Difference between revisions of "Strategy:Red armor"

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<span style="color:red">*SPOILER ALERT* Various assemblies are named and linked to...if you don't want to ruin the challenge/surprise, just don't click on them!</span>
 
<span style="color:red">*SPOILER ALERT* Various assemblies are named and linked to...if you don't want to ruin the challenge/surprise, just don't click on them!</span>
  

Revision as of 23:26, 6 January 2012

Game Data Strategy

*SPOILER ALERT* Various assemblies are named and linked to...if you don't want to ruin the challenge/surprise, just don't click on them!

Red Armor is probably the single most important item in the entire game. It's nearly impossible to get through the last third of the game without it. With Barons, Arachnotrons, Revenants, Mancubi, and Viles all stalking you in those last levels, the 4 damage (or 8% health, on average) it saves per hit is the difference between life and death. Moreover, the built-in 25% fire resistance (best to be capitalized on) takes the bite out of the worst three enemies. When you add in mods, you have one of the most powerful and versatile items in the game.

So what's the downside? -20% speed isn't fun. And the enemies you could use it against the most, Barons, wreck it the most as well. Ultimately, Red Armor is still only packing 4 protection; against Barons which can deal 20 in one hit--and because it's acid damage, armor damage is doubled--it's not pretty. Barons can reduce its durability by up to 32% in a single hit--more, if it's below 50%. The lesson: Always carry spare armor.

Every mod goes well with this item. An agility mod brings it up to a cool -5% speed. Power mod brings it to 6 protection. Bulk gives an extra 100%--perfect against Barons--but you'll be moving slowww at -30% speed. Still, it may be your best option if you can't find any spare Reds. Technical mod is the only one that's average.

But assemblies is where this armor really shines. Don't want to worry about carrying spares? Nanofiber it. If you find a unique mod pack, even better--+8, nearly indestructible protection, anyone? Of course, the best assembly of all is one of the easiest--fireproof armor. This stacks onto the native 25% fire resistance to create a 4/4, 55% fire-resisting beast of a machine. Since the triple threat of Revenant, Mancubus, and Vile (not to mention the Cyberdemon) all use fire-based attacks, this is the best armor to have in the last third of the game. It's actually more effective than 6/6 armor! (i.e., regular power-modded red armor.) I've even heard rumors of a legendary "cerebus armor", but I'm afraid I haven't found the schematics for that one yet...

There's nothing better than red armor. Even exotics and uniques rarely beat its combination of high protection and fire resistance. It's flaws are easily negotiable as well. If speed is your issue, slap an agility mod on it. Against Barons, always carry a spare red. (Or two.) Even better, keep a dusty blue armor around for those fights...if it gets destroyed, who cares? With Red Armor, the Doomguy truly has a marine's best friend at his side. (Literally.) GrimmC 00:25, 7 January 2012 (CET)

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