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Author Topic: Advice Against the Two Shamblers in Deimos Lab  (Read 6492 times)

CursedNobleman

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Advice Against the Two Shamblers in Deimos Lab
« on: March 25, 2013, 22:47 »

Yeaaaaah, whenever I get to Deimos Lab, I end up using 5-7 large medpacks and a phase device trying to kill these bastards. I just phase and start trying to hammer them with rockets. Anyone have a better strategy?
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Ashannar

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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #1 on: March 25, 2013, 23:12 »

It's probably only really doable with a strong rapid-fire build or melee. Also, you may as well save your phase, because they just teleport to you anyway. I guess you could luck out with a phase that puts you in a narrow dead end, which might make the fight a tad easier.
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LuckyDee

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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #2 on: March 25, 2013, 23:17 »

I'm reluctant with phases there, due to the large amount of acid. Besides, these bastards teleport anyway, so it won't buy you much time.

I found out the hard way that a shotgun build is very difficult in the best of circumstances; melee on Berserk was a piece of cake. Haven't had the chance to try other builds, but I don't think I'll be trying pistols any time soon...
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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #3 on: March 25, 2013, 23:19 »

yes, no shotguns. Die twice as AoSh here, no chance. Those bastards teleports away when "seriously wounded" and return "almost unhurt". Two shamblers means that no cover here. When you cornershoot one, the second teleports to your back. Need a huge RNG love for shotgun masters. Like a energy shield, or something like that. And a lot of misses - fortunately shamblers ranged attack has a chance to miss completely. But for now 0:2 :))
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Ashannar

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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #4 on: March 26, 2013, 01:13 »

I think it's doable if you have one pinned to the wall with a double shotty at point blank range. Probably also doable with shottyhead and maybe a plasma shotgun.
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LuckyDee

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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #5 on: March 26, 2013, 01:43 »

I had MSh, wasn't a tiebreaker in itself...
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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #6 on: March 26, 2013, 02:17 »

Well, I managed to crack Deimos Lab as an UV AoSh (which later ended as a YAAM). The key to success was a double shotgun, MAD, running tactics and getting as close as possible. I also was quite a bit lucky that I almost at no times faced both shamblers at once. It did cost a few medkits though, even if for renewing the running tactics, but in the end it worked just fine.
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LuckyDee

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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #7 on: March 26, 2013, 02:30 »

I have yet to try MAD, it always made more sense to rely on speed to me. It's beginning to sound tempting though....
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Radagast

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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #8 on: March 26, 2013, 03:14 »

MAD is actually the only truly reliable skill for shotguns imo. For lots of reasons. It saves ammunition. It even makes the bruiser brothers and other armored opponents a walk in the park. Even the normal shotgun becomes a beast with great knockback potential. Not to mention the power it gives to a double shotty, the elephant gun or a tactical  or exotic shotgun. Piercing all armors, is the only sure way of killing fast opponents with a shotgun. Tbh I never liked other shotgun builds. And don't forget the extra 10HP and 50% powerups for the marine with MAD, it does count since it actually gives you better survivability for the shamblers too.

Other than that, rapid fire builds are probably indeed better in there as it had already been mentioned, I did kill both shamblers that way last time I entered Deimos (was a UV standard game with cateye build) but I can't say it was very easy. Lots of running around, using some medpacks and having some "minor accidents" in the acid. Plasma rifle with TH to end the fight quickly and kill the 1st shambler was eventually required to survive. The 2nd then was easier, since cornershooting was at last reliable.
« Last Edit: March 26, 2013, 03:20 by Radagast »
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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #9 on: March 26, 2013, 03:20 »

Sounds about right. Don't underestimate MSh though, since all avenues for upgrading your speed (HR/FIN/RL) remain open, plus MSh drastically cuts firing times as well.
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Radagast

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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #10 on: March 26, 2013, 03:25 »

Fair enough, but from the little experience I have in this game, when you know how to cornershoot with a shotgun constantly, big dmg for knockback is even better than high firing speed. If the opponent never reaches you due to knockbacks why should you bother increasing your low firing speed? With the 2 reloader plus shottyman, you don't really need firing time with a shotgun, while it is a plus I don't deny, I think it's superfluous. Piercing armor on the other hand, feels amazing when you can kill barons with 2-3 shots from a range of 2-3tiles, without risking your life at all.  Saves ammunition too.
« Last Edit: March 26, 2013, 03:27 by Radagast »
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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #11 on: March 26, 2013, 03:31 »

Too bad Shottyman Gold requires me to do UV, which I'm going to put off for a little while longer. For the next shotty build I'm definitely giving MAD a try though. Hell, and MFa too. Probably get there when I start doing standard HMP.
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Ashannar

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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #12 on: March 26, 2013, 03:52 »

I hear what you're saying about MAD, but to me there's something so gratifying about being able to push a baron who's in melee range out beyond sight range before he can even react with MSh.
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thelaptop

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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #13 on: March 26, 2013, 06:26 »

MAD is the premier traditional Shotgun build.  I swear by it over everything else, except maybe MFa due to its non-bugginess and interesting contribution of using explosive weaponry.  If I play shotguns, 90% chance I'm doing it with MAD -- it is that good.

=D
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Re: Advice Against the Two Shamblers in Deimos Lab
« Reply #14 on: March 26, 2013, 10:51 »

Playing a MAD build now. For the moment (just finished CC+), I find the lack of FIN, HR and JUG daunting. WK and DM would have been nice, too.
Looks like I'm going to have to just tank up: elephant gun, tact shotty, tac boots, hopefully a power armour and/or some lava boots.

And of course enough shells for some radar shooting...
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