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Messages - Aki

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16
Gee I dunno, maybe HoC was changed because it was too easy pre-0.9.9.7.

But it was that way because it was the HoC. C:

17
Welcome to the forums! I hope you enjoy your stay. Remember, the only stupid question is one not asked.

The Halls of Carnage used to be much easier - I don't know why this was changed *grumble grumble*. You pretty much hit the nail on the head though - you need to blaze through at top speed. The lava columns start coming from the left at 1 column/3 seconds on ultra violence, so you need to move quickly.

Firstly, before I say anything - unless you're going for a badge/medal that requires you to be conqueror, take a look at how you're kitted up before deciding to enter a special level - No BFG is worth a dead doomguy, because you can quite easily complete the game without one - you can't complete the game if you're dead.

Secondly, this special level is paired with the Spider's Lair - meaning that there's a 50% chance of them spawning interchangably on the same level. If you ARE going for conqueror and have heaps of trouble with one special level, it may be worth simply biding your time until you get the level you can complete.

Now, as for the UV HoC:

-Move quickly. And by this, I mean move quickly quite literally - you'll want your movespeed to be as high as possible, since the lava doesn't move based on turncount, it moves based on time spent on the level. The Red Armor in your example would have given you -20% movespeed, for example. Keep in mind that shooting and reloading weapons takes time - 2 shots and a reload from a shotgun would mean one more column of lava to contend with.
-Plan your route. There's 3 full heals in this level - keep in mind that each of them resets your running status to cautious. If you plan it out, you can literally run through most portions of this level.
-Abuse Sergeants. Their shotguns can be annoying as hell, but if you notice an opportunity where a Sergeant is to your left and you're not low on health, stepping one step closer might take you farther via knockback then if you had stepped to the right. Mind you, if you're doing a damageless game you can't do this, and if you're not careful this will flat out kill you.
-Lava hurts. Not just you, but it also hurts monsters. If you're going for 100% kills, all you really need to worry about is the lost souls in the middle section of the level. If you're not - great! Just run past them. Your objective is to get the BFG and get out alive, not to be a hero. The stairs to the next level are never affected by floor statuses - you'll never have a corpse/blood/lava/acid/whathaveyou on stairs, so once you're at the stairs you can simply runwait for some free exp or something. Keep in mind the walls are also destroyed - don't be too cocky about this or you'll end up getting 5 acid balls in the face from 5 'almost dead' Barons.

Hope i've helped!

18
Discussion / Re: Master trait discussion 2: Scavenger
« on: October 20, 2013, 04:12 »
At the moment I wouldn't use Scavenger outside of Ao100/666 runs, unless I'm really desperate for a Technician badge. On higher difficulty normal games (UV+) it might still be useful, since the skill-block it imposes is relatively mild and thus allows for a broad range of tactics (based on whatever doomsday device you're able to cook up); on lower diffiiculties, you simply don't earn enough xp to put this to good use.

That's something that I struggled with for a little while, but then I realized something - MSc includes Whizkid in the requirements, giving you earlier access to (modable) assemblies. Even something as simple as a Nanofibre red armor (P) within a few levels of the Anomaly means that this pays for itself. Lack of starting power isn't really a problem because you can take everything up to about dlevel 9-10 with a combat shotgun unless you get a bad level layout (in which case you were probably screwed anyway unless you found a good unique/exotic/assembly).

I heard somewhere most of the balancing is done at the HNTR and UV levels, so it could probably do with a tweak.

Quote
If the nano/onyx drop rates were higher, I'd probably be satisfied.

Yeah, Between the Armory and the Vaults that'd probably get you something good, although i've never had a unique spawn out of something like 20 armories - I could be unlucky though - so perhaps adding Onyx/nano to exotics isn't a bad idea.

19
Discussion / Master trait discussion 2: Scavenger
« on: October 20, 2013, 03:54 »
Spoiler (click to show/hide)

So I was doing a little ruminating on Scavenger.

Here's the trait, for anyone unfamiliar with it:



What do you think of it? Pros and cons? Do you think it's fine as it is now?

