' worth plasma fire, and few stood up to the chaingun). The key to this was the melee weapons. The chainsaw doing 30 damage with brute 3 shreds things, to put it simply. I had to rely a lot on the chaingun for the first half of the game because it's just too painful to rush anything above knights without active berserk. You will usually kill the enemy but it's very draining on armor.About halfway though I decided to switch to the plasma rifle. I had a huge amount of cells, so ammo wouldn't be an issue. I didn't wind up using it much at all, because shortly afterward I got the LS, and then the game changed completely.
LS + AoMC means you are berserk at least 3/4 of the time. Almost every hit takes you into berserk. Combined with Vamp, that means you are sitting on 200% health and taking ~2% damage per turn from pretty much anything. Lava and acid became jokes. I would routinely clear out rooms of viles + revenants and come out with more health than I went in with. Pain elementals were free supercharges. But the flipside was the total rushdown strategy ruined all my armor. I was down to picking it off the ground and wearing it by level 18 or so. That meant I often had green or none. So whenever I was NOT berserking, I was vulnerable to instant death by way too many means (commando, spiderbot, mancubus, vile, revenant). It was a hugely suspenseful game to the end. I went down to 1% health on the last level twice. This was the most fun I've had with DoomRL yet. If I hadn't found an invulnerability orb near the down stairs I would've been toast. It was amazing going from a berserking supergod who couldn't be hurt and killed everything in one hit to a terrified marine about to die in the space of a few turns all through the game.
The moral of the story is, all melee games in AoMC need Vamp. And shotguns are overrated.
6
Discussion / Re: Berserk revised, or Gargulec's bit crazy idea for spicing AoB up
« on: January 13, 2010, 21:20 »
the damage increase means more chance of a berserk each hit, so you will get a high level of berserk quite fast.
I like the idea of berserk stacking, but not this implementation. Maybe something simpler, like a quarter of your melee damage done on berserk is added to your timer?
I like the idea of berserk stacking, but not this implementation. Maybe something simpler, like a quarter of your melee damage done on berserk is added to your timer?
7
Requests For Features / Late game shotgun boost
« on: January 08, 2010, 22:24 »
Let me start by dividing the weapons of DoomRL into categories:
Rapids: chaingun, plasmar rifle, and Beretta.
Shotguns: shotgun, combat shotgun, double shotgun, shotgun uniques
Pistols: pistol and pistol uniques
Melee: chainsaw, knife, Cleaver, LS
Each have associated master traits and trait progressions.
Rapids get MAc, elevating them into the most powerful category even though the master trait heavily restricts access to defensive traits. The trait progression means the weapon category is rather strong from the Arena onward, although suffers from ammo inefficiency. At MAc, you get incredibly high DPS for no inventory cost in ammo. The rapids get stronger as you gain levels, to the point where they shred endgame enemies. They get plasma damage for free in the upgrade to plasma rifles.
Pistols lack the strength of rapids, suffering from damage issues and clip size problems. They are generally only used for challenge runs (AoMr or just pistol runs in standard games). They only get access to plasma though uniques.
Melee weapons have two great master traits in Vampyre and Blademaster, both of which are quite viable. Until Chained Court melee is very hard to play exclusively, but after aquiring the chainsaw, Brute 2 and Berserker melee becomes very powerful, supplying either huge amounts of health (Vampyre) or incredible speed (Blademaster). Either one grants huge armor boosts through berserking. They get plasma damage for free when they upgrade to the LS (something any melee build will almost certainly do).
Shotguns, on the other hand, while dominant in the early game, quickly lose power when faced with armored enemies. Shotgun users must build for the Army of the Dead trait if they want plasma damage, instead of getting it for free through a logical weapon upgrade. As a result shotguns aren't nearly as viable for solo-weapon-type runs. There are good shotgun uniques but none with plasma damage. A shotgun build must either sacrifice plasma (losing a lot of damage in late-game) or extra traits (Army of the Dead blocks Fin, HR, and EE). Either way they have a crippling late-game tradeoff the other mainline weapon categories don't really face.
Note: by getting plasma "for free" I mean that the plasma damage is an attribute of a weapon that is already desirable due to higher damage dice. For example, LS does 8d8 over 4d6 for chainsaw, PLUS plasma.
So now it becomes an issue of game vision. If the shotgun was always intended to have a supporting role, all is well. But if it was intended to be a main weapon, capable of taking the game on its own as the rapids and melees are, then shotguns should probably get a superior master trait and an alternate source of plasma damage. My own preference is a plasma damage weapon mod and a maser trait that causes shotguns to reload in 0 time, but I welcome suggestions.
