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  • monster_acc=-2 melee, +5 ranged| ... counterparts, but more resilient and packing quite a punch. Too bad their weapons are set to self-destruct on death.''|
    866 B (125 words) - 16:50, 20 July 2013
  • ...e afraid of, but they share all formers offensive weakness - their pitiful melee attack. On the defensive side they do not go down easily as well. They have ...at them down a bit before they come close. But beware of knockback of your weapons - you don't want to push them away and let them shower you with plasma.
    4 KB (647 words) - 22:30, 26 May 2012
  • If you're like me and like to carry several different weapons at once, Juggler can really come in handy. Juggler has 2 main parts, each ...ways get free turns since they are so fast. This also means that swapping weapons this way (or by quickkey) no longer counts as a turn, which can save precio
    9 KB (1,635 words) - 22:34, 5 January 2018
  • ...nt to switch weapons- the danger is that you’ll knock the ‘tron out of melee range and it’ll melt you with easy short-range fire on a stationary targe I generally don’t endorse using rapid-fire weapons against ‘trons unless your build really takes advantage of them. A [[chai
    11 KB (1,817 words) - 22:24, 26 May 2012
  • ... |{{modarg|shortint}}|This damage modifier is applied to all the being's melee attacks. ...melee|{{modarg|shortint}}|This accuracy modifier is applied to the being's melee attacks.
    4 KB (548 words) - 02:00, 22 April 2013
  • DoomRL has many kinds of items. Weapons, powerups, levers, and other things are all items. Items inherit from the [ ...'s group for purposes of kill counting. The used weapon groups are "weapon-melee", "weapon-pistol", "weapon-shotgun", "weapon-chain", "weapon-rocket", "weap
    34 KB (5,359 words) - 16:06, 18 July 2013
  • monster_acc=+3 melee, +5 (tristar blaster) or +10 (missile launcher, napalm launcher) ranged| ...of the best! Armored, resilient and with superior firepower! Too bad their weapons are set to self-destruct on death.''|
    1 KB (178 words) - 00:34, 5 June 2013
  • ...nce for a particular damage type onto the item. This is only important for weapons, armor, and boots, as the resistance can only help if the item is equipped. Ammunition is an inventory item that automatically adds itself to weapons as necessary. (See Ranged Weapon for details regarding how this is accompli
    37 KB (5,599 words) - 15:54, 11 October 2011
  • Melee weapons are not very useful in general games because they are inaccurate without an ...y fight the [[Cyberdemon]] with your chainsaw too) and claim your artifact melee weapon. From there the game should be reasonably simple; you have an extrem
    5 KB (833 words) - 07:55, 17 June 2014
  • ...what shows at the top of a mortem if the player was killed by this being's melee attack. *''toDam'' is the damage modifier to the being's natural melee attack. It deals 1d3 damage unmodified.
    30 KB (4,522 words) - 14:09, 14 October 2011
  • A very large part of customizing the objects in DoomRL (weapons, powerups, enemies, etc) has to do with creating, manipulating, and referen ...l much more damage. To start, we will first need to initialize the two axe weapons: since the undead warrior will have more than one weapon, we cannot inline
    21 KB (3,215 words) - 14:53, 10 October 2011
  • So, explosive weapons (rockets, BFG shockwave/hellwave packs) often do all those three things at Notice melee damage (8) is currently less than half of projectile damage (20). If you en
    3 KB (479 words) - 14:26, 6 June 2013
  • ...his assembly; aside from the obvious reason that they will actively get in melee range of enemies, the +60% resistances from [[berserk]] and VMR being great ...e armors and do really need something better than a P-modded Red armor for melee, using Red armor for this assembly would do you better than the other stand
    21 KB (3,583 words) - 10:05, 29 August 2023
  • ...odarg|integer}}|This is the being's todam bonus. The bonus applies only to melee attacks. The default is 0. |res_melee |{{modarg|integer}}|This is the being's resistance to melee damage. The default is 0.
    7 KB (1,011 words) - 01:03, 22 April 2013
  • ...us classifications of [[weapons]] that exist within DoomRL. To see all the weapons that belong to a particular <span class="plainlinks">[http://doom.chaosforg *[[Melee_Types|Melee Types]]
    539 B (76 words) - 17:15, 14 August 2012
  • Shotguns work slightly differently to most weapons. They do not have a projectile - instead they attack a cone-shaped area in ...desperately needing weapon-specific traits to be effective like most other weapons do. Shotguns excel at attacking groups of enemies at close to medium range,
    12 KB (2,095 words) - 11:18, 8 January 2018
  • ... the <span class="plainlinks">[http://doom.chaosforge.org/wiki/Melee_Types melee type]</span> for the purposes of [[Challenges]] and [[Traits]]. Note that s == '''About Melee''' ==
    1 KB (132 words) - 03:03, 21 September 2013
  • This page is a listing of strategies for entire "groups" of weapons by their respective [[Weapon_Families|Weapon Family]]. *[[Strategy:Melee_Types|Melee Types]]
    448 B (58 words) - 17:13, 14 August 2012
  • ...s a listing of strategies for each individual weapon by their respective [[Weapons|name]]. ...tegorized by the two super groups of [[Weapons#Melee_Weapons|Melee]] and [[Weapons#Ranged_Weapons|Ranged]].
