Chaosforge Forum

  • August 14, 2020, 00:44
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - bolt_thundara

Pages: [1]
1
Post Mortem / [H|YAAM]Finally got my MSs run!
« on: March 25, 2018, 11:07 »
Been working at a Sharpshooter run off and on for a couple of years now and I finally got it! I know it's not gonna impress any vets but I wanna record it for posterity.


--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Skye, level 12 Cacodemon Warrant Officer Technician,
 defeated the Mastermind at the City of Dis.
 He survived 400515 turns and scored 179857 points.
 He played for 3 hours, 23 minutes and 20 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 955 out of 955 hellspawn. (100%)
 This ass-kicking marine killed all of them!

 He saved himself 4 times.

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

  Levels generated : 11
  Levels visited   : 7
  Levels completed : 6

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

  Mastermind's Brain
  Medal of Prejudice
  UAC Star (silver cluster)
  Hell Armorer Badge
  Technician Silver Badge
  UAC Silver Badge
  Veteran Silver Badge

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

  ###########################################################
  #>#####################................................####
  ######################...............####...............###
  #####################.......####.....####.....####.......##
  ####################........####.....####.....####........#
  ###################.........####.....####.....####.........
  ##################..........####..............####.........
  #################..........X...............................
  #################....####............................####..
  #################....####............................####..
  #################....####........%...................####&.
  #################....####............................####..
  #################..........................................
  ##################..........####..............####.........
  ###################.........####.....####.....####.........
  ####################........####.....####.....####........#
  #####################.......####.....####.....####.......##
  ######################...............####...............###
  #>#####################................................####
  ###########################################################

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

  Health 50/50   Experience 67749/12
  ToHit Ranged +6  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Technician

    Hellrunner       (Level 2)
    Son of a gun     (Level 4)
    Eagle Eye        (Level 3)
    Whizkid          (Level 2)
    Sharpshooter     (Level 1)

  SoG->SoG->SoG->EE->EE->EE->MSs->WK->WK->HR->HR->SoG->

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

    [a] [ Armor      ]   red armor [4/4] (69%)
    [b] [ Weapon     ]   pistol (2d6) [3/10] (B2P2)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   10mm ammo chain (x206)

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

    [a] tactical shotgun (8d3) [0/5]
    [b] missile launcher (6d6) [0/4]
    [c] red armor [2/4] (37%)
    [d] gothic armor [8/8] (200%) (APT)
    [e] 10mm ammo (x17)
    [f] shotgun shell (x38)
    [g] shotgun shell (x50)
    [h] shotgun shell (x50)
    [i] rocket (x4)
    [j] rocket (x10)
    [k] small med-pack
    [l] homing phase device
    [m] envirosuit pack
    [n] agility mod pack
    [o] agility mod pack
    [p] shell box (x100)

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

    Fire       - internal 0%    torso 25%   feet 0%   

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

    78 former humans
    68 former sergeants
    32 former captains
    142 imps
    51 demons
    378 lost souls
    27 cacodemons
    34 hell knights
    27 barons of hell
    33 arachnotrons
    7 former commandos
    32 pain elementals
    3 revenants
    14 mancubi
    10 arch-viles
    5 elite former humans
    5 elite former sergeants
    2 elite former captains
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena before it got too hot.
  On level 5 he stormed the Chained Court.
  On level 6 he assembled a high power weapon!
  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 entered Hell's Armory.
  On level 9 he assembled a tactical shotgun!
  He destroyed the evil within and reaped the rewards!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  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 assembled a hyperblaster!
  On level 21 he stumbled into a complex full of arch-viles!
  On level 22 he entered the Lava Pits.
  On level 22 he found the Cybernetic Armor!
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 You see : a Spider Mastermind (mortally wounded) | blood | [ m ]ore
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | blood | [ m ]ore
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 Fire -- Choose target...
 You see : Skye (unhurt) | floor | [ m ]ore
 Targeting canceled.
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | pool of blood | [ m ]ore
 The missile hits the Spider Mastermind.
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | pool of blood | [ m ]ore
 The missile hits the Spider Mastermind. The Spider Mastermind dies.
 Congratulations! You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now.

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

 206 brave souls have ventured into Phobos:
 183 of those were killed.
 1 didn't read the thermonuclear bomb manual.
 And 15 couldn't handle the stress and committed a stupid suicide.

 7 souls destroyed the Mastermind...
 2 sacrificed itself for the good of mankind.
 2 killed the bitch and survived.
 3 showed that it can outsmart Hell itself.

