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Messages - Skynet 2.0

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166
Other Games / Blaster
« on: January 25, 2009, 08:54:05 pm »
I recently found the Blaster unique weapon in Hell's Armory. Unfortunately, this was on a shotgun build, and it was too far down to switch to a pistol one. I kept the weapon with me for awhile anyway. It's the best possible sidearm for anyone using the Dualgunner trait, as its ammo recharges, and does so incredibly quickly, to the point where I never even saw it go down unless I was berserk, even with Finesse rank 2. If I had been using a pistol build, then the Blaster would be the ultimate sidearm, as you would be able to equip it on your prepared weapon slot, and then never have to worry about reloading your second pistol again. It also has decent damage, and a fast enough fire speed, twice that of the standard pistol, to make up for the 120% firing rate when using two pistols with Dualgunner.

167
Other Games / Re: DoomRL
« on: January 23, 2009, 07:19:14 pm »
It means Advanced Weapons, which start out with 4 mod slots instead of the usual one, and each rank of Whizkid adds another four. The only downside is that you can only have a maximum of three of each mod type, otherwise you could just take an Advanced pistol, and add 12 Damage Mods, so that it would do 2d16, or 2-32 damage with each shot.

168
Other Games / Re: DoomRL
« on: January 23, 2009, 12:07:51 pm »
The Anti-Freak Jackal is pretty useful in the early game if you manage to find it, but is outclassed in the late game by the Trigun, the Grammaton Cleric Beretta, and even a well-modded Advanced Pistol. The only real use for it later on is for Angel of Marksmanship games, where you can't bring along a Rocket Launcher and a stack of extra rockets to break through walls occasionally.

169
Other Games / Re: DoomRL
« on: January 22, 2009, 12:54:29 pm »
At least Barons of Hell aren't as bad as Arch-viles. The game keeps dropping grops of Mancubi or Revenants on me, with one or two Arch-viles nearby for support. That way, I have to focus on the Arch-vile, because it will just resurrect the rest, while the Mancubi launch a few dozen fireballs at me per turn.

170
Other Games / Re: DoomRL
« on: January 21, 2009, 12:42:43 pm »
I'm thinking of trying out a rocket launcher build, instead of my usual chaingun or pistol. With Eagle Eye, Reloader, Finesse, Whizkid, and an Advanced Rocket Launcher, I would be able to reload and fire it at several rockets per turn, and I've never had a problem with finding enough rockets to use. The only thing that I'm worried about is that I would destroy a lot of equipment because of the large splash damage, although it wouldn't be too large of a problem with Eagle Eye, as long as I'm careful about it.

171
DF Dwarf Mode Discussion / Re: PTSD for dwarves?
« on: January 20, 2009, 12:45:57 pm »
So the dwarf is keeping himself alive through the sheer force of his rage? The only way that could be better is if he was also berserk.

172
DF Suggestions / Re: Poison gas traps/bombs
« on: January 20, 2009, 12:41:40 pm »
Maybe normal smoke would do more than just cause unhappy thoughts as well? Then you could slowly kill prisoners of way by keeping them in a room with grates above burning wooden objects, with damage being slowly done to their lungs until they finally die?

173
DF Suggestions / Re: Giant digger wasps!
« on: January 20, 2009, 12:38:20 pm »
Imagine one of your dwarves having some eggs implanted in them.

Facehuggers! ;D

174
Other Games / Re: DoomRL
« on: January 19, 2009, 04:51:41 pm »
[This is odd because I totally have like eight other dudes]

You have to quit the game using the exit option in the main menu. If you just close the window, it won't save any high scores/accomplishments.

175
Other Games / Re: DoomRL
« on: January 18, 2009, 06:56:14 am »
Spoiler: Mortem (click to show/hide)

Recent run that I did. I had unlocked the Captain rank (Angel of Impatience was horrible :P), and wanted to test out the recently-unlocked Nightmare! skill level. As is visible in the mortem, I died trying to fend off a mob of zombies and imps. I didn't actually stay alive long enough to appreciate the respawn aspect of Nightmare!, but I did hear one respawn as I was leaving level 1. Although I only cleared the first level, and killed a few enemies on level 2, Nightmare! multiplies your score x4, so this run still made it to my high score list.

176
DF Adventure Mode Discussion / Re: Can't properly choke things to death.
« on: January 12, 2009, 12:19:56 pm »
So strangling damages the throat, and just standing there with a chokehold on them asphyxiates them to death?

177
DF Suggestions / Re: Rogue fort
« on: January 12, 2009, 12:01:40 pm »
I don't think that it should be an option to start out with, but you should be able to have your fort gradually deteriorate into a wretched hive of scum and villainy. You could have your fort become more and more like this by refusing to give tribute to the mountainhomes, dealing in slaves, killing off your nobles, etc.

178
DF Adventure Mode Discussion / Re: Can't properly choke things to death.
« on: January 11, 2009, 07:26:26 pm »
It's annoying how Elves keep bleeding to death while I'm trying to strangle them.

179
Other Games / Re: DoomRL
« on: January 08, 2009, 09:31:03 pm »
I meant that it would automatically reload the secondary weapon, with just a normal reload, and fire the pistols at the standard rate, instead of the 120% speed that rank 1 Dualgunner has.

180
Other Games / Re: DoomRL
« on: January 08, 2009, 06:34:49 pm »
They should make two skill levels of Dualgunner, one that lets you wield two pistols at a slightly reduced firing rate, like now, and a second level that lets you reload both pistols at the same time. That's the only thing that I don't like about pistol builds, that you have to keep switching between the weapons to use your main trait.

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