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Poll

Don't vote in the poll if you aren't in the game, man!

I'm so sorry
- 11 (26.2%)
I'm a bad person
- 19 (45.2%)
Please forgive me
- 12 (28.6%)

Total Members Voted: 42


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Author Topic: Monster Defence (Fourth Age)  (Read 122393 times)

Paranatural

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Re: Monster Defence (Fourth Age)
« Reply #1965 on: August 01, 2010, 10:07:12 am »

Move SE one to C6, blow away the zombie at C7, wait there to kill the next one that comes up.

I don't see how we can win this guys, half of us can't attack, and half of us who can can only do it every other round, and the last two of us can kill at max 1/round. If wasn't for wolf we'd all be dead. The shotgun's worthless, can only kill one a round and that doesn't help against hordes.
« Last Edit: August 01, 2010, 01:31:42 pm by Paranatural »
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The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.

RAM

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Re: Monster Defence (Fourth Age)
« Reply #1966 on: August 01, 2010, 10:33:45 am »

There is one thing that we can, mostly, do much better than they can, and that is run, so long as the zombies bunch up it should be possible to just run them around in circles until the machine gives us a god...

I am sad saying this, but it may be time to abandon the fortress and hope that it slows them down enough to deal with one of the other fronts. The southern front is actually hopeful, but the next wave will move into it a bit quickly. The eastern front is unlikely to be cleared in the next couple of rounds, bit would give us somewhere to move to. I suggest even the snipers ignore the dreadnoughts, they are just too slow, they will tear apart constructions but otherwise we can just avoid them once the others are gone.

P.S.
 Whilst not a point of excessive concern, if one of you fine folk would be willing to relieve me of my reaving burden I would be most appreciative...
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Paranatural

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Re: Monster Defence (Fourth Age)
« Reply #1967 on: August 01, 2010, 11:06:06 am »

There is one thing that we can, mostly, do much better than they can, and that is run, so long as the zombies bunch up it should be possible to just run them around in circles until the machine gives us a god...

I am sad saying this, but it may be time to abandon the fortress and hope that it slows them down enough to deal with one of the other fronts. The southern front is actually hopeful, but the next wave will move into it a bit quickly. The eastern front is unlikely to be cleared in the next couple of rounds, bit would give us somewhere to move to. I suggest even the snipers ignore the dreadnoughts, they are just too slow, they will tear apart constructions but otherwise we can just avoid them once the others are gone.

P.S.
 Whilst not a point of excessive concern, if one of you fine folk would be willing to relieve me of my reaving burden I would be most appreciative...

I was going to but I think I saw someone else taking care of it. If that's not the case I can change my action to come blow it away.
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The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.

RAM

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Re: Monster Defence (Fourth Age)
« Reply #1968 on: August 01, 2010, 11:24:49 am »

Turn around and kill the Reaver, Then Shoot the Normal Zombies in front of me
Awesome!

Anyone know of a way to bribe convince the GM to trade in that last wave for a titan?
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1969 on: August 01, 2010, 01:03:57 pm »

I don't see how we can win this guys, half of us can't attack, and half of us who can can only do it every other round, and the last two of us can kill at max 1/round. If wasn't for wolf we'd all be dead. The shotgun's worthless, can only kill one a round and that doesn't help against hordes.
You've killed about 6 zombies per turn since the beginning of the round. The sniper and shotgun can kill a fair number of units, 33% of your total, and the grenade launchers deal some serious damage. You will take damage, that's why I had a new wave - but if you play well, most of you won't die.
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Paranatural

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Re: Monster Defence (Fourth Age)
« Reply #1970 on: August 01, 2010, 01:22:44 pm »

You've killed about 6 zombies per turn since the beginning of the round. The sniper and shotgun can kill a fair number of units, 33% of your total, and the grenade launchers deal some serious damage. You will take damage, that's why I had a new wave - but if you play well, most of you won't die.

Sniper and shotgun can kill 1/round. Like I said, not very useful against hordes. Grenade launchers are useful, but again, only once every other round, when they don't just Jam, and they tend to 'damage' enemies rather than killing them outright. If I can stay pumped with drugs every round I can shoot twice a round, but at $10/round and taking another character's turn as well. It'd be more efficient in the long run to have him just get his own shotgun.

Realisically though, we should all just get automatic weapons if we want stuff to die.
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The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.

