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  • item_name=Technical mod pack| item_description=''Technical modification kit -- decreases fire time for weapons, or increases armor kno
    570 B (87 words) - 07:36, 1 August 2011
  • #REDIRECT [[Technical mod pack]]
    32 B (4 words) - 10:55, 9 April 2017

Page text matches

  • * [[technical mod pack]]
    3 KB (451 words) - 14:25, 30 May 2013
  • | scope="row" | [[technical mod pack|Technical]] || T
    7 KB (871 words) - 14:35, 30 May 2013
  • ==Technical Aspects==
    3 KB (482 words) - 22:18, 11 February 2013
  • ...e can be reduced by the [[Traits#Finesse|Finesse]] trait, or by applying [[technical mod pack]]s. {{Technical}}
    6 KB (1,000 words) - 04:58, 2 May 2017
  • {{Technical}}
    7 KB (1,044 words) - 12:28, 28 January 2017
  • Bullet damage has the same technical properties as melee damage; protection applies normally and bullet damage c
    2 KB (334 words) - 16:07, 20 November 2021
  • {{Technical}}
    1 KB (153 words) - 17:12, 20 July 2012
  • {{Technical}}
    27 KB (3,198 words) - 16:49, 15 November 2019
  • {{Technical}}
    6 KB (942 words) - 04:25, 15 July 2011
  • {{Technical}}
    11 KB (1,262 words) - 08:31, 6 March 2012
  • {{Technical}} |[[technical mod pack]]
    7 KB (759 words) - 19:53, 1 July 2013
  • {{Technical}}
    7 KB (916 words) - 07:07, 15 November 2017
  • ...ecisely, similar to [[bruiser brother]] enemies and other boss types (as a technical note, all beings are given the BF_HUNTING flag). Note that a particular bei
    2 KB (381 words) - 10:15, 10 August 2023
  • ... special considerations within the game engine, although many of these are technical and unimportant from a gameplay perspective.
    14 KB (1,876 words) - 07:25, 23 June 2023
  • This is a technical list of all the traits and what they do, just in case the trait selection s ...ever you kill an opponent with a melee attack, it takes no time to do so. (Technical point: the effect sets your [[Time#Fractional Time|energy]] to 5001, so thi
    22 KB (2,770 words) - 09:46, 24 December 2018
  • ...ortress]] and encounter the true evil there. As it stands, there are three technical ways to finish a game via while in the Hell Fortress:
    3 KB (426 words) - 20:04, 14 October 2013
  • ... [[Phobos Anomaly]], while you're very likely to have a [[bulk mod]] and [[technical mod]] by then to make it, ensuring you can have one before [[VMR]] show up ...r protection against the VMR, but even then unless you have spare bulk and technical mods on hand, you might want to try holding out a couple more levels for a
    17 KB (2,960 words) - 07:00, 6 April 2024
  • item_name=Technical mod pack| item_description=''Technical modification kit -- decreases fire time for weapons, or increases armor kno
    570 B (87 words) - 07:36, 1 August 2011
  • {{Technical}}
    4 KB (520 words) - 04:28, 14 August 2012
  • ...us it would be a decent assembly to make if you got the inventory space, [[technical mod]], and [[bulk mod]] to spare.
    11 KB (1,787 words) - 11:14, 4 September 2023
  • ... below 100% upon being assembled, it will be restored to 100%, even if the technical mod is applied second.}}
    628 B (89 words) - 06:43, 6 April 2024
  • ... below 100% upon being assembled, it will be restored to 100%, even if the technical mod is applied second.}}
    607 B (86 words) - 06:44, 6 April 2024
  • ... pack]] in their starting inventory. Note that they do not start with this technical mod in the following [[Challenges]]: [[Angel of Berserk]], [[Angel of Shotg
    32 KB (4,000 words) - 15:53, 27 August 2023
  • |[[technical mod pack]]|mod_tech
    13 KB (1,540 words) - 11:43, 15 June 2013
  • ...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.
    21 KB (3,583 words) - 10:05, 29 August 2023
  • ...y, B = bulk, F = firestorm, N = nano, O = onyx, P = power, S = sniper, T = technical.</nowiki> ...''|level|This is the degree of complexity relating to the assembly. From a technical standpointg, it is the level of [[Modding:Being#Properties|techbonus]] requ
    4 KB (566 words) - 22:01, 27 January 2012