    2 KB (267 words) - 18:22, 14 August 2012
  • ...l that they may have the hardest early game of any build, even harder than melee builds have it; on harder difficulties, you're going to have ''many'' Sharp === w/ Rapid Weapons in Angel of 100/666 ===
    16 KB (2,800 words) - 03:08, 24 June 2023
  • ...are cornered by one, it is often better to hug it and let it attack you in melee (which is not weak either). If it starts firing, or you see you can't avoid
    3 KB (477 words) - 23:47, 14 October 2013
  • ...art killing them from maximum distance, giving preference to infinite-ammo weapons, and firing with nuclear bfg or other explosive weapon to clean up corpses. It is not impossible (and very badass) to clear out mortuary with melee, especially as Vampire. You will need good dodge rate and speed, so at leas
    2 KB (363 words) - 23:13, 18 February 2013
  • monster_acc=+0 melee, +0 ranged| ...mong the former sergeants. And they carry firepower to boot! Too bad their weapons are set to self-destruct on death.''|
    1 KB (160 words) - 15:02, 6 June 2013
  • monster_acc=+1 melee, +1 (minigun) OR +8 (laser rifle) ranged| ...among the former captains. Beware of the superior firepower! Too bad their weapons are set to self-destruct on death.''|
    1 KB (146 words) - 23:53, 4 June 2013
  • JC attacks with a rocket launcher ONLY. He doesn't deal any melee damage, so there are 2 methods of taking JC out: .... Stay right up against JC to take advantage of your immediate position to melee attack him.
    2 KB (321 words) - 13:53, 12 May 2013
  • ...probably be able to force Spidey to flinch and stagger. But note that such weapons usually have long firing and reloading times, during which Spidey can easil ...pidey is staggering, she moves randomly, and that includes movement out of melee range, which you need to close again, and this may cost you valuable time.
    3 KB (607 words) - 13:02, 28 January 2017
  • ...sted either, as much of the enemies there have [[bullet]] and [[shrapnel]] weapons, and so they'll still be very useful there. [[User:Omega Tyrant|Omega Tyran ... to kill them in time (which only builds with Brute + Berserker + a strong melee weapon or rapid-fire builds with a strong [[Plasma rifle]] will have any sh
    13 KB (2,479 words) - 01:59, 9 August 2023
  • ...igger enemies when berserked. This makes the Scythe especially valuable to melee builds planning to take on [[The Mortuary]], [[Limbo]], or for any other sc
    5 KB (883 words) - 20:59, 24 July 2023
  • Whizkid allows one to build advanced and master [[assemblies]] out of [[weapons]], [[armor]], and [[boots]]. Furthermore, it allows one to just slap on [[m ...llows a Technician to "unload" an empty assembled/modded/exotic/unique non-melee weapon and produce a random mod pack, anything from the measly [[technical
    5 KB (843 words) - 18:24, 22 March 2024
  • ... of a Power mod, the Agility mod itself provides little-to-no benefit to a melee weapon. ...kull]]s from the [[Agony elemental]] or skipped fighting it. Otherwise non-melee builds are going to struggle doing any damage to him, and are gonna have to
    3 KB (484 words) - 12:04, 9 April 2017
  • ... Eye]] 1. Never reload in a spot where an enemy can see you or is about to melee you (except formers), you can outrun them all at base speed in [[green armo ...ld yourself an [[Energy pistol]], you'll often be at the mercy of your sub-weapons with them. They just barely don't go down in one clip from a base-power bul
    16 KB (2,914 words) - 16:34, 26 June 2023
  • ...eed Chainsaws nor Artifacts, you're still not going to be using it as your melee weapon when it's outdone by modded Combat knives as previously covered. ...ovement speed faster than 0.67 seconds to outrun the Angel of Death, a non-melee build can infinitely run away from him while safely throwing the Mjollnir a
    2 KB (350 words) - 11:35, 8 January 2018
  • The ideal build for this challenge is a rapid fire build; these weapons are mainly held back by their abysmal accuracy and unreliable damage output ...e than a few [[Large medkit]]s, provided you wear an [[armor]] with decent melee [[resistance]]. You should probably skip the Unholy Cathedral however if yo
    5 KB (859 words) - 04:25, 6 July 2023
  • ...ross off [[Blademaster]] unless you're willing to gamble on finding a good melee weapon, as you're going to be really weak unless you're lucky enough to fin ...ill be ok to use it in the lucky case you do find it. If you really want a melee master with the Dragonslayer however, you should use Malicious Blades as po
    13 KB (2,289 words) - 10:14, 10 August 2023
  • ... attacks with the Ripper for every single attack you'll get with any other Melee weapon, while it still possesses formidable power (averaging 21 damage per ...miss, 2 more levels than you would need to achieve the same in other Melee weapons.
    9 KB (1,550 words) - 10:09, 6 January 2018
  • ...rest, so you don't necessarily have to sigh and discard all the cool rapid weapons you find. You could even dip into Brute later on if you find the cleaver! Y ...is build really takes off, and pistols are probably the most useful modded weapons because of how fast they fire and how reliant they are on mods and assembli
    19 KB (3,472 words) - 21:54, 13 June 2023
  • ...ch and Son of a Gun 3, it knocks back on every hit. You can even use rapid weapons alongside your pistols, and that means [[Triggerhappy]] is no longer a dead ...ill invite a counterattack almost certainly, so you have to lure them into melee range... but if you have any levels of SoB, which you need, you'll knock th
    7 KB (1,370 words) - 16:33, 26 June 2023
  • ...y of the Dead (MAD for short), which turns the damage type of all shrapnel weapons to piercing. This means instead of your shotguns' damage being doubly reduc ...ou get a [[Chainsaw]]). You might even end up finding yourself fighting in melee more often than actually using your shotguns with a MAD build, at which poi
    21 KB (3,655 words) - 13:33, 30 July 2023

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