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Messages - wisnoskij

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1
Discussion / Usless Levers
« on: April 20, 2012, 09:24 »
Is it just me or are the levers pretty lame?
In doom levers were dangerous, as they often released monsters, but also normally gave you loot.
In DoomRL they are just lame and for the most part damaging.

2
Discussion / Re: The Wall Strategy
« on: April 16, 2012, 10:45 »
but the missile launcher already has +10 accuracy! so unless you find a second pack to negate the out-of-fov penalty it's useless.

Probably should of checked that, I was missing so much with the original rocket launcher and it was teh onyl gun that would accept it (and I needed space).

3
Discussion / Re: The Wall Strategy
« on: April 16, 2012, 10:33 »
It seems that last update was for 0.9.9.3, no idea what has changed since then gameplay wise.

But I was able to get past The Wall using the tips here, thanks everyone. I now have a tactical shotty, missile launcher (with a sniper upgrade), an elephant gun, and lots of ammo and health.
The game seems a lot easier after I got past that initial hump.

4
Discussion / Re: The Wall Strategy
« on: April 16, 2012, 07:31 »
Another tip is to make a small alcove using a single rocket a few tiles below the hole (or above, depending on where you make it). That way you have somewhere to retreat and continue cornershooting if the knights/barons get dangerously close.
Like.

Shell box (and other such items, such as ammo chains) indeed help with reloading - if you have it equipped in your prepared slot, reloading will take only 1/5th of the time it would normally take.
OK, I think that answers my "how do you use ammo boxes" question.

5
Discussion / Re: The Wall Strategy
« on: April 16, 2012, 07:27 »
Thanks everyone, I think part of my problem was starting off with the rocket launcher and the switching to the shotty latter (because the initial rocket killings would inevitably widen the hole).

Is there a way to force a gun to use a ammo box instead of a normal stack then, because while I have carried around multiple ammo boxes I do not think I have ever used one (seems to default to the normal ammo).

6
Discussion / Re: The Wall Strategy
« on: April 16, 2012, 07:22 »
As for TaN, I am following a build I found in the only strategy guide I could find "DoomRL (un)Official Strategy Guide By Thomas Parasiuk".
I had heard about specific builds, thought they were the solution to dying all the time so I have been trying them, to little success.

Quote
Offensive Shotgun build:
Fin->Fin->TaN->TaN->Bad->Iro->Iro->Iro
Have you ever tried Hell’s Arena with finesse two and a combat shotgun? It’s the easiest thing in the
world. And if you make a tactical shotgun like described earlier, finesse 2 will make you a walking
death machine. However, without MAD you won’t deal as much damage to end-game enemies and
if you go for reloader (then MAD) instead of ironman, they’re going to kill you a fair bit easier.
Note that anything with really high armour will just laugh off your tactical shotgun attacks, so a
micro launcher (Rocket Launcher + Tech + Tech) or missile launcher (Get it from behind The Wall) is
recommended for Barons that happen to pick up red armour, Viles and bosses.

I have to admit, it does not seem to be making playing any easier (but I have not gotten far with it).

7
Discussion / Re: The Wall Strategy
« on: April 16, 2012, 07:15 »
Thanks Klear, I will try that more.
The corner shooting does seem to work pretty well, it just seem that eventually they keep coming and I do not have enough time to reload and refill on health.

As for Tactical Shotty, I have not been getting very many mods in last few playthroughs.
The Double Shotty suggestion surprises me. Doesn't the DS do far less damage far away then the combat (and starting to shoot them far away seems like a useful strategy). Also if you play right hopefully you are in multiple small battles allowing you to reload fully in-between. Not that I do not wish that I had one in the prepared slot for close encounters.

Does the shell box help in reloading somehow? Everything I have read seems to say that it is just a larger stack of ammo. So nice, but easily replaced by having an inventory full of smaller stacks.

8
Discussion / The Wall Strategy
« on: April 16, 2012, 06:32 »
So I have been looking around the forums for a little while and have seen the strategy for The Wall explained a few times in very little detail.
Apparently, with a Rocket Launcher and a moderately high number of rockets (heard 30) anyone should be able to beat The Wall with no damage taken.

Yes I can get into a rhythm and kill a few of the monsters with the rocket launcher (knock them back, reloaded, they appear at edge of vision, repeat), with at least minimal damage taken. I have even gotten close to using up my 3 stacks of rockets and still had no luck.

But sooner rather then latter it always ends up with multiple coming at me from slightly different angles, I miss a shot and suddenly I am surrounded and getting 3+ hell missiles lobbed at me per turn (sometimes I even just miss a few times in a row for a single demon and that is enough for him to get close and do a lot or damage).
I have even played with newly acquired invulnerability, and even killing most of them right off the bat it is impossible (it only gets more challenging the further back the demons are).

Am playing with a combat shotgun and Fin+Fin+TaN+TaN, on the second difficulty tier.

(note: have actually had more luck with the combat shotgun instead of the rocket launcher, but still quite far away from a victory)

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