  • |Sound played when a Technical Mod Pack is picked up.
    16 KB (2,291 words) - 08:06, 11 March 2012
  • {{Technical}}
    5 KB (674 words) - 04:32, 21 September 2013
  • {{Technical}}
    2 KB (264 words) - 03:04, 21 September 2013
  • {{Technical}}
    2 KB (216 words) - 05:02, 21 September 2013
  • {{Technical}}
    897 B (100 words) - 19:26, 20 August 2012
  • ...which can be improved even farther with additional levels of Finesse and [[Technical mod]]s. ...an still outdo MAD when being able to invest in Finesse and apply multiple Technical mods.
    12 KB (2,095 words) - 11:18, 8 January 2018
  • {{Technical}}
    1 KB (132 words) - 03:03, 21 September 2013
  • {{Technical}}
    627 B (80 words) - 05:28, 21 September 2013
  • {{Technical}}
    602 B (74 words) - 17:11, 4 June 2013
  • A [[Technical mod]] is useless when why would you want to increase the knockback penalty
    14 KB (2,348 words) - 20:12, 11 September 2023
  • ...ing and ''target''. The ''cutoff'' and ''maximum'' parameters are somewhat technical, but basically they indicate how much time should be spend searching for a
    14 KB (2,099 words) - 20:22, 9 June 2013
  • ...non-melee weapon and produce a random mod pack, anything from the measly [[technical mod]] pack to the worshiped [[onyx mod|onyx]] and [[nano mod]] packs.
    5 KB (843 words) - 18:24, 22 March 2024
  • ...you really want some form of knockback reduction, you can simply apply a [[technical mod]] to your [[armor]] or [[boots]], or [[assemble]] a pair of [[Grappling
    4 KB (721 words) - 22:22, 22 July 2023
  • ...shotgun is a basic [[assembly]], created by placing a power mod pack and a technical mod pack onto a [[combat shotgun]]. If the second level of [[Traits#Whizkid
    2 KB (370 words) - 04:42, 20 October 2019
  • You also need a power, agility, and technical mod pack on a double shotgun. Again, these mods could be put to more practi
    2 KB (298 words) - 21:01, 15 October 2013
  • ...o do, so you might as well make a Tactical RL at that point), and a single technical mod on the Tactical RL would keep a ML from ever matching it. ...atter or you really need the Tactical RL ASAP. For which mod to use, the [[Technical mod]] would be by far the most useful, as it helps alleviates the one short
    10 KB (1,743 words) - 03:39, 23 November 2023
  • You are a Technician, so you start with a Technical mod, which you should immediately use on your starting pistol. It makes you
    16 KB (2,914 words) - 16:34, 26 June 2023
  • #REDIRECT [[Technical mod pack]]
    32 B (4 words) - 10:55, 9 April 2017
  • ...t however, as you'll need [[Whizkid]] 2, alongside two [[Power mod]]s, a [[Technical mod]], and an [[Agility mod]]. In normal games this can put the Cerberus bo
    5 KB (866 words) - 07:50, 28 October 2019
  • ... you could potentially get more power out of multiple [[Power mod]]s and [[Technical mod]]s against normal enemies, when enemies would need an armor value over
    5 KB (796 words) - 06:32, 23 September 2018
  • ...the]] (49 or 48 vs. 45, with even greater DPS values for the Ripper if a [[technical mod]] is added), while this gap grows with Brute investment (67/66 vs. 54 w ...s of Finesse factored that you would need to get WK, the attack speed of a technical-modded Ripper becomes .28 seconds vs. .35 seconds of a bulk/power-modded Ri
    9 KB (1,550 words) - 10:09, 6 January 2018
  • ...dded out your main armor and have a spare Red Armor with a [[Technical mod|Technical]] and [[Bulk mod]] on hand, where the cost is relatively less severe and it
    4 KB (781 words) - 08:37, 16 July 2023
  • ... for an average of 4 compared to always 3), and decreased firing time with Technical mods will more than make up for the less damage output against highly armor
    9 KB (1,523 words) - 17:20, 7 July 2023
  • For UV/Nightmare Ao100, take Son of a Gun and immediately use the Technical mod on your pistol, because you are guaranteed to start with a pistol, and
    19 KB (3,472 words) - 21:54, 13 June 2023

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