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Messages - singalen

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1
It is an activated ability name. It IS a game mechanic.
I could ask for the description text to mention it: "Active: Adrenaline - blablabla", but I'm only modestly asking to highlight the word that already happens to be there. Fewer words is a better writing.

3
Post Mortem / [0.8.10|U|Ma|YASD] Couldn't tank the Armory
« on: March 31, 2020, 19:07 »
My best result so far. While I have bought the game for myself and a friend, and played it since Kickstarter, I'm still horrible at it.
And since Doom II times I don't consider anything below Ultraviolence a worthy challenge, so I almost always play on Hard... and die somewhere at the end of Europa.

This time, I decided to dump all the 9mm auto rifles, not try to stock ammo for later, and go with a chaingun for the everyday use and rocket launcher for weapon #3.
Worked surprisingly well!
I cannot stand having less than 2 stacks of ammo, so sometimes I had to pick up an enemy's chaingun instead of my own, to utilize their ammo on other, lesser enemies. With this tactic, I always had at least 140 of 7.62s.

This took me all the way to the CRI Armory. Flynn was a Field Medic and Ironman with a health pumped up to 150 with a help of a few med stations.
I even left a couple of medkits behind.

Before CRI Armory, I had 2 stimpacks, 3 small med-kits, a full 150 health and 5 multi-tools for a P-modded red armor.
But the damned Armory ate through all of them! Plus, I didn't have too many keycards, and cleared it only for the love of the art. I got an extra A-pack and a multitool from a tech station, and that's all.

I entered Io 5 with 23 health, and was chewed by a trio of exalted reavers.

In DRL, you can outplay your enemies and exterminate them without getting a scratch. I haven't figured out a tactics for this yet in JH, unless you fill the air with rockets, or spend a ton of other ammo shooting into a darkness. Well, you can almost always take the turrets out safely.

Unless I'm mistaken, in JH you have to trade some of your health for theirs, each time or each other time with Hellrunner, even if you always try to shoot from a cover.


Flynn Taggart, level 12 Marine, killed on
IO L5 by a exalted reaver.

He survived for 17916 turns.
The run time was 4h 17m 26s.
He scored 2898 points.
He liked it HARD!

CALLISTO L4 -> Military Barracks
Military Barracks - cleared
EUROPA L4 -> Refueling Base
Refueling Base - cleared
IO L2 -> CRI Laboratory L1
CRI Laboratory L2 -> CRI Armory
CRI Armory - cleared

Awards
  CRI Star (bronze cluster) (+25)
   * 25+ kills without taking damage

He killed 394 out of 404 enemies.

  8 former commandos
  3 former CRI soldiers
  24 fiends
  4 corrupted sergeants
  6 former soldiers
  14 combat drones
  10 former sergeants
  6 corrupted soldiers
  33 CRI marines
  14 cryoreavers
  4 hellish commandos
  4 corrupted heavys
  5 cryobeross
  1 former CRI sergeant
  10 security drones
  5 exalted reavers
  9 exalted fiends
  2 kerbeross
  3 hellish sergeants
  2 armored ravagers
  12 CRI commandos
  16 security bots
  19 turrets
  11 archreavers
  23 CRI bots
  5 corrupted commandos
  16 CRI soldiers
  2 reavers
  1 former CRI grunt
  1 CRI bot MkII
  2 corrupted guards
  1 CRI sergeant
  1 military drone
  26 fire fiends
  16 CRI turrets
  13 former guards
  7 former grunts
  29 ravagers
  7 hellish soldiers
  4 former heavys
  13 rocket turrets
  2 toxic reavers

Traits
  Hellrunner L2
  Ironman L2
  Reloader L1
  Sustained fire L2
  Focused fire
  Whizkid L1
  Field Medic
  Incoming!

