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  • July 08, 2020, 17:43
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Messages - khiijol

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31
incredible! eagerness gold isnt too bad, im surprised its that low completed with this one

this is probably the best level progression for shotgun build, although im wondering if europa dig zone/tyre would be slightly easier now that armoured ravagers have been toned down a bit

32
Post Mortem / Re: [0.8.8b|U|Te|AoMr|YAVP] - frenziless headshot
« on: February 18, 2020, 08:39 »
headshot really makes the pistol builds come alive. for skill progress i do:

SOG1/2 -> headshot
whizkid 1/2 - > tinkerer
hacker 1/2 -> remote hack

then the defensive traits building to incoming

on UV you can get headshot about half way through callisto and even an unmodded standard 9mm can do pretty decent damage with it

33
Post Mortem / Re: [0.8.8b|U|Te|AoMr|YAVP] - frenziless headshot
« on: February 17, 2020, 15:56 »
and heres two in a row, this time clearing cri armory and going through the levels past the arena

Spoiler (click to show/hide)

34
Post Mortem / [0.8.8b|U|Te|AoMr|YAVP] - frenziless headshot
« on: February 17, 2020, 12:05 »
proper marksman gold run after the frenzy bug removed, the variety of advanced weapons really comes into play on the pistol builds

Spoiler (click to show/hide)

35
Post Mortem / Re: [0.8.8|U|AoSh|Te|10|YASD] Shottyman Bronze
« on: February 10, 2020, 08:42 »
impressive run regardless of yasd - though im curious why you go for the mines instead of military base. i've always found the rewards in the mines to be weak and something that should probably be tweaked due to how difficult the fight can be

36
congrats on the win!

37
very nice run - one of these days i'm going to stop taking the easy way out and take on the cri armory

scavenger as a trait sounds cool in theory, but i've always found the ammo conversion rates are a bit weak and often feels more efficient to balance your ammo based on what enemies are dropping on that level. it would be cool to have pistols that take 7.62 (or even rockets) but that probably wouldn't do much towards smoothing out the difficulty

38
Post Mortem / Re: [0.8.8|U|Te|AoMr|YAVP] - pistol frenzy
« on: February 04, 2020, 17:10 »
so i was right, it is too easy :)

39
Post Mortem / Re: [0.8.8|U|Te|AoMr|YAVP] - pistol frenzy
« on: February 04, 2020, 14:10 »
i dont remember exact figures but a P3 plasma pistol + 20% utility was doing around 35 damage per shot so figure around 17/18 per cell, which performs slightly better than a P2 rifle and probably slightly less than a P2 shotgun with shotgun damage utility. with frenzy however, this goes up a great deal, and io on uv has a tendency for the cri to aggressively engage with other mobs, giving you entire rooms of dead marines with their cells behind. it would certainly be a more interesting juggling of the ammo types than a headshot build

40
Post Mortem / Re: [0.8.8|U|Te|AoMr|YAVP] - pistol frenzy
« on: February 04, 2020, 09:35 »
i played a couple games with headshot in scout in 0.8.7, but no wins - the closest i got was somewhere in io, after opening up a door i was greeted with fast exalted reavers in my face, and while i was able to bring two down, the last one killed me

i have yet to play around with the mechanics of gunslinger, but it does seem on the surface like dualwielding revolvers would be untenable rather quickly. however, two unmodded 9mms would be enough to oneshot formers, and after the frenzy bonus kicks in, you should be able to bring down larger enemies without much trouble. a revolver (ideally adv in damage, but building to a P3A standard should be fine too) would be good in the third gun slot after you take gun hoarder to save for emergencies like armored ravagers, exalted melee enemies, etc. once you get into io, it seems like the logical choice would be to just ditch 9mm altogether and throw everything into two plasma pistols

41
Post Mortem / [0.8.8|U|Te|AoMr|YAVP] - pistol frenzy
« on: February 03, 2020, 19:20 »
starting frenzy trait here gave an incredible advantage - frenzy x5 with just the 9mm calibrated was doing ridiculous damage, i think up to 165+ on bots with headshot. im not sure how damage is calculated with this exactly. nice bonus find was the adv revolver which was just as powerful was as the P2A standard, but had +50 crit bonus. i found a vampiric mod which came a little too late to be super useful, but its a cool idea. this was my first game since starting 0.8.8, and first win in a few weeks, so dare i tempt fate and say its almost too easy?

Spoiler (click to show/hide)

42
very cool - i was having lots of fun with headshot in the last version, but i think moving to tech does make sense in the same way that DRL's had sharpshooter there. certainly eager to dive into this

43
Bug Reports / Re: weird terminal issue - not sure if bug
« on: January 31, 2020, 14:50 »
actually looking at the log i think its 2723

00:01:49.00 [NOTICE  ] world::enter_level...
00:01:49.00 [NOTICE  ] world::create_level(level_europa)...
00:01:49.00 [INFO    ] Lua seed set - 2723
00:01:49.00 [INFO    ] Lua: generator -  europa_03

44
Bug Reports / Re: weird terminal issue - not sure if bug
« on: January 31, 2020, 13:55 »
unfortunately not - maybe it would be possible to include seed number in future mortems?

45
i've found p2a chaingun, especially with an accuracy utility, is still quite effective at long range. overkill skill with this can take down most nasties aside from armoured ravagers. despite the fact that it uses more ammo and less damage per shot, i've never had a problem with ammo shortage, as 7.62 is so common past callisto. i did angel of light travel with this build and didn't have any problems with ammo issues just maintaing one stack

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