Chaosforge Forum

  • March 28, 2024, 15:36
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: [0.8.7|U|AoD|Sc|14|YAAM] Angel of running around (Doomed Gold Badge)  (Read 2066 times)

Tormuse

  • Elder
  • General
  • *
  • *
  • Offline Offline
  • Posts: 1696
  • More Angelic than not
    • View Profile

I now have one UV victory as each character class.  Yay!  :D

Angel of Doom makes for a very different strategy than normal.  Instead of seeking cover, it encourages you to run around a lot, partly to try to keep one enemy in view at a time, and partly to maximize the damage bonus you get from having a high dodge rating.  The Scout was the natural choice, since he gets access to Hellrunner, Dodgemaster, and Running traits.  Toward the end of the game, I was getting so many damage bonuses, I was even able to take out Armored Ravagers with a single rocket each!  :)

That advanced shotgun you see was a fantastic find.  It had increased damage, autoloader, and cold damage, and I increased the damage further with a power mod and firing speed with an accuracy mod.  I kept it around specifically to deal with the Summoner at the end.  I could fire at him to slow him down with the cold effect, then take a step away to simultaneously reload and reinforce my dodge bonus.  (And therefore damage bonus)

I feel a bit silly that I kept all those grenades around "just in case," but didn't end up using them, except for a single Krak grenade at the beginning of the Summoner fight to strip away his armour.  Oh well...  :)

EDIT:  Oh yeah, one other thing I noticed...  AoD seems to block you from hitting enemies outside of your visual range.  I couldn't use my usual strategy of shooting turrets that couldn't see me.  (I was emptying clip after clip after clip into them while doing zero damage)  The only exception was the rocket launcher's splash damage, so that became a very important weapon in late game.

Tormuse, level 14 Scout, defeated
The Summoner against all odds.
He survived for 13741 turns.
The run time was 4h 51m 28s.
He scored 6547 points.
He was ULTRAVIOLENT!
He was an Angel of Doom!

CALLISTO L2 -> Valhalla Terminal L1
Valhalla Terminal L3 -> 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

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  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
  Doomed Silver Badge
   * Complete Angel of Doom (AoD)
  Doomed Gold Badge
   * Complete AoD on Hard

He killed 490 out of 490 enemies.

  5 former CRI soldiers
  2 military bots
  26 former soldiers
  13 reavers
  2 corrupted soldiers
  47 turrets
  15 exalted soldiers
  3 exalted fiends
  29 armored ravagers
  10 plasma ravagers
  15 siege ravagers
  8 security drones
  11 CRI bots
  9 CRI marines
  3 exalted ravagers
  1 summoner
  40 fiends
  33 fire fiends
  15 exalted reavers
  12 toxic reavers
  39 security bots
  4 former grunts
  28 ravagers
  17 former guards
  28 archreavers
  2 former CRI commandos
  1 former CRI grunt
  2 hellish commandos
  3 former heavys
  2 corrupted commandos
  4 corrupted heavys
  6 former commandos
  3 hellish heavys
  3 kerbeross
  8 former sergeants
  1 military drone
  6 exalted kerbeross
  2 former CRI sergeants
  9 cryobeross
  4 toxibeross
  12 rocket turrets
  2 combat drones
  14 cryoreavers
  1 cyberos

Traits
  Skilled L1
  Hellrunner L2
  Juggler
  Packrat L2
  Pinpoint L2
  Gun hoarder
  Dodgemaster
  Second Wind
  Scavenger
  Running

Equipment
  Slot #1 : rocket launcher PBA
  Slot #2 : 7.62 assault rifle PBA
  Slot #3 : ADV 12ga shotgun PA
  Body    : ADV green armor PA
  Utility : CRI accuracy amp

Inventory
  rocket (x10)
  rocket (x3)
  12ga shell (x46)
  7.62 ammo (x100)
  7.62 ammo (x100)
  7.62 ammo (x43)
  gas grenade (x3)
  krak grenade (x1)
  frag grenade (x2)
  smoke grenade (x2)
  CRI phase kit (x1)
  stimpack (x3)
  large medkit
  large medkit
« Last Edit: January 19, 2020, 00:13 by Tormuse »
Logged
Apostle Chaos Lt. General (0.9.9.7)
[26/26/26/26/18/9]
Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/

Once again, congratulations :).

Speaking of grenades - which ones do you think are more worth than a stack of 9mm ammo? Which ones do you make room for? Can you try to judge which ones are important, and which ones are useless?
Logged
at your service,
Kornel Kisielewicz

Tormuse

  • Elder
  • General
  • *
  • *
  • Offline Offline
  • Posts: 1696
  • More Angelic than not
    • View Profile

To be completely honest, I kept forgetting that I had the option of using grenades.  :P  In this game, I used a frag grenade once, just to get rid of one, because I saw an extra one, and I used a smoke grenade at one point to escape a sticky situation.  In other games, I've used Krak grenades on CRI bots, but this time, I made a conscious choice to save those for the Summoner.

Generally speaking, I guess I most frequently use the smoke grenades for getting myself out of tough spots, but in this game, I mostly used the Scout's stealth ability for that.  (The armour I was wearing had the "camoboost" ability, which aided in escapes)

Also, this is a reminder that I've been terrible at giving feedback.  I've been taking notes as I play, for the last few versions, but haven't actually shared it.  I'll have to post it on the Steam forum some time today.
Logged
Apostle Chaos Lt. General (0.9.9.7)
[26/26/26/26/18/9]
Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos

khiijol

  • Second Lieutenant
  • *
  • Offline Offline
  • Posts: 193
  • Lost Soul
    • View Profile

fantastic run as always, i have yet to get very far past callisto 2/3 with this challenge

EMP grenades i think are the most useful and ones i'll always make an inventory slot for. gas and smoke are good for escape, frag is good on early levels, and krak has very limited usage (summoner being the prime example). it would be cool to be able to carry more, maybe stack 5 in a slot instead of 3?
Logged
[26/26/24/20/7/2]

Moonshine Fox

  • Silver Supporter
  • Elder
  • Sergeant Major
  • *
  • *
  • Offline Offline
  • Posts: 156
  • Lost Soul
    • View Profile

I agree with EMP grenades. I rarely pick up anything but those. But then I play Tech most of the time, so I have a smoke grenade on demand, pretty much.
Logged
Shoot at everything that moves. If it doesn't move, shoot it anyway, it might move later.

Andizee

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 23
  • Lost Soul
    • View Profile

Tormuse -- congratulations! This is inspirational. I have never attempted AoD yet, it's on my list, but I was wondering if it can be done on UV. Now I know.

About grenades:
I usually keep one or two types of grenades.
I always pick up krak. They are for multiple bots or when I need a bot to immediately die. They instakill security bots and are extremely good against military/cri bots. So I consider krak the most precious one. But also I don't hold them for long, I use them. (Summoner does not need krak any more, its armor gets destroyed anyway in the first encounter, before it teleports away.)
Smoke and toxic are good to get away, I try to keep a stack of one or the other, but never both.
Frag is nearly useless past Callisto. EMP is good, but not as good as krak. Now with Hack, there is a new use of EMP to get to turrets for hacking.

In general, a typical mid-game preference is:
for Marine: smoke/gas > krak > stack of ammo > EMP > frag
for other classes: krak > stack of ammo > EMP > smoke/gas > frag
Logged
Pages: [1]