Jupiter Hell > Post Mortem
Almost there: YASD Tech/Medium
(1/1)
singalen:
First time I got that far. Didn't know there won't be any ammo Beyond, so didn't have enough with me, so became reckless.
Technician's Field Medic is really OP, I didn't even use his activated abilities much.
Didn't figure out how to activate Scavenger.
Bringing 6 keycards to Vaults would be really tough; clearing them wasn't. I figured I can shoot beyond range with a Hunter Rifle and take out those pesky turrets. Why isn't Hunter Rifle a Sniper Rifle? Is there a better one?..
Took most of my Saturday. Taking a break from JH for a while now.
The mortem format lacks the armor's percentage.
Flynn Taggart, level 14 Technician, killed on
BEYOND L3 by a archreaver.
He survived for 19590 turns.
The run time was 5h 21m 54s.
He scored 3106 points.
He took MEDIUM risks.
CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
BEYOND L1 -> The Arena
The Arena - cleared
BEYOND L2 -> Limbo
Limbo - cleared
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Conqueror Ribbon (+100)
* Completed all encountered special levels
He killed 431 out of 448 enemies.
18 former soldiers
2 former CRI guards
47 fire fiends
4 corrupted sergeants
3 corrupted grunts
9 former CRI soldiers
31 turrets
14 rocket turrets
5 corrupted heavys
7 toxic reavers
3 former commandos
16 former grunts
12 cryoreavers
15 former guards
6 siege ravagers
11 CRI marines
11 reavers
2 corrupted guards
3 military bots
2 plasma ravagers
1 former CRI grunt
24 security bots
1 former CRI heavy
1 former heavy
3 combat drones
1 corrupted commando
41 fiends
22 security drones
3 exalted soldiers
34 archreavers
6 exalted fiends
20 ravagers
9 CRI bots
3 former CRI sergeants
2 hellish commandos
30 armored ravagers
4 corrupted soldiers
10 former sergeants
Traits
Ironman L2
Packrat L1
Son of a Bitch L2
Whizkid L3
Gun hoarder
Scavenger
Tinkerer
Field Medic
Overkill
Equipment
Slot #1 : ADV rocket launcher
Slot #2 : .44 hunter rifle PB
Slot #3 : ADV 7.62 assault rifle A
Slot #4 : CRI plasma rifle P2BA
Body : red armor PB
Utility : CRI rifle power control
Inventory
energy cell (x34)
rocket (x10)
rocket (x1)
7.62 ammo (x32)
.44 ammo (x31)
krak grenade (x2)
smoke grenade (x2)
CRI phase kit (x1)
military stimpack
military stimpack
stimpack (x1)
large medkit
--- End code ---
khiijol:
nice run, the endgame kind of forces you to lock into rockets, 7.62 and plasma
scavenger activates automatically - just pick up an ammo and it will convert to whatever type the gun you're holding takes, except on rockets and plasma
i haven't encountered any unique 45 rifles, but would make a good addition if there isnt one there. typically i ditch my rifle for a rocket launcher as a long range weapon
singalen:
I was wary of rocket launcher, as in DRL it destroys items. It was surprising that in JH it doesn't.
I even ignored an ADV launcher.
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