Jupiter Hell > Post Mortem
[0.8.7|M|AoNY|Sc|7|YAVP] Well…
Andizee:
Great, it's good to know about the stimpack. I actually was not sure what "Stimmed" did, I only suspected it increased action speed. I can now see it here https://jupiterhell.fandom.com/wiki/Stimmed that it increases dodge by 20% and speed of all actions by 20% (by the way, I presume it means reducing the action cost by 20%, which means performing actions 25% faster). This is nowhere as good as running that increased dodge by 30% and doubles the moving speed.
I always use stimpacks as medkits. Because of limited inventory space I prefer medkits that drop more often and stack up to 3. I am clearly underusing stimpacks.
khiijol:
incredible! i still suspect this challenge is beatable with tech on easy. beyond l1 provides two exit points (arena is probably not clearable unless you have a good cache of ammo - i'll have to do some non-NYRL runs on easy to see how many exactly of each enemy spawn - but you can avoid mobs alltogether by just running to the exit), and beyond l2 you be able to get lucky to find a staircase to beyond l3. im not sure if beyond l3 is fixed in layout, but all the times i've been there its the one that poses the biggest challenge without the ability to run away/stealth to the exit. presumably a healthy golden gun - or at least one with more than one bullet in it - would help quite a bit, as would a decent stack of grenades. i've found that one of the biggest helpers in the game is relying on the natural monster tendency to infight and shoot through each other in the back. if you can position an archreaver in front of an armored ravager, there is a good chance the ravager might kill the archreaver for you without you having to spend a shot
Andizee:
Arena is not clearable but exitable, so one could still go into Arena if this is the first elevator to find in B1.
Yes, there could be some clever way to help Tech in this challenge. Like recharging one bullet of golden gun by inserting a P mod. I suppose if advanced assemblies are introduced, they can create new ways to make Tech viable in AoNY
Dezhitse:
UV New York Reload? No wai
I wanted to write a long essay about why I think running anything other than Scout is too luck dependent even on Easy and is not worth it for me unless I am a complete masochist.
Then I just got to the game to test something and, well, this happened
on my first try
Spoiler (click to show/hide)
--- Code: ---Flynn Taggart, level 7 Marine, defeated
The Summoner against all odds.
He survived for 7159 turns.
The run time was 57m 52s.
He scored 2554 points.
He wanted to take it EASY.
He was an Angel of New York Reload!
CALLISTO L4 -> Military Barracks
Military Barracks - cleared
He killed 206 out of 329 enemies.
4 former CRI grunts
3 corrupted sergeants
22 former grunts
1 corrupted heavy
16 fire fiends
7 turrets
4 archreavers
4 ravagers
2 hellish soldiers
16 former guards
2 former CRI sergeants
2 former CRI soldiers
1 summoner
3 kerbeross
1 hellish sergeant
20 fiends
2 former CRI commandos
4 corrupted soldiers
4 CRI guards
3 military drones
4 plasma ravagers
4 rocket turrets
1 former CRI heavy
11 hellish grunts
1 security bot
4 CRI bots
11 CRI marines
7 former sergeants
4 corrupted commandos
9 corrupted grunts
2 reavers
12 former soldiers
2 armored ravagers
2 cryoreavers
11 security drones
Traits
Hellrunner L2
Ironman L2
Field Medic
Incoming!
Equipment
Slot #1 : Golden Gun
Slot #2 : CRI plasma shotgun
Slot #3 : chaingun P
Body : red armor P
Utility : ADV pistol damage amp
Inventory
krak grenade (x1)
frag grenade (x3)
multitool (x1)
military stimpack
small medkit (x3)
small medkit (x1)
large medkit
--- End code ---
Kornel Kisielewicz:
Hah! Now can we get a tech to round this out? :P
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