After having used it in a UV Ao100 100% run, i'd have to say that the trait itself could do with a little tiny bit of a buff. Ao100/AAo666 probably brings out the potential of this trait and it really only makes getting some of those assemblies a little bit easier (1/6 of getting a Nano/Onyx pack from a generic ranged unique? May as well get a Nano mod from the floor.). It's not as much as a buff as some of the other master traits such as Ammochain, Malicious Blades and Sharpshooter, for example. I mean, it's great if you find a nano pack earlier on like I did, or find a unique that gives a guaranteed mod like I also did, but with that level of RNG luck the game might as well give you a Dragonslayer on a MMB run.

There's two things I was thinking. The first is renaming it something like Engineer (MEg) and giving you an additional mod slot for Assemblies (On top of WK 2). That'd probably be enough of a buff and would give you a little more strategic depth or something like that. The effect would apply to assemblies made before taking the master trait as well.

The second thing would be simply increasing the rate of a useful modpack from exotics/uniques (letting exotics give you a chance at any random unique modpack and changing exotics to 1/3 nano/onyx and 1/6 sniper/firestorm) and increasing the number of things you could disassemble. (perhaps allow melee uniques/exotics? certain armors? You could certainly pull something from the Cybernetic armor, for example..)

20
Nightmare! / Re: [N!|AoSh|63%|YAVP] First N! Challenge win
« on: October 18, 2013, 17:45 »
I could have probably gone for the diamond, but this was only my second Nightmare win. I'm still rather inexperienced with it and would rather get some practise down before I try again - mainly in the way of corpse disposal, of which my current strategy ignores.

But thank you for your encouragement!

21
I didn't use the mouse at all during this run. It was shottyman + firing, and the message came after firing as you can see.

22
Nightmare! / [N!|AoSh|63%|YAVP] First N! Challenge win
« on: October 18, 2013, 04:34 »
--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Aki, level 11 Arch-Vile Br. General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 35465 turns and scored 395916 points.
 He played for 53 minutes and 18 seconds.
 He opposed the Nightmare!

 He killed 671 out of 1058 hellspawn. (63%)
 He was an Angel of Shotgunnery!

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

  Levels generated : 11
  Levels visited   : 3
  Levels completed : 0

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

  UAC Star (gold cluster)
  Minor Icarus Cross
  Shottyman Platinum Badge

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

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

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

  Health 56/70   Experience 51396/11
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Ironman          (Level 2)
    Finesse          (Level 1)
    Hellrunner       (Level 2)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  HR->HR->Rel->Rel->SM->Fin->Jug->MSh->DM->Iro->Iro->

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

    [a] [ Armor      ]   red armor [4/4] (100%) (N)
    [b] [ Weapon     ]   plasmatic double shotgun (9d3)x2 [0/2]
    [c] [ Boots      ]   steel boots [1/1] (96%)
    [d] [ Prepared   ]   super shotgun (8d4)x2 [2/2]

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

    [a] elephant gun (12d3) [0/1]
    [b] combat shotgun (7d3) [5/5]
    [c] blue armor [2/2] (100%)
    [d] red armor [4/4] (100%)
    [e] shotgun shell (x46)
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] phase device
    [j] plasteel boots [2/2] (100%)
    [k] gothic boots [10/10] (200%)

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

    Fire       - internal 0%    torso 25%   feet 0%   

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

    50 former humans
    61 former sergeants
    23 former captains
    56 imps
    62 demons
    288 lost souls
    17 cacodemons
    7 hell knights
    18 barons of hell
    3 arachnotrons
    7 former commandos
    27 pain elementals
    19 revenants
    9 mancubi
    8 arch-viles
    4 nightmare imps
    2 nightmare cacodemons
    8 nightmare demons
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 8 he encountered the Phobos Anomaly.
  Level 9 was a hard nut to crack!
  On level 10 he assembled a elephant gun!
  On level 15 he assembled a plasmatic shrapnel!
  On level 16 he found the Tower of Babel!
  He left level 18 as soon as possible.
  On level 19 he entered the Vaults.
  He came, he saw, but he left.
  On level 22 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 Fire -- Choose target...
 You see : a Spider Mastermind (severely wounded) | blood | [ m ]ore
 The Spider Mastermind flinched!
 Fire -- Choose target...
 You see : a Spider Mastermind (mortally wounded) | pool of blood | [ m ]ore
 The Spider Mastermind flinched!
 Fire -- Choose target...
 You see : a Spider Mastermind (mortally wounded) | pool of blood | [ m ]ore
 The Spider Mastermind flinched!
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | pool of blood | [ m ]ore
 The Spider Mastermind flinched!
 Fire -- Choose target...
 You see : a Spider Mastermind (almost dead) | blood | [ m ]ore
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind! Press <Enter>...

