Jupiter Hell > Post Mortem

[0.8.7|M|AoNY|Sc|7|YAVP] Well…

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Dezhitse:
Somebody asked me to post a Post Mortem,
so here we go.

In 0.8.6' patch notes there were something like «We were only able to beat this challenge on Easy». Well, challenge accepted.
I knew that the only viable choice for this challenge was Scout, even with the introduction of hacking, for one simple reason: there are almost no weapons in lategame, so the only way to succeed is to run. And Scout can not only run, he can run directly to the exit, because you can always see it on the minimap. Armed with some intuition about map generation, I decided to go on.

He knew that the beginning won't be that hard. There were a lot of enemies with guns you can pick up and use, so he prepared his .44 revolver and started picking up guards one by one in the doorway. Ammunition is more valuable than health, so he was firing slowly, one by one, carefully aiming each shot to achieve maximum possible hit rate. He had to trade his health for the entire run, because «Steady Shot» would be out of his reach this time. .44 revolver ran out of bullets quickly, so he picked up two 9mm pistols, leaving his beloved Golden Gun behind until he killed everybody on this floor.
Golden Gun was a precious resource, too precious to use: only six bullets. Actually though, it is only five, because the last one should remain in this gun for the final showdown. Wait, it is four, because he discharged first bullet into former guard on Callisto L2 by accident. Oh, crap.

Two weapon slots, one of which are used for carrying the Golden Gun, is a real bottleneck. However, on level two he picked up Hellrunner L1 in hopes of beelining to Running; at least here, on Callisto, you can always find a gun or two to spare, right? Right? Well, Callisto L4 had proven him wrong: security bots and fiends everywhere, and not a single soldier on sight. He almost ran out of bullets for 9mm and was forced to spend one bullet from Golden Gun to finish off fire fiend. The plan was to find an assault rifle here and get to the Military Barracks to get some sweet, sweet experience, but he had to bail out to Callisto L5 in desperation instead. The run was over at this point, but wait, what is this? Two soldiers were standing right next to the acid barrels, that's cool!

By the way, the real trick is to not forget to pick up the Golden Gun before you get to the next level. I lost one of my runs due to this

Valhalla Spaceport was quite generous in terms of weapons, so he decided to finish off everything that moves here to get maximum possible experience. Hellrunner L1+L2, Running and Skilled L1 were all in his pockets, and he was only level 5, playing a very risky game of «I only have one full chaingun to finish off everybody in Europa L1», one fully loaded auto shotgun for Europa L2 and so on. Level 6 gifted him with so much desired Gun Hoarder, which made everything a little bit easier. A ton of multitools and a bit of luck = hacked turrets and cluttered inventory (yes, I was still able to clutter 10 slots without having a single bullet). Luring ravagers into hacked turrets proved to be a great idea to get some more experience.

Europa Central Dig was the first level to employ the technique known as run, Io L1 was the last level to not employ it. Golddigger was the last skill he picked just to make sure not to skip any of the loot boxes on the way: even useless ammo boxes restore 10 points of class power each. Stealth + Running proved to be a great combo too. Somewhere on Io, he got into trouble: a couple of exalted ravagers blocked the exit elevator room, but he lured them out and used CRI phase kit to try again. Gateway almost killed him, but technique known as «medkits hoarding» helped a lot. Also, somewhere on Io he found a red armor thanks to Golddigger trait.

He entered Beyond with only two bullets in his Golden Gun, an empty chaingun, an empty shotgun and a couple of grenades. Luckily, the elevator to the next level is close, just go! Beyond L2, a couple of ravagers, exit is, again, very close, just run through their bullets. Beyond L3, a ton of enemies around, smoke grenades got to the rescue and, again, running. Two hellish soldiers blocked the narrow hallway: stealth, some maneuvering and the last remaining krak grenade solved this problem. One stimpack to get class bar from 15 to 25 points, stealth again and straight to the exit, trying not to hug stray siege ravager on the way.

Precipice of Defeat.
Two bullets in his Golden Gun.
Boom.

Spoiler (click to show/hide)
--- Code: ---Flynn Taggart, level 7 Scout, defeated
The Summoner against all odds.
He survived for 6435 turns.
The run time was 58m 57s.
He scored 3351 points.
He took MEDIUM risks.
He was an Angel of New York Reload!

Awards
  Untouchable Ribbon (+50)
   * Won taking less than 1000 damage
  New York Bronze Badge
   * Reach Io on Angel of New York Reload
  New York Silver Badge
   * Complete Angel of New York Reload

He killed 201 out of 366 enemies.

  4 former CRI grunts
  3 corrupted sergeants
  20 former grunts
  2 corrupted heavys
  11 fire fiends
  5 turrets
  7 archreavers
  2 hellish soldiers
  1 siege ravager
  5 ravagers
  13 former guards
  2 former CRI sergeants
  3 former CRI soldiers
  1 summoner
  2 former CRI guards
  19 fiends
  4 corrupted soldiers
  1 plasma ravager
  2 rocket turrets
  8 security bots
  7 CRI marines
  9 CRI bots
  3 exalted soldiers
  2 corrupted guards
  4 former sergeants
  3 corrupted commandos
  2 reavers
  14 former soldiers
  2 armored ravagers
  8 combat drones
  2 former commandos
  2 cryoreavers
  31 security drones

Traits
  Skilled L1
  Hellrunner L2
  Gun hoarder
  Golddigger
  Running

Equipment
  Slot #1 : Golden Gun
  Slot #2 : chaingun
  Slot #3 : 12ga auto-shotgun
  Body    : red armor P
  Utility :  - NONE -

Inventory
  smoke grenade (x2)
  multitool (x5)
  large medkit
  large medkit

--- End code ---

Kornel Kisielewicz:
Congratz :D. The story reads really well too! I like the fact that AoNYR actually has people employing different tactics. The sad part is the reliance on scout due to stair running. I wonder if we can do something about that - I think tech could be almost doable on this challenge if it weren't for beyond.

Andizee:
Cool, thanks for the post, and congratulations again!

A Tech is traditionally a master of items -- what is missing for AoNY is an item that allows running.
If stimpack could do that -- and also if stimpacks could be guaranteed from medical stations -- then with Tinkerer a Tech could stock up stimpacks enough to run when needed, and Remote Hacker must be very strong on this challenge, too.

Dezhitse:
Yeah. Due to the Beyond, I haven't even considered other classes, Scout is simply the only choice here.
Not only due to its abilities, but due to the fact that it is the only class which can recover his power without killing enemies (and using stimpacks). In Beyond, killing is pretty much impossible on New York Reload.
To me however, this challenge is okay as it is. That's a challenge which restricts you from shooting things in a game all about shooting things. Of course it might require certain class/skill combinations!

Stimpack actually increases running speed by 20%, as far as I know, as well as all other actions. But it is only for five turns (twenty for military version), while Scout's Hellrunner is permanent + Stealth works for 8 turns (12 if Skilled L1, that's the only reason why I took it).
Maybe it could be possible to reset until you find ADV powered armor somewhere, but that's… meh

Tormuse:
Nice one!  :D  And nice rundown of your gameplay.  :)

I haven't had a lot of success in AoNYR so far, mind you, I've been playing at UV.  I'd really like to see if I can put the hacking ability to use in this challenge some time.

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