Rapids: chaingun, plasmar rifle, and Beretta.
Shotguns: shotgun, combat shotgun, double shotgun, shotgun uniques
Pistols: pistol and pistol uniques
Melee: chainsaw, knife, Cleaver, LS
Each have associated master traits and trait progressions.
Rapids get MAc, elevating them into the most powerful category even though the master trait heavily restricts access to defensive traits. The trait progression means the weapon category is rather strong from the Arena onward, although suffers from ammo inefficiency. At MAc, you get incredibly high DPS for no inventory cost in ammo. The rapids get stronger as you gain levels, to the point where they shred endgame enemies. They get plasma damage for free in the upgrade to plasma rifles.
Pistols lack the strength of rapids, suffering from damage issues and clip size problems. They are generally only used for challenge runs (AoMr or just pistol runs in standard games). They only get access to plasma though uniques.
Melee weapons have two great master traits in Vampyre and Blademaster, both of which are quite viable. Until Chained Court melee is very hard to play exclusively, but after aquiring the chainsaw, Brute 2 and Berserker melee becomes very powerful, supplying either huge amounts of health (Vampyre) or incredible speed (Blademaster). Either one grants huge armor boosts through berserking. They get plasma damage for free when they upgrade to the LS (something any melee build will almost certainly do).
Shotguns, on the other hand, while dominant in the early game, quickly lose power when faced with armored enemies. Shotgun users must build for the Army of the Dead trait if they want plasma damage, instead of getting it for free through a logical weapon upgrade. As a result shotguns aren't nearly as viable for solo-weapon-type runs. There are good shotgun uniques but none with plasma damage. A shotgun build must either sacrifice plasma (losing a lot of damage in late-game) or extra traits (Army of the Dead blocks Fin, HR, and EE). Either way they have a crippling late-game tradeoff the other mainline weapon categories don't really face.
Note: by getting plasma "for free" I mean that the plasma damage is an attribute of a weapon that is already desirable due to higher damage dice. For example, LS does 8d8 over 4d6 for chainsaw, PLUS plasma.
So now it becomes an issue of game vision. If the shotgun was always intended to have a supporting role, all is well. But if it was intended to be a main weapon, capable of taking the game on its own as the rapids and melees are, then shotguns should probably get a superior master trait and an alternate source of plasma damage. My own preference is a plasma damage weapon mod and a maser trait that causes shotguns to reload in 0 time, but I welcome suggestions.
8
0.9.9 / Re: [M|Standard|88%|YAVP] longinus, assault shotty with nano pack
« on: January 07, 2010, 11:44 »
Yeah, this wasn't all in one sitting. I only ever did a few levels at a time before getting distracted. :S
9
0.9.9 / [M|Standard|88%|YAVP] longinus, assault shotty with nano pack
« on: January 06, 2010, 21:01 »
So I finally got a win on the shotgun/melee build I've been working on for the past few days.
There were a lot of uniques generated, but this build really doesn't need any. As long as you have enough backup armor, vamp will keep you alive. I usually have a power-modded combat shotty as my main weapon. Doing this has taught me a lot about when I have time to switch to melee and step in on a former sarge/mancubus/etc and when I don't, and also how to sneak around to find doors close to tough enemies. Bit like Solid Snake with a chainsaw. I'm just glad this build finally won. I had so many close calls, including one run where I cleared the Unholy Cathedral AND the Mortuary, then died to cybie (no armor, medpacks, or power cells, with health at 75% :(). By the way, Mortuary is totally not worth it. I blew all my cells, armor, medpacks, and a lot of ammo for... not very much. Getting AA is a bad tradeoff for your whole stack of healing, considering how fast endgame enemies can pour on damage.
Oh well. cheers
--------------------------------------------------------------
DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------
cobalt, level 9 Cacodemon Sergeant, defeated the Cyberdemon
on level 25 of the Phobos base.
He survived 115652 turns and scored 84846 points.
He played for 2 hours, 35 minutes and 12 seconds.
He didn't like it too rough.