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

2
Discussion / Back ONCE AGAIN xD
« on: March 04, 2018, 10:20 »
Previous threads:

https://forum.chaosforge.org/index.php/topic,6770.0.html
https://forum.chaosforge.org/index.php/topic,7850.0.html

Well, after my last long break I'm back playing this again. Been working on knocking out some badges (finally reached Warrant Officer rank after completing AoMC, AoSH, and AoPc. Not even ashamed that I save scummed AoPc, after the third time something like THIS happened



I was able to get past that eventually by baiting a former into blowing the barrel for me but damn that's annoying)

Currently back on my MSs runs on, trying to get a standard win with 100% kills on HMP and Conqueror for more completionist reasons. Unfortunately, still having trouble getting a pistol run off the ground. Specifically right now having trouble with Chained Court+, Phobos Anomaly and Phobos Labs, if someone has advice for those.

Chained Court+ on HMP, I'm having trouble with the huge number of shotgun toting formers surrounding the Arena Master. Arena Master himself isn't really a problem, but getting shoved around by all those shotguns makes it hard to get in close with the Chainsaw while Berserked. I'm getting knockbacked like 2+ spaces in multiple directions most of the fight. I can usually succeed anyway by popping a med pack, but a few times I've had Berserk flat out run out before I can even reach the Arena Master.

For Phobos Labs, the first part of the ambush near the end is extremely lethal. After I flip the last switch, the former sergents who show up always shove me back into the acid 100% of the time right after the Envirosuit randomly cancels for some reason. The only way I've found to beat it is to pop the second Envirosuit and just stand my ground. If I happen to have a combat shotty (or through extreme luck a tac shotty) its child's play, but with either a regular shotgun or using Pistols a drawn out fight near that acid pool just chews me up. I've tried running for cover, I've tried sniping the sergents... Can't find a relatively safe strat.

For Anomaly, I'm having trouble in the initial room ambush. Never fail to get surrounded by Lost Souls/pinkies even if I try to run for cover. Even with a combat shotgun I can't seem to clear ground fast enough to stop from getting hit. This is true for all runs, not just MSs. I'd like to get the badge for clearing Anomaly without damage but I just can't see how. Ironically, I can clear Babel pretty much 100% of the time damageless now (when I can actually GET that far in a run, which is rare).

Other things since last time I played:

Complete newfound respect for movespeed boosts and Hell Runner since playing AoPc. Holy shit, despite being frustrating that was pretty fun. When I finally won it I had Nylap. boots and Necroarmor, and I just zipped right on by most things. Straight up outrunning Cybie was hilarious

Tried to do a speedrun under 25 minutes on my AoMc run. Cateye scout was interesting, I can definitely see the appeal. Not sure how I feel about speedruns tbh, just staircase diving feels kinda boring. Despite going as fast as I could, I was 18 seconds off my 25 minute time :/

3
Having trouble accessing the site the last few days due to some security issues. Not sure what that's all about?

4
Pistol users really do get the shaft compared to other weapon types. I mean, for one thing, they have pretty much the most restrictive Trait selection short of MAD. Bullet Dance stops you from getting Hellrunner, so if you want survivability you HAVE to tech into TaN and the other two Pistol masters block TaN. Not to mention Bullet Dance blocks Eagle Eye, something most pistol users need pretty bad due to the drop off in accuracy via range.

However, we can overlook all that. Sometimes not even taking a Master trait can be the best path, letting you spec as you want on basic and advanced traits. Son Of A Gun, Eagle Eye, and Son Of A Bitch seem to build well together. +6 minimum damage, +6 accuracy, 60% faster firing? Seems legit.

The other thing pistols really fail at tho is having decent gear. Compared to every other weapon type, it really falls apart FAST. Obviously the basic pistol is not supposed to be super useful, pretty much existing to last exactly one floor and then be retired forever. The problem is, pistol users likely NEVER get a better gun. Every other weapon type has a guaranteed drop for a higher quality piece of gear before the Anomaly (Chain gun and Rocket Launcher in the Arena, Chainsaw in the Chained Court, Combat Shotgun in the Military Base) AND every other weapon type (except rocket launcher, which instead has a free replacement at The Wall) has at least one extremely useful basic assembly that is fairly simple to find (Gatling Gun, Chainsword, Piercing Blade on that free Chainsaw, Elephant Gun as long as you have Shottyman, and the omnipresent Tactical Shotgun).