Mephansteras

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Re: Monster Defence (Fourth Age)
« Reply #1971 on: August 01, 2010, 01:28:37 pm »

Doesn't help that Org decided to be completely useless this game.

Para, can you shoot the one at C7 instead? I'm going to use my HE round to blow up the rest of the group around C9.

Fire HE Round at C9. Retreat towards B4
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Paranatural

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Re: Monster Defence (Fourth Age)
« Reply #1972 on: August 01, 2010, 01:31:25 pm »

Whoops, I'd meant to shoot the one at C7, will edit the turn.
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The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.

Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1973 on: August 01, 2010, 02:23:23 pm »

Sniper and shotgun can kill 1/round. Like I said, not very useful against hordes. Grenade launchers are useful, but again, only once every other round, when they don't just Jam, and they tend to 'damage' enemies rather than killing them outright. If I can stay pumped with drugs every round I can shoot twice a round, but at $10/round and taking another character's turn as well. It'd be more efficient in the long run to have him just get his own shotgun.
Don't underestimate the sniper and shotgun. Sure, they only kill one zombie a round, but honestly, Wolf only kills two, sometimes three. It's not like he's mowing down ten zombies a turn. They are superior against dreadnoughts and such. Grenade launchers are also good. They jam, but not very often - they have a 3-18 hit chance, and Mephansteras's M203 (if he got Speedy and Lively) is far superior to the Thompson.

Now I've balanced guns very carefully. I'm not going to publish the statistics, but machine guns have the worst damage efficiencies of all guns. Wolf is not powerful because he exploited a game bug. He is powerful because he is intelligent. I don't mean to offend anyone, but Wolf has made no mistakes I can see while other people have. Org made a mistake in buying the .357, which is hardly better than the .22 pistol (it is only good because of its versatility), instead of the .45. And also in not actually doing anything. Brion made a mistake in not getting enough AP to fire every turn. Red made a mistake in vastly overusing flaws so he can barely do anything. RNG is pretty good but he would have gotten better damage efficiency with traps. You yourself made a mistake in only getting the class. Wolf's base gun is not very powerful, but he used perks and flaws wisely, set himself up behind sandbags (which improves his accuracy by a bit), and in general he didn't make any glaring errors. Also he kills a lot of zombies per turn but you will note that almost all of them have been pre-damaged. Without Brion and Boom, he would have a much harder time of it.
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Mephansteras

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Re: Monster Defence (Fourth Age)
« Reply #1974 on: August 01, 2010, 02:46:38 pm »

Brion made a mistake in not getting enough AP to fire every turn.

That wasn't a mistake, it was a limitation based on the amount of PPs and money available and the acceptable Flaws that I could have taken. You got rid of the flaw that I had selected, and all the other flaws I could have chosen seemed pretty stupid for me to take.

A powerful AOE every other round isn't bad, in theory. It's just not good having two of us with all of the support people not being able to attack properly.
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Org

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Re: Monster Defence (Fourth Age)
« Reply #1975 on: August 01, 2010, 02:46:54 pm »

Oh my.
Sorry everyone. When I was typing for my target, I accidentally myself, because I didn't bother rechecking which square I was supposed to shoot. I didn't do it on purpose.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1976 on: August 01, 2010, 02:50:50 pm »

That wasn't a mistake, it was a limitation based on the amount of PPs and money available and the acceptable Flaws that I could have taken. You got rid of the flaw that I had selected, and all the other flaws I could have chosen seemed pretty stupid for me to take.
You could either have gotten Demo Man (which you did) for +20% damage, or taken Valiant, Speedy, and Lively and gotten double damage. I don't see how taking Demo Man is superior.
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Mephansteras

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Re: Monster Defence (Fourth Age)
« Reply #1977 on: August 01, 2010, 02:56:26 pm »

Personally, I dislike the idea of being unable to be healed by the medic. If too many of us have that it seriously reduces the survivability of the group.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1978 on: August 01, 2010, 03:04:17 pm »

If you have 60% damage of what you could have, it also seriously reduces the survivability of the group. Man up, BYOBandages.
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Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #1979 on: August 01, 2010, 03:12:14 pm »

I appreciate people who avoid valiant, but I guess Chedd has a point. 
On the plus side, I can use drugs on valiant players.  If we survive this, I'm dual-wielding epinephrine next round!
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