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

 289 brave souls have ventured into Phobos:
 250 of those were killed.
 1 of those was killed by something unknown.
 3 didn't read the thermonuclear bomb manual.
 And 17 couldn't handle the stress and committed a stupid suicide.

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

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

I finally found that nano pack.

Elephant gun was really the kicker. Plasmatic shrapnel double shotty, super shotgun, whatever. I barely used them. Elephant gun is the shotgun of champions.

Assembled the Plasmatic then found super shotgun on the next level. Way to kick me, RNG 8D

Nano pack was found rather luckily and I had to do some shenanigans to save it from being obliterated by V. Didn't have an assembly for it and didn't find the mods, so I just stuck it onto a red armor close to the end. Didn't really need it.

Anyway, this was much easier then I thought - I just booted up DoomRL during a study break and decided to go for Shottyman Platinum for lulz. Ended up with the badge.

Probably wouldn't want to try this again without a lucky combat shotgun find or the elephant gun though.

Got through Hellgate with the berserk from the Chained Courts - Thank you for teaching me the way of being a pussy, Thomas.

23


So this is kind of weird. I'm getting this wimpy message when I shoot my elephant gun of pwnage, but you know...it's a shotgun.

I'm thinking this issue stems from having a chainsaw in my prepared slot and Juggler. Unless this is how it's supposed to function?

24
Discussion / Re: Another melee base?
« on: October 17, 2013, 22:02 »
Stop teasing about 0.9.9.8 stuff! It's so exciting! Release the beta already >_<!

As for knuckledusters, i'm not sure what can be done with the engine but perhaps they could work like the backpack and simply add 3/2 to your melee damage and melee tohit. I was thinking perhaps when you use a mod you check for whether or not you have the knuckleduster powerup so you can "mod" the powerup or base time of your fists or something, but I have no experience with the code or anything.

The combat knife outclassing the knuckleduster isn't something that's really silly. In real life for instance, a knife will rip and tear guts much better then even a heavyweight boxer's punch. In video games, the progression seems to be from fists to blades to bigger blades anyway.

Although that did give me an idea - perhaps weapons with damage similar to enemy melee attacks could be introduced (Like a (1d6+1)x4 chaingun). Perhaps this could even be used to improve something like MSc - rename it something else and have it enhance the effects of certain modpacks - P mods on rapidfire weapons now add 1 damage similar to SoB instead of adding one side to the die, as an example.

In regards to pistols - I don't really think there's much you can do with them as a *base*. Pistols are pretty "boring" as a weapon.

25
Discussion / Re: Another melee base?
« on: October 17, 2013, 18:20 »
If knuckledusters have such low damage and don't count for Iron Fist relatives, then what's the point in them?

That's pretty much what I was thinking - it'd just be wasted development time.

Quote
The only possibilities I see is either changing a Strongman badge to knuckledusters-only (not sure I like that), or to have knuckledusters not take up an equipment slot (which could actually make some degree of sense, though it would also mean that there'd be no reason not to equip them).

Unless it was noticably better (like 2d3 or something) then it'd probably still have to be equipped - the flavour text doesn't really have to be changed ("fists only").

Quote
Once you've used it, you would be chained to the enemy; movement would be heavily slowed, and you'd be subject to melee attacks from them until they were killed. You probably couldn't use it against knockback-immune enemies; also, the speed at which the enemy is dragged towards you should be fast but finite (so hitting an enemy at edge of LOS could actually subject you a round of attacks or two)

What kind of initial damage are you thinking then?