Meanwhile, pistols NEVER have an improved weapon drop, and their two basic assemblies are basically crap. Speedloaders look good on paper, and are decent if you are dual wielding, but with a single pistol you can simply equip an 10mm chain to accomplish the same thing without mods. This falls apart even further with Gun Kata, since you should never need to manually reload in any case (and Sharpshooter specifically blocks Dualgunner). Likewise, HP pistols are pretty bad since they take the biggest problem pistols have (frequent reloading) and make it worse by LOWERING your clips size (never understood using a Bulk mod to lower your clip size anyway). It's not until you can take a level of Whizkid and make yourself a Stormbolter that pistols finally get a weapon capable of keeping up with the other classes.

I'm not just ranting without reason. I'm aware KK is looking at ideas to work on in the next iteration of the game and I thought this specific issue needed to be addressed. Anyway, I can think of a couple of relatively simple fixes that might help ease the pain of trying to do an only pistols game.

First, what about making the Combat Pistol a guaranteed drop in Hell's Armory? It'd be simple enough to replace one of the weapons there with a guaranteed Combat Pistol, giving pistol users access to a better weapon right around the time they hit their Mastery and start looking for a good weapon to mod.

Second, maybe ease up on the trait requirements a bit for some of the Pistol masteries? Not the blocked stuff, I understand that is a balance issue. Instead, what if for instance Sharpshooter only required 3 SoG 2 EE and one additional trait? It would allow Technicians to either pick up some early defensive traits (Hellrunner or Ironman) OR start on their late game traits (also Hellrunner, but Whizkid if they want to mod stuff, Finesse if they want Juggler, or Intuition since they're taking Eagle Eye anyway). Not sure if you can really lighten up the other two, but being able to dual wield makes their early game a bit stronger before their Master trait anyway.

Last idea would be to improve the selection of basic Pistol assemblies. This could be as simple as changing how HP weapons effect clip size (isn't sacrificing two mods enough of an offset cost for this?) or as complicated as adding a few more basic assemblies that would be on par with the other basic assemblies. Specifically, if the Combat Pistol now always drops on Hell's Armory, an assembly that takes a Combat Pistol and two mods could be done, similar to the Tactical Shotgun. Maybe:

Tactical Pistol
Combat Pistol + AP

Damage:    4d3/4-12
Average Damage: 8.5
Damage Type:    Bullet
Accuracy:    +7
Base Fire Time:    1.0 second
Base Reload Time:    1.4 seconds
Clip Size:    15
Ammunition:    10mm ammo
Alternate Fire:    Aimed shot
Alternate Reload:    Dual reload
How to get it:    Combat Pistol +AP
Quote on pickup: Time to start a WAR

The result is slightly higher average damage, accuracy, and reload speed than a standard Combat pistol. The buff in stats is *slightly* more than if you'd simply AP modded a combat pistol (4d3 instead of 3d4 and .4 faster reload). The main problem would be it might be broken if further modded with a P mod, but I think that would still be less powerful than most modded shotguns.

Anyway, just thought I'd bounce some ideas around out here for whatever they're worth. I know I'm not super experienced at this game, but I've read thru the board extensively and these are common gripes. Hopefully something I've came up with here is helpful

5
I doubt I'm remembered at all, but a few years ago I created a playthru thread for this game http://forum.chaosforge.org/index.php/topic,6770.0.html. I was, and still am, a noob but I had alot of fun with it.

Flash forward almost three years and I got a new computer! When transferring files, I rediscovered this game and started playing it again. I am consistently getting my ass handed to me, mostly due to sloppy play, but I'm getting better all the time. Anyway, on to the questions.

To start with, I need advice on armor. I am consistently constructing Tactical Boots now (first two A mods go to boots right away), but I'm still struggling with what to wear for armor. I'm rolling with two different play styles right now, MAD shotguns and Sharpshooter pistols. I've tried Tactical armor, but I always get chewed up with no levels in Hellrunner/Dodgmaster. My best runs so far I simply modded some red armors with B and T early to save space, later converting them to Fireproof red and Ballistic red once their durability wore down (the free red from Phobos Anomaly lasted me a long time B modded). I eventually died due to being too stupid to heal before going down a floor, but hey that's not my armor's fault xD

Anyway, what should I be looking for? I seem to always be toting around a backpack full of mods with no use for them, esp on MAD runs, hoping to find armors worth modding out to save my bacon.

