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Messages - thelaptop

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Post Mortem / Re: [U YAVP | 92%] UAC gold
« on: February 21, 2020, 03:44 »
On side note, AoMr is tough to get off the ground....

Sharpshooter builds are fun!  My personal favourite is the old Gun Kata builds, but I had some good fun with Sharpshooter.  Try it!

Post Mortem / Re: [U YAVP | 92%] UAC gold
« on: February 20, 2020, 07:11 »
* thelaptop isn't the Chaos Fanatic! for nothing

I'm around!  I promise!

A fine victory post on Ultraviolence you have there.  =D

Post Mortem / Re: [0.8.8b|U|Te|AoMr|YAVP] - frenziless headshot
« on: February 17, 2020, 23:06 »
Nice!  I think I might want to try a Technician pistol build like yours.  It can probably be as fun as I think it might.

Post Mortem / Re: [0.8.8b|M|AoC|Ma|YAVP] Rockets... everywhere!
« on: February 15, 2020, 18:20 »
Indeed, it was a Blast!  =D

For medium difficulty, ammo management for scrub-playing tactics like mine are alright.  Most organic things go down in one at most two rockets, and each ammo dropped replenishes between 1 to 2 rockets (I'd estimate around 1.1 to 1.2 on average).

It's the bots that eat rockets and make ammo management a pain.  The non-drone bots eat 3 to 5 rockets, and barely restore your ammo.  That's why I decided to be a scrub and just play it straight without going to the special levels.  One of my earlier attempts saw me in Valhalla Command(?) where I was promptly decimated by the bots there due to excessive ammo use and damage.

That's why I decided to not attempt a YAAM run for that reason.

Post Mortem / [0.8.8b|M|AoC|Ma|YAVP] Rockets... everywhere!
« on: February 15, 2020, 02:26 »
Spoiler (click to show/hide)

I think I should learn to read the descriptions a bit more.  I thought this was going to be similar to something from the past, but to my amazement it was basically Rockets ho!.  Everyone gets a rocket to the face!

I've hardly ever used the Rocket Launcher in my normal games, so I'd like to think of AoC as a great way of introducing Rocket Launcher mechanics.  I've learnt quickly to not take on too many armoured foes because the RL is basically nerfed.

This is just a bog-standard wussy-ass run at Medium difficulty, relying on Reload Dance and Incoming! to help with offense and defense respectively.  The description of the RL says it is Slash damage, but Incoming! seems to mitigate explosions, so I'm not even sure if taking Incoming! was helping me protect myself against my own rocket fire (I sure hope it does).

The summoner fight was aided greatly by the phase devices -- I realised that with the RL, there was no point trying to plink off the summoned foes and it was better to concentrate fire on the Summoner itself.  I wasn't going for a YAAM, just looking to notch off a win on Medium for myself.

A very fun challenge mode for sure!  Maybe next time I will be less wussy and try for a Conqueror type run... on Medium.  But not on AoC.  =)

The weapons are treated fully separately.
So... it is possible for a mob to be both frozen and burning?

* thelaptop ponders carefully

Thanks Tormuse!  Not as illustrious as you though hahaha!

Careful, there.  Comparing JH to DRL is one of Kornel's pet peeves.  :P  Bring back kill percentages.

Wasn't really trying to compare to DRL, but more on feeding some things I find useful to eventually up my game.  =)

For the animation problem, I don't mind a faster moving rocket + explosion cycle -- it probably feels more powerful and less cognitively jarring than having things fall down and explode before the rocket hits.

As for the health orb thing, yes, manual pick up might be a good thing to support.

I was trying Angel of Carnage and found that the order of animation was not quite right for the non-hitscan rocket launcher.

All the effects from the rocket hit occurred before the rocket animation and subsequent explosion happened.  This included the hurt sound, death sound, level ups, and all the other effects from the exploding rocket.

On another note, when the health orb spawns on the same tile as uhhh Joviguy, he does not auto pick up -- I needed to move him off the tile first before moving him back on the tile with the orb to auto pick up.  Not sure if this is intended.

Thanks for the congratulations!  =D

Unfortunately status effect nullify each other, so if you stack a cold or emp mod over a ignite weapon, the ignite is effectively lost.
What happens if I have one pistol with Ignite (pistol 1), and the other with Cold (pistol 2), while running Gunslinger?  What will proc then?

Spoiler (click to show/hide)

I have not won a single game of JH, and I was getting sick of that.  So I wussed out and got on Easy, and went forth with Gunslinger, the build that I've always enjoyed playing back in DRL.

I could've had my first win yesterday (had two ADV 9mm Pistols, one of which had Ignite and Cold on it!), but in a rash to shoot fast, I forgot to heal and got YASD.  Today, I finally had my first win, and can sleep better at night knowing that I have won one game on JH (despite it being Easy).

Question: How does a weapon with both Ignite and Cold work?  Ignite was intrinsic to the weapon, while Cold was from a mod -- do they nullify their effects, stack on top, or only the last one applied works?  I think I only saw Frozen status applied on the mobs, but I could be mistaken.

I'm not going to discuss my "tactics" because I'm playing on Easy like a scrub, and well, I don't have the kind of time I used to have 10 years go to try all kinds of crazy things.  =)

Side point though: maybe in the next update, we can have the progression of traits chosen in the mortem like how we used to have in DRL.  That way, it makes it easier for folks to learn play styles and what-not.  I also liked the old screenshot of the final screen as a way of memorialising the win/death, but that can be something for the [far] future.

Bug Reports / Re: Crash in Europa
« on: February 13, 2020, 01:46 »
I was just walking about clearing up the level of all enemies, and towards the end it decided to crash randomly.  It was not at a level transition.

The save parachute did work -- it put me at the beginning of the level.

I've attached the actual file, I think it is better than me trying to cut+paste contents into the post.

Bug Reports / Crash in Europa
« on: February 13, 2020, 00:43 »
As stated above.  Here's the dump.

Am playing on Intel HD Graphics 620, Core i7-7500U.

Edit: Added the actual log file.

General Discussion / Re: Jupiter Hell forum boards
« on: December 27, 2019, 08:16 »
We'll be here!

* thelaptop laughs with the legion of ChaosForge forumers

Discussion / Re: Dumb Legal Question
« on: December 26, 2019, 06:48 »
The rights issue isn't so much as DRL but the Doom IP on the whole.  That's as much as I can tell without being a lawyer.

* thelaptop reloads shotgun

Time for some Hell... Jupiter Hell!  =D

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