Trait order
  Hr->Hr->Iro->Iro->FMc->SF->Inc->SF->
  FF->Rel->Whk

Equipment
  Slot #1 : ADV chaingun P
  Slot #2 : CRI plasma rifle PA
  Slot #3 : ADV rocket launcher
  Body    : red armor PA
  Utility : ADV shotgun damage amp

Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x100)
  energy cell (x51)
  rocket (x10)
  rocket (x8)
  7.62 ammo (x100)
  7.62 ammo (x87)
  EMP grenade (x2)
  krak grenade (x1)


4
Sorry for my bad English.

I wish that "adrenaline" was highlighted with the same color as the "Active" word. I find myself more then once wanting to re-read the description of a skill, and searching this screen for a long time.

There's no need to highlight anything in the "Passive" paragraph.

5
Sounds crazy, but I think I actually see this. JH is running in a window.

Videocards on a Mac: Radeon Pro 460 4 GB, Intel HD Graphics 530 1536 MB.

Chrome was running before JH. After JH was closed, Chrome is fast enough again.

6
This happens, when I connect headphones (if children come nearby, for example).
As far as I can see, it's the application's responsibility.

7
Currently JHGuy grumbles "No room!" even if he picks up a part of an ammo stack.
"No room!" makes sense, but if something was picked up, it makes sense to play BOTH sounds, the voice and the pickup.

8
Happened in a vault in which the mobs probably stumbled into it while the vault was lockd.

9
Currently, the highlighted words in class traits description are "Active" or "Passive". It's important, but the names of the traits being described also need to catch an eye.

10
Requests For Features / Re: [IDEA] other graphics modes
« on: March 28, 2020, 16:51 »
+1 for a 2d mode.
Totally a matter of taste, I think the current DRL UI is more playable.

11
Bug Reports / Two 3x1 containers side-by-side
« on: March 28, 2020, 16:40 »
It's not exactly a bug, but it looks bad.
There is a black (unseen) space 2 tiles size in the middle of such group, even if I have seen them from all sides.

12
Requests For Features / Crazy ideas thread
« on: November 19, 2019, 02:40 »
I'm getting some ideas, and not all of them are horrible (I think). I feel the need to share and believe this could actually be productive, so let me start this thread.
Let's start:

* Scavenger can disassemble (Shift-G) a 50+% armor into a repair kit.

13
More stuff:
* close a Macbook lid with JH running in full screen, and it freezes the computer. Some hotkeys like volume control still work, but the game is on the screen forever, and Cmd-Q doesn't work.
* Not completely happy with chord keys. If I hold Up to run north, then shortly press Left to step west, and then let Left go, I expect Flynn to continue running north, but he stops instead.

Voiceover idea: add a "repeated reaction" property to each voiceover track, if it's a response to action that was already unsuccessfully tried less than 5 s ago. This lets Flynn speak phrases "I told you, there's nothing here!", "Did you hear me the last time?", "Last time I checked there was nothing here", "No shit, there's nothing here!", "Santa didn't bring me anything", "How many times can you reload a loaded gun?" or "No, seriously, nothing to act on here."

14
Bugs and missing shortcuts on Mac:
* there's no video at all in fullscreen with an external monitor set as primary. It disappears on applying the settings, and doesn't come back after restart. There's no other way but edit configuration.lua.
* If JH really supports no-keypad keyboards, it should support: Fn-Up/Down for PgUp/PgDn, Fn-Left/Right for Home/End (begin/end of a list or a mortem, for example). There's no other way to quickly navigate these.
* It would be nice for traditional Cmd-, to open the settings screen.
* Maybe Ctrl-Cmd-F or Cmd-Enter could toggle fullscreen.

Gameplay:
* The AI is definitely better, but it feels like the game punishes you for not pressing "." (wait) enough. This is more or less natural, because defensive style is more profitable, but AFAIR the general goal was to make the game faster.

15
Post Mortem / Re: Almost there: YASD Tech/Medium
« on: October 13, 2019, 14:40 »
I was wary of rocket launcher, as in DRL it destroys items. It was surprising that in JH it doesn't.
I even ignored an ADV launcher.

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