Second question is regarding traits. Obviously when running MAD or Sharpshooter I want to spec in everything leading directly to the Master trait. This is VERY restrictive for Sharpshooter, and only slightly less so for MAD. No worries, comes with the territory. My question is what traits should I be looking at AFTER I grab my Master? MAD is HIGHLY restricting (no hellrunner OR Finnesse ;_; ) and Sharpshooter only slightly less so. I've honestly only even gotten Sharpshooter once before getting blown away by the double Shambler fight in Deimos lab, much less any traits after it. On my MAD runs, I usually grab Ironman (it's the trait I can see the most results out of immediately), hoping the extra HP will keep me moving. I usually grab a second rank of Badass at level 5 as well (typically going Reloader > Reloader > Shottyman > Badass > Badass > MAD > ???) but I'm slowly realizing that I would probably be MUCH better off with either getting Ironman sooner or simply getting Tough As Nails.

Side question, but related. How does Son Of A Bitch affect shotgun damage. Adding +1 to 8d3 sounds.... underwhelming to be honest, but adding +1 per die sounds broken as fuck on the other side. Is it simply a trait that is more useful with weapons that pump out larger numbers of low damage shots (notably chain weapons)?


TL;DR version:

1) What should I be doing for armor?
2) Good trait builds for MAD and Sharpshooter runs?
3) How does SoB affect different types of weapons?

6
Sorry if I'm violating some sort of rule, but I always enjoy posting up stuff like this as I play a new game. I found DoomRL awhile back by accident, and the concept was enough to pique my curiousity and prompt a download. I played the original Rogue quite a bit back in HS (about 10 years ago) and really enjoyed it, so a Doom Rogue-like was definitely an interesting concept. The game had just been sitting in my backlog until last weekend, when I finally decided to dust it off and give it a try.

One week later, I'm still playing 3+ hours a day, kicking demons in the face and dying in the Arena xD

I started a playthru on ITYTD, because I figured it would be a good way to get a feel for the game. I went with a Marine (for the HP bonus mostly) and took Iron Man. I was immediately impressed with how polished and natural the game felt. It definately captures the feel of both Doom and Rogue, a combination I wouldn't normally believe is possible. I eventually opted to master in shotguns, since they seemed like a very reliable source of damage, and had little trouble blasting my way thru the game. Cyberdemon got a BFG to the face (repeatedly until dead), and Spider Mastermind got a face full of rockets from the Missile Launcher I scavenged from The Wall. GG, WP etc.

I really enjoyed the special levels. The Wall was very impressive. I wonder how many people missed the goodies on the other side the first time they got there?

All in all, I really enjoyed it. Since then I've been playing on HNTR, since I read in the wiki that many levels are disabled in ITYTD. I had still been playing Marine-with-Shotguns (usually a double shotgun), but have been unable to win again, until yesterday. I also did a few AoB runs to get the Melee Demon kills neccessary for Demon rank. Yesterday I finally found this board by accident, and spent 2 hours reading everything in the Beginners Guide. I understood much of it, but the lessons on Gift Dropping were invaluable. Also, the explanation on shotgun spreads helps me understand why I've been losing. I was EXCLUSIVELY using a double shotty, when I probably should have been carrying a Tactical shotty for radar shooting (since the double shotty is pretty much useless for that).

I've started doing pistol runs today, since I need to get a few caceodemon kills for that rank, and am really enjoying it. Currently alt-tabbed out of my game to type this. I managed to find a sweet Shielded Armor on level 3 from a vault, and found enough mod packs to make 2 High Powered pistols. I have to reload alot (ALOT), but the plus side is that it straight up kills everything so far. I just got Trigger Happy, and will pick up Bullet Dance on my next level.

I think I'll try a Technician pistol specialist next time tho. Seems like I'll prolly run in to ammo and reloading problems later with my current build, and the guaranteed max damage per shot on Sharpshooter sounds niiiiiiiiiccccceeee.

Funniest moment so far: On the second floor of a shotty run, doing good. Took Reloader and then Badass, preparing to go to the Arena (Badass so that the Supercharge there wouldn't decay as fast). I had found a Blue armor and a Double Shotgun (!) from a vault and was like "Yeah. I'm gonna stomp my way thru hell this time." I was just wrapping up a level, collecting powerups and messing with switches... One switch turned everything into lava... I facepalmed and laughed to myself. First time I'd gotten that effect. So much for that run.

Pages: [1]