Quick questions thread!

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

Sereg

Eh... I've been playing UV, so I don't have even average gear by the time I find them, now. They're almost a death sentence to me at this point, if I'm not able to cornershoot them.
[26|22|23|15|15|2]
Cyberdemon Chaos Colonel

Medals - DRL 27/43 | XA 16/31

LuckyDee

In that case evasive action is the only option, I reckon. It would be the difference between certain and probable death.
[0.9.9.7G] Current: Hell Knight 1st Lieutenant [20/12/4/0/0/0]
High: Arch-Vile Lt. Colonel [25/21/12/2/1/0]

Klear

With enough speed, you should be able to retread before the mancubus spots you and fires. In any case, the best option is "no getting into this situation"...
Arch-Vile Mjr General [24/19/18/8/2] (0.9.9.7)

Quote from: thelaptopDude... we need to change your forum handle from "Klear" to "Klear Nukem".

White Rider

Quote from: Sereg on May 08, 2013, 09:43On a slightly related note, why does the act of changing tactics to running cost time? That should be an instantaneous change. You can say it should take some time to accelerate up to running speed, but I should at least be allowed to specify a direction to begin moving in, in that case, since one does not accelerate to full speed while standing in place.

I wish I could accelerate from normal to running speed in 0.1s.
0.9.9.6: 10d 15h Arch-Vile Major; 6/6/2012 - 3/15/2013
0.9.9.7: 12d 9h Cyberdemon Br. General; 3/19/2013 - ?
V: 31 (5P 17S 9F) M: 32 I: 66 A: 40 | 26 24 19 8 1 0

LuckyDee

When aiming at a tile instead of at a monster, there is a rather annoying difference between aiming within and without LOS: in the former case, the game remembers the location and uses it as a starting point when you fire again, in the latter case is doesn't and firing again will cause you to aim at yourself. Why is this, and can it be fixed so the game will always remember the last tile you aimed at?
[0.9.9.7G] Current: Hell Knight 1st Lieutenant [20/12/4/0/0/0]
High: Arch-Vile Lt. Colonel [25/21/12/2/1/0]

Matt_S

Quote from: White Rider on May 08, 2013, 11:23I wish I could accelerate from normal to running speed in 0.1s.
I wish I didn't have to wait in place to accelerate from normal to running speed.

White Rider

Hm, what if you hit TAB to change tactics and then was prompted to choose a direction, so you could "boost" yourself off the ground and start running in that direction?
0.9.9.6: 10d 15h Arch-Vile Major; 6/6/2012 - 3/15/2013
0.9.9.7: 12d 9h Cyberdemon Br. General; 3/19/2013 - ?
V: 31 (5P 17S 9F) M: 32 I: 66 A: 40 | 26 24 19 8 1 0

Sereg

F**king shamblers, how do they work?

I've been doing some HNTR runs on AoC trying to pick up Gatekeeper gold. On the most recent run, I'd cleared out Hell's Armory, and thought, what the hell, I've been playing a lot of HMP and UV - a shambler on HNTR can't be trouble, right? I mean, I have this plasma shotgun and a lot of cells for it, and a regular shotgun if I run out... this should be no problem. So I pulled the lever. I shot it a couple times, no damage to me, it teleported away. So I waited for it to come back, and it did... fully healed.

And then it killed me in two hits. While I was wearing blue armor.

What the actual hell?
[26|22|23|15|15|2]
Cyberdemon Chaos Colonel

Medals - DRL 27/43 | XA 16/31

Klear

Yeah, they heal. You have to keep the pressure on. With the lower level you are on AoC, it's a challenge.
Arch-Vile Mjr General [24/19/18/8/2] (0.9.9.7)

Quote from: thelaptopDude... we need to change your forum handle from "Klear" to "Klear Nukem".

Dreadlord

I've got a question on assemblies. I've decided to try a Sharpshooter technician, made a storm bolter and encountered a strange thing:

The wiki explicitly states:

QuoteComments/special:    Storm bolters cannot receive additional mods, even with WK2.

Nevertheless, I checked it with a bulk mod and, to my surprise, it was successfully installed on the bolter.

What is it? Was the bolter changed in the latest version, is it a bug or the page at the wiki is outdated?

LuckyDee

Well, that bites - I wasn't allowed to slap a P mod on one in 0.9.9.7....
[0.9.9.7G] Current: Hell Knight 1st Lieutenant [20/12/4/0/0/0]
High: Arch-Vile Lt. Colonel [25/21/12/2/1/0]

Evilpotatoe

Quote from: LuckyDee on May 15, 2013, 12:24Well, that bites - I wasn't allowed to slap a P mod on one in 0.9.9.7....
You know you can't mod an assembly crafted before you got WK2, right ?
It's the same reason why you gotta wait to assemble your tac boots if you want to max them to +25%.
Badges - [26/26/26/22/9/2] - 42/43

siwucha

Quote from: Dreadlord on May 15, 2013, 11:55I've got a question on assemblies. I've decided to try a Sharpshooter technician, made a storm bolter and encountered a strange thing:

The wiki explicitly states:

Nevertheless, I checked it with a bulk mod and, to my surprise, it was successfully installed on the bolter.

What is it? Was the bolter changed in the latest version, is it a bug or the page at the wiki is outdated?

Thanks for the hint. I changed the wiki page.

LuckyDee

Quote from: Evilpotatoe on May 15, 2013, 14:25You know you can't mod an assembly crafted before you got WK2, right ?

Well.... I do now...
[0.9.9.7G] Current: Hell Knight 1st Lieutenant [20/12/4/0/0/0]
High: Arch-Vile Lt. Colonel [25/21/12/2/1/0]

Fusilliban

Is there some trick to doing an AoSh run and not running out of shells?  I'm engaging at close range more often than not, my shotguns have a load of power mods on them, but I keep running out of shells a level or two before the Mastermind.

Do I just need a nano pack?  Or would this all be more ammo-efficent with MAD and an elephant gun?