Jupiter Hell > Post Mortem
[0.8.7|U|AoCo|Te|11|YAAM] I'm in. (Confident Gold Badge)
Tormuse:
I finally beat Angel of Confidence! :D It took maybe a couple hundred tries with 90% of them dying in the first thirty seconds. :P (I'm exaggerating, but not by much; this challenge has a really rough start) Playing as a Technician, I missed the Hellrunner ability that the other classes have, but I think the ability to hack turrets at will made up for that. :)
Anyway, I decided to lean into the Technician's new advantages and headed right to Remote Hack right at the beginning. Pretty much every turret in the game got either hacked, or destroyed by another turret that I hacked. :P I guess that's why I only reached character level 11, when I was able to reach 14 in other games. You get double experience for hacking, but you miss out on any experience you would have gained from enemies killed by your hacked friends. (And at one point, I had the glorious opportunity to remote hack a CRI Bot with full hp, and it went on a rampage, that wiped out half the map, before it succumbed to another CRI Bot) :D (EDIT: Oh, right, derp, Angel of Confidence accounts for having less experience by the end)
And with this game, I advanced to Captain rank! :D I no longer get a listing of what badges I need for the next rank; does that mean this is the highest rank?
Tormuse, level 11 Technician, defeated
The Summoner against all odds.
He survived for 15068 turns.
The run time was 3h 31m 30s.
He scored 5874 points.
He was ULTRAVIOLENT!
He was an Angel of Confidence!
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
Confident Silver Badge
* Complete Angel of Confidence (AoCo)
Confident Gold Badge
* Complete AoCo on Hard
He killed 316 out of 316 enemies.
1 toxiberos
1 former CRI grunt
1 corrupted sergeant
2 corrupted heavys
26 fire fiends
17 turrets
33 archreavers
15 siege ravagers
24 ravagers
3 former CRI soldiers
1 former CRI sergeant
1 summoner
1 kerberos
41 fiends
2 hellish heavys
6 former CRI commandos
8 corrupted soldiers
1 military drone
11 plasma ravagers
10 hellish commandos
10 rocket turrets
1 security bot
10 CRI marines
7 CRI bots
9 cryobeross
3 exalted soldiers
8 corrupted commandos
16 reavers
24 armored ravagers
4 combat drones
18 exalted fiends
8 toxic reavers
14 cryoreavers
Traits
Tough as Nails L1
Juggler
Packrat L2
Sustained fire L1
Gun hoarder
Hacker L2
Hunker down
Remote Hack
Equipment
Slot #1 : rocket launcher PBA
Slot #2 : ADV 7.62 assault rifle A
Slot #3 : ADV 12ga auto-shotgun P
Slot #4 : ADV energy rifle P
Body : ADV blue armor PBA
Utility : CRI rifle critical amp
Inventory
energy cell (x56)
rocket (x10)
rocket (x10)
rocket (x8)
12ga shell (x31)
7.62 ammo (x100)
7.62 ammo (x58)
gas grenade (x2)
krak grenade (x2)
multitool (x2)
military stimpack
large medkit
--- End code ---
Kornel Kisielewicz:
I wonder if there's any single item I could give the player to make the two first levels easier but not making the rest of the run much easier - ergo ease in those 90% deaths?
Tormuse:
A phase device, perhaps? (Assuming they do what they say they do and guarantee that you teleport somewhere safe) Most of the time when I died at the start of AoCo, it was because the enemies swarmed the starting room before I could even move a few steps. In all of the more successful games, they held back long enough for me to at least get to a doorway, so I could bottleneck them and face them more or less one at a time.
Moonshine Fox:
Callisto swarms are a problem in every mode, but on AoC you can't use cover to at least mitigate the bulletstorm that comes your way. A Phase Device could work, tbh.
khiijol:
heavier starting weapon maybe? 7.62 instead of 9mm?
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