Quick questions thread!

Started by bleak, February 27, 2011, 14:19

tehtmi

Quote from: Zecks on October 06, 2011, 12:58Btw, enemies spawned from levers still don't give exp. Is this final or has it not been reimplemented yet?

I'm pretty sure this change was intentional and there are no current plans to change it.

rekenne

I  remember, way, way back when, the first time I beat the game was by abusing that on like level 2. I got to like level 5 or so on Formers and Imps.
...
This was back in like version .9.5 or so, tho. It was ... about 2005 or 2006.

Anyway. Actual question! What weapons *can* be modded by a technician? The wiki says all uniques... but I can't mod a Grammaton Cleric Beretta. What gives?

tehtmi

For a technician, Railgun and BFG 10K accept a single mod (regardless of Whizkid) and Cybernetic Armor is fully moddable. Other uniques can't be modded even by a technician.

Missileboater

I'm not sure if this is already stated somewhere, but how much damage do you have to take for the "That hurt!" part of the Berserker trait to activate?
DoomRL 0.9.9.4         | DoomRL 0.9.9.3
[23|19|18|7|2]          | [24|18|16|5|0]
Arch-vile Mjr General | Arch-vile Colonel
[27m/59s/40a]          | [29m/48s/27a]

Game Hunter

Quote from: Missileboater on October 09, 2011, 18:21I'm not sure if this is already stated somewhere, but how much damage do you have to take for the "That hurt!" part of the Berserker trait to activate?

Basically, you need to get a "red flash", which is at least one-third of your total HP. In addition, if the red flash DOES occur, it still must be at least 10 HP to trigger (to prevent AoHu exploitation).
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

tehtmi

To add to Game Hunter's correct answer, the "red flash"/"that hurt" trigger is checked before any resistances or protection is applied, so it is just as easy to trigger when you're already berserked or whatnot.

Missileboater

Ah, that makes sense. I was wondering why it kept constantly activating during the Cyberdemon fight even though I wasn't taking much damage. Thanks for the answers.
DoomRL 0.9.9.4         | DoomRL 0.9.9.3
[23|19|18|7|2]          | [24|18|16|5|0]
Arch-vile Mjr General | Arch-vile Colonel
[27m/59s/40a]          | [29m/48s/27a]

gilgatex

This may be a little subjective, but what is the easiest diamond badge to get?
[12/3/2/0/0] Cacodemon Sergeant Major (0.997)
[25/15/8/0/0] Hell Baron Captain (0.996)
[26/15/10/1/0] Hell Baron Major (0.994)

Uranium

Quote from: gilgatex on October 15, 2011, 07:02This may be a little subjective, but what is the easiest diamond badge to get?
I haven't even got a platinum badge yet, let alone a bloody diamond, but it's considered to be Gatekeeper.
On AoMC, you can blow through the walls with (I think) a high-power plasma rifle.
A lucky invulnerability could get you it too - but the above is just what I've learned from mortems etc.
Use power for power.

Angles of death

Does the Firestorm mod pack make a double shotty fire four hits or five?
...........A...A....M...A.....V
[email protected]..>
........V....V..C....B....B..A
Take a look to the sky just before you die it's the last time he will!!!

tehtmi

Firestorm mods will increase the apparent multiplier of a double shotgun by 2, but they won't actually give any benefit.  The same goes for super shotguns.  This is the same issue as double shotguns firing two shots; weapons can't fire more shots than their magazine can hold.

Angle of Death

Is the assault rifle a better weapon than the Gatling Gun with a Sniper mod?

Game Hunter

Quote from: Angle of Death on October 23, 2011, 14:05Is the assault rifle a better weapon than the Gatling Gun with a Sniper mod?
I imagine that this is a matter of opinion. While S-modded gatling gun is pretty GG in its own regard, it still uses six bullets per attack, while the assault rifle uses only two (and deals more damage per shot). Depending on your ammo needs, one may be better than the other: as a matter of pure damage-per-second, however, the gatling gun will be superior (given all traits equal).

This thread isn't really for this kind of question, although if you want to make a separate thread for strategy questions instead, that's a good idea.
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver

Bloax

Hm, by the way guys.

How do you take the Shambler down on AoSg?
Because honestly, the luckiest I've ever been was about "heavely wounded" before he took off. (And next time I caught him he was "Lightly wounded", repeat ad you're screwed.)

Uranium

Quote from: Bloax on October 24, 2011, 06:04Hm, by the way guys.

How do you take the Shambler down on AoSg?
Because honestly, the luckiest I've ever been was about "heavely wounded" before he took off. (And next time I caught him he was "Lightly wounded", repeat ad you're screwed.)
The best you can do is a lucky plasma shotgun in the armoury which'll tear through his armour and kill him before he teleports away or an even luckier Jackhammer.
To maximise damage, stand in one of the huts that hide Arachnotrons with the door shut and wait. He'll eventually teleport in and you need a maximum of one step to get into prime shotgun territory - with no knockback at all and a little luck, he'll go down before he teleports.
Use power for power.