He killed 541 out of 614 hellspawn. (88%)
-- Awards ----------------------------------------------------
Aurora Medallion
Hell Champion Medal
-- Graveyard -------------------------------------------------
###########################################################
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#......}X|#...................#>#........................##
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###########################################################
-- Statistics ------------------------------------------------
Health 49/60 Experience 38544/9
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Ironman (Level 1)
Tough as nails (Level 2)
Brute (Level 3)
Berserker (Level 1)
Badass (Level 1)
Vampyre (Level 1)
TaN->TaN->Bad->Bru->Bru->Ber->MVm->Bru->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] nothing
[b] [ Weapon ] Longinus Spear (8d8)
[c] [ Boots ] plasteel boots [4/4] (100%)
[d] [ Prepared ] modified Assault Shotgun (8d3) [6/6] (N1)
-- Inventory -------------------------------------------------
[a] rocket launcher (6d6) [1/1]
[b] BFG 9000 (10d8) [100/100]
[c] Blaster (2d4) [20/20]
[d] Trigun (3d6) [6/6]
[e] blue armor [1/2] (38%)
[f] shotgun shell (x50)
[g] shotgun shell (x50)
[h] rocket (x10)
[i] power cell (x50)
[j] power cell (x50)
[k] power cell (x50)
[l] power cell (x50)
[m] power cell (x50)
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] large med-pack
-- Kills -----------------------------------------------------
95 former humans
63 former sergeants
16 former captains
91 imps
60 demons
134 lost souls
32 cacodemons
10 barons of hell
1 Cyberdemon
7 hell knights
6 arachnotrons
6 former commandos
1 Angel of Death
5 pain elementals
3 arch-viles
10 mancubi
1 revenant
-- 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 found the Blaster!
On level 4 he stormed the Chained Court.
On level 8 he found the Assault Shotgun!
On level 11 he ventured into the Halls of Carnage.
On level 12 he found the Trigun!
On level 15 he found the Nano Pack!
On level 16 he invaded the Unholy Cathedral!
On level 16 he found the Longinus Spear!
He then destroyed the Unholy Cathedral!
On level 20 he entered the Vaults.
He came, he saw, but he left.
On level 23 he entered the Lava Pits.
He decided it was too hot there.
Then at last he found Phobos Arena!
On level 25 he finally defeated the Cyberdemon.
-- Messages --------------------------------------------------
footsteps...
The Cyberdemon fires! You are hit! Your blue armor is damaged!
You swap your weapon. The Cyberdemon reloads his rocket launcher.
You wear/wield : a modified red armor [6/6] (100%) (P)
The Cyberdemon hits you. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you. Your red armor is
damaged!
You hit the Cyberdemon. The Cyberdemon hits you. Your red armor is
damaged!
You hit the Cyberdemon. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon hits you. Your red armor is
completely destroyed!
You use a large med-pack. You feel fully healed. The Cyberdemon hits you.
You hit the Cyberdemon. The Cyberdemon dies. You feel relatively safe
-- General ---------------------------------------------------
Before him 72 brave souls have ventured into Phobos:
67 of those were killed.
1 of those was killed by something unknown.
And 3 couldn't handle the stress and committed a stupid suicide.
Some rumours though, say that the Cyberdemon was killed already!
Is he immortal? 1 souls claim to have killed him...
1 killed the bastard and survived.
--------------------------------------------------------------
Trigun and blaster were just for fun. I dropped the chainsaw when I got the longinus. Vampyre is such an amazing melee trait. Way more fun than MAc. However, melee took a backseat this time. Assault Shotgun was an amazing find- it's one of my favorite uniques and fits perfectly for the build. Then when I found the Nano Pack, the game got a thousand times easier. I could just spam shotty fire everywhere until the screams stopped. Had a lot of armor problems, but I guess that's to be expected in such a melee-heavy build. Longinus + Berserker is such a great combo in late game, especially with Vamp feeding you health as you go.There were a lot of uniques generated, but this build really doesn't need any. As long as you have enough backup armor, vamp will keep you alive. I usually have a power-modded combat shotty as my main weapon. Doing this has taught me a lot about when I have time to switch to melee and step in on a former sarge/mancubus/etc and when I don't, and also how to sneak around to find doors close to tough enemies. Bit like Solid Snake with a chainsaw. I'm just glad this build finally won. I had so many close calls, including one run where I cleared the Unholy Cathedral AND the Mortuary, then died to cybie (no armor, medpacks, or power cells, with health at 75% :(). By the way, Mortuary is totally not worth it. I blew all my cells, armor, medpacks, and a lot of ammo for... not very much. Getting AA is a bad tradeoff for your whole stack of healing, considering how fast endgame enemies can pour on damage.
Oh well. cheers
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