26
Discussion / Re: Another melee base?
« on: October 17, 2013, 04:46 »
I only mentioned swords in my original post because I remembered that Sword of the Stars: The Pit has three different melee skill stats that can be leveled: melee, knives, and blades. The difference is that knives attack directly adjacent to your character (which, in the case of SotS:TP, is limited to the cardinal directions--none of that diagonal movement/attacking stuff), while blades attack a row in front of you.

I do like the idea of a Doomguy using some brass knuckles. Just got an interesting image of a gentlemanly Doomguy squaring off with the hordes of Hell with some good ol' fisticuffs. May or may not be complete with a top hat and a monocle. :|

Perhaps it could be a 1d4 base with a low weight, like the ammochain or something, with only the piercing assembly possible. (Or no assemblies? Just moddable). Or perhaps appear in place of the chainsaw in the chained courts if all kills up to that point are fist only. The only thing I can really see this breaking is perhaps the Strongman Diamond badge, but all that will really do is cut down time (Because unless you have a cybernano cybernetic armor or something you'll still be needing to kite things. And I don't even know how to kite anything that's not the Angel of Death.)

27
Discussion / Re: Another melee base?
« on: October 17, 2013, 04:04 »
By its centre of mass.

I'm moving towards no more melee "base" weapons.  If there's anything to add though, it would be knuckledusters -- small boost to fist-only and still believable in the Doom-verse.

This would be a great idea. If I remember correctly the punching sprite from Doom actually had brass knuckles or something similar on it, if that's what you're referring to.

@Lucky: Those are all cool, but they'd be hard to balance which is the real issue here. Perhaps some of them, like say, the power sword or the chainfist could be implimented as uniques. Something perhaps like the power sword, which could start out as 5d5 and then be altfired or altreloaded at the cost of 20-30 plasma cells to increase damage to 7d7 or something. But that might take focus away from the Longinus/Scythe or Dragonslayer.

28
Discussion / Re: Another melee base?
« on: October 17, 2013, 03:22 »
I would be very happy and laugh very hard if swords were introduced as an exotic.

Would chainsword then change to a sword assembly, and would a knife assembly/knives get buffed?

What about, I dunno, a hook-chain-type-weapon which pulls enemies in from a distance? High initial damage but you're then restricted to using fists until you kill them?


Not bad ideas, the hook-chain might be hard to impliment, but how would you balance it?

29
Discussion / Another melee base?
« on: October 17, 2013, 00:05 »
Instead of continuing to talk about this in the small questions thread, I thought this might deserve it's own topic:

I said we need more melee bases. The only normal melee base is the knife. For pistols, only one is the pistol. Shotgun has 3 different bases, and chainfire has 2.

And I see more Shotgun/Chainfire random specials than pistol or melee.

Technically unarmed is a melee base too, since Sunrise Iron Fist.
But personally I wouldn't mind having a better non-unique/exotic melee weapon that's a step up from the combat knife. Maybe like a...sword or something.

* White Rider tries to imagine a Doomguy with a sword and gothic armor

I suppose this discussion could be extended to pistols somewhat, although they seem fine to me.

What do you think?

30
Discussion / Re: Quick questions thread!
« on: October 16, 2013, 22:57 »
._. Like, only if you're an uncreative developer that thinks new = more powerful.

What are unique mechanics.

Well, let's look at it this way: If the new bases/assemblies are weaker then what you could get with a combat knife, there's not much point in the development time put into it, since you can pretty much always get a combat knife. If they're stronger then what you could get with a combat knife then it's a buff - and also a bit of a waste of development time, as you get the chainsaw on dlevel 5.

And if it's stronger then what you can get with the chainsaw...
* Aki looks at the ripper

Yeah, let's not go there @_@

If you're talking about Ao100, perhaps what could be done is increase the weight of the chainsaw - as it stands the min dlevel is 12 and the weight is 3, meaning that it's got about the same chance as spawning as the inquisitor's set and even less likely to spawn then a nano pack.

If that's not good enough? It's a challenge mode. >:(

Note that the note on the Ber/Iro interaction is a bug in 0.9.9.7 and is fixed in 0.9.9.8.

Unless I misremembered.

I am okay with this.


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