Perfect ambush! The bastards will never see you coming.
The duration of the grace period at the start of the level is tripled.
The duration of the grace period at the start of the level is tripled.
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Quote from: Silhar on June 27, 2011, 06:43Shesh, now THAT's one "so-bad-that-I-want-to-see-it-making-in" idea.
Quote from: BirdoPrey on April 15, 2011, 17:11How about this modification that I suggested in the gun kata thread -
Angel of Alzheimers (or Forgetfulness or something)
Start the game with 15 traits of your choosing - Every time you level up you pick a trait to lose a level in.
Quote from: Game Hunter on April 16, 2010, 12:51No way MAD is passive defense, I've never used it to absorb all incoming enemy damage. What's great about MAD is that you can scout enemies AND kill them before they're ever on-screen, making it tactical defense (by the definition being used).
Quote from: Game Hunter on April 13, 2010, 17:30I would argue that the point of any offensive build is to kill the enemy before they have the chance to fire (MAD? Cateye??)
QuoteIn DoomRL, there are three primary defensive strategies: passive (be resilient enough to absorb all incoming damage), active (dodge enemy fire so that you don't get hit) and tactical (kill the bastards before they get a clear shot at you). A player may choose to combine these strategies, or concentrate upon one.
Passive defense is based on traits like TaN, Ironman and Badass. Its obvious advantage is that it doesn't require any special actions during the actual firefight; apart from an occasional mid-battle medikit use or armor change, all preparation is done beforehand, so you can concentrate on killing your enemies. Furthermore, it has very few "hard counters" that completely nullify it.
Active defense, on other hand, requires you to sidestep incoming projectiles, most likely while running and/or under influence of Hellrunner. When it works, it allows you to avoid 100% of the damage with no permanent expenditure of resources. Alas, it has many disadvantages: you'll still get hit far too often, sergeants, revenants and viles won't be fooled by your dodging skills no matter what, the terrain layout might not allow for enough room to maneuver, and, most importantly, a turn spent moving is a turn not spent shooting.
Tactical defense is basically the art of shooting at enemies that can't fire back. This includes corner tricks, firing into darkness and listening for sounds, trapping your victims behind walls of lava/acid, using your intuition (and possibly Intuition).
Quote from: Silhar on April 12, 2010, 11:17We'll see, if you supply me with a link for it first.
(Suicide